garret6 Posted September 7, 2010 Report Share Posted September 7, 2010 1. Molecular Control:for me it ruins the game... even with iron man settings. I think xcom gets the mind control option too fastand 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 gameimbalacing 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 More sharing options...
[NKF] Posted September 8, 2010 Report Share Posted September 8, 2010 (edited) 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 September 8, 2010 by NKF Link to comment Share on other sites More sharing options...
garret6 Posted September 8, 2010 Author Report Share Posted September 8, 2010 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 More sharing options...
[NKF] Posted September 9, 2010 Report Share Posted September 9, 2010 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 More sharing options...
garret6 Posted September 9, 2010 Author Report Share Posted September 9, 2010 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 xDi 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 More sharing options...
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