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Some questions for modding the game


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#1 garret6

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Posted 07 September 2010 - 11:14 AM

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

#2 NKF

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Posted 07 September 2010 - 11:35 PM

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.

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Edited by NKF, 07 September 2010 - 11:39 PM.

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#3 garret6

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Posted 08 September 2010 - 05:00 AM

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

#4 NKF

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Posted 09 September 2010 - 12:33 AM

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.c...p?showforum=310

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#5 garret6

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Posted 09 September 2010 - 08:28 AM

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



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