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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 01, 2024, 04:57:59 am »
The knockout grenade need 440 hours but gas one need 90.
Its intended?
Its intended?
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Hi, I like the idea and I thinking about a bit more different change - why not to do this with every saved citizen from every mission from the begining. And forbid any purchase of the soldier/scientist/engineer till some research or unlock with Promotion I or II.
So it means that on begining nobody can send you reinforcements but you can save citizens from mission with small chance to turn them into hireable "interested citizen" and after fast interogation on each (like 2-10hours of convincing to join) the person could change to normal soldier (which is now normaly for buy), or small chance to become scientist or engineer, or rare high tier soldier (I assume it is allready exits in game but possible to buy/research later in game now). Or kind of injured ex-Swat or else soldier (...took arrow into the knee...) with one high stat (like 90% of max) and one low stat (like 10% of maximum) or other possible personalities allready built in game.
If RNG gives you more scientist or enginner you can´t use on begining, you can allways fire them. And from soldiers you can choose the one´s you need, rest fire/sold. Or use rest as cannon fodder.
And after some research or Promotion the Council finally allow you to buy soldiers/scietists/engineers. But still you are able to turn saved citizens into anything you need.
And the difference between avatar (before / after) it is doesnt matter. The boy could wear women clothes, because he has notnig else, or he is part of LGBT community... what ever reason people have today to looks different... no big deal.
That´s could be more "real" on the beginnning as the group without support, so convincing people wherever and whenever it is possible rather to have all easily accesible from beginning. And also could helps to play a bit more cautious to save more citizens....
Just an idea
No need to be so shy, just make a proper submod ouf of your existing work. Use one of the other mods as an example, e.g. 'Stupid Mongorns', copy their metadata file and directory structure, make your changes, update the .rul file as Solarius indicated (basically, delete everything between unit ID and 'canSurrender') and it will be fine.
It's pretty easy to make:Thank you. I upload without knowing enough. Dont know what metadata is yet. Was trying to make certain battles less annoying. Right now I m fighting some cultist and everyone panic but nobody surrender.Code: [Select]units:
- type: STR_ALIEN_BRAIN
canSurrender: true
- type: STR_DREAMSPRITE_RED
canSurrender: true
- type: STR_SKELETON
canSurrender: true
(...)
Repeat for every unit which doesn't have the "canSurrender: true" flag. And also make the metadata file.
Sorry, but it's not a submod, it's a piece of XCF. The implication is that this file should be replaced in the mod itself, not installed and connected by a separate submod.
For the convenience of users who are not programmers, I recommend formalizing this as a submod.