Jump to content
XCOMUFO & Xenocide

Some questions for modding the game


garret6

Recommended Posts

1. Molecular Control:

for me it ruins the game... even with iron man settings. I think xcom gets the mind control option too fast

and its too OP. But i love the challenge so i dont wanna use eleminate ALL mind control from the game(with xcomutil).

Is there a way where i can erase the Firemode 'Mind control' for the disruptor? panicing seems quite fair as its not game

imbalacing in opinion....

 

2. DPL:

is there way too remove the waypoints for the DPL? or reduce it to one? the problem would be i want the aliens to have all waypoints availible.

Is that in any way possible?

 

3.

In my eyes (at least when i play with xcomutils research help) the thermalshock cannon is too overpowered. is there a way to alter the area effect of the launcher?

 

greez and thx for any information on how to accomlish thos things

Link to comment
Share on other sites

I think the solution is to just not use the molecular control option. Some of us don't use the MC Disrupter at all and only use the MC-Reader - while others don't need to use either.

 

As for you other two matters, they can be done easily with a weapon editor, or if you don't mind editing the obdata.dat file yourself with a hex editor.

 

The DPL can be easily turned into a normal torpedo launcher by removing its waypoint ability altogether, and adding some reasonable values in for the snap/aimed modes.

 

The Thermal Shok launcher was overpowering in the vanilla game. Far too powerful considering area-effect stun damage does 0 -200% damage compared to the 50% - 150% that High Explosive damage deals.

 

The only way to reduce the blast area is to reduce the thermal shok bomb's damage.

 

- NKF

Edited by NKF
Link to comment
Share on other sites

heheh yeah that woudl be the easierst way, but i kinda find it hard to even play iron man.. i dont know if i can restrain myself from the 2nd most powerful weapon (1st is save-timemachine :-)) if i COULD use it. hmm is ther perhaps a way to alter the manufacture time of the mc disruptor extremely high, lets say 5 years or so with 250 engis?

 

can u suggest a good editor where i can: alter dmg from weapons, alter manufacture times/or costs(just make the disrupter unpayable or use 10000 units of zrbite) and turn the DPL to a torpedo launcher?

 

thx for the reply

 

greez

Link to comment
Share on other sites

Since I tend to manually edit the files myself when I need to, I don't really know of any good editors that I could recommend. At least, ones that will allow you to alter the research requirements or costs.

 

Actually, Jenny's editor may be worth looking at. Check the pinned thread in the X-Com Ed under the modding section.

 

http://www.xcomufo.com/forums/index.php?showforum=310

 

- NKF

Link to comment
Share on other sites

Hi,

yeah jennys editor is quite mighty...

 

i found anouther solution by (as u said) manually editing the files via a hex editor and ufopedia.org:

 

i altered the needed work space for MC disruptor to a ridicilous high value so u i cant construct it. even when i build a base ONLY with workshps xD

i too altered the DPL to have aimed shot and not to be a waypoint weapon (there is a byte that indicates this)

 

i even fiddl around with tactical exe and try some reverse engeneering, but i havent found any good assembly IDEs or editors yet so its kinda a pain ^^

 

greez

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...