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Messages - Varana

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31
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 27, 2018, 08:18:15 am »
Please make the game harder for Meridian......but on superhuman.

Beginner should be for beginners. Diffulty should increase with every diffĂ­culty level step bei step.

This is an important point.

IMHO a main balancing problem of vanilla and most mods is, that the game is harder on beginner level than on genius level. All mod writers are experienced players and they balance only the high levels (for their own fun).

The problem is, that a beginner normally gets less enemies -> less loot, less money, less experience. So when the invasion starts and harder fights come, they can not be prepared. With this slowed start a beginner can not attack alien bases or large ships when they show up and can only sit and watch while losing countries and the game. This is frustrating, not fun.

So I made a TWoTS rul file, to help beginners with their start into the game. No help for superhumans. And more help for beginner level than for genius level. Maybe this can compensate for the missing loot.

Please try out (or read) and comment.


/edit:
Usage: Copy the file into your TWoTS mod directory to the Ruleset subdirectory, start the game(!) (this loads the mod changes) and start "new game" on low or mid level.

The file changes for non superhuman, first year:
- some extra money gift in the beginning
- some extra ressources when needed
- some not-getting-stuck-items when & if needed
It is NOT intended to be idiot proof, so if you sell the important things, they maybe do not come again. I like this file an am playing a game with it now.

32
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« on: July 27, 2018, 07:21:09 am »
Amoebka: STR_EXAMINATION_ROOM is part of the vanilla game, see standard/xcom2/items.rul .

A mod is a mod, not a new game...

33
Help / Re: missionScripts: maxDifficulty
« on: July 21, 2018, 12:53:07 pm »
Sounds good, I will try. Thx. :)

edit: Yeah, seems to work.

34
Help / [solved] missionScripts: maxDifficulty
« on: July 20, 2018, 10:48:54 pm »
In missionScripts I can use minDifficulty for missions that should show up only for advanced players. But how can I script missions to show up only for beginners (some bonus loot to help them)?

I did not find something like maxDifficulty. Is there a workaround for this?

35
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 09, 2018, 10:24:27 pm »
btw "vibroknife"...

is it intended, that classical melee weapons are much better than advanced ones in this modpack?
For example the simple knife has the strenght power bonus and so is stronger (and cheaper, lighter) than the vibroknife.

36
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 08, 2018, 08:36:46 pm »
Don`t know, what to do better. [...]
Gas Cannon transforms aquanauts into sea-slugs (slowly)

game options -> advanced -> battlescape: inventory stats - YES
game options -> advanced -> extended: show item weight in inventory - YES

... and let them not carry too much.

37
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 06, 2018, 11:40:23 pm »
thx meridian, now it works.  :)

38
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« on: July 06, 2018, 11:17:40 pm »
I tried starting triton and barracuda and select triton as the new target - did not work.
You can assign an excort to the chosen transporter like targeting an Uso.

I tried again, really, does not work. When I click the transport as target, I only get "target: way point". Is there a trick to get the transport as target?

39
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: July 06, 2018, 09:23:43 pm »
You can provide escorts such as it was done in xenonauts (they'll fight instead of the triton). [...] Asign an interceptor to the triton once it has taken off the base.
Well, I never played Xenonauts. HOW do I asign the interceptor to the triton? As I read in the crafts.rul barracuda should be able to escort, so...

I searched the base view - equip submarine - no entry.

I tried starting triton and barracuda and select triton as the new target - did not work.

I tried middle click and right click - nothing useful for escorting.

HOW???  :-\ 
(or: where did I miss the hint in the ufopaedia?)

40
OXCE Suggestions DONE / Re: obsolete tag
« on: August 10, 2017, 01:31:44 am »
 :-\ "steaks are better than Trinity anyway"  ;D ;D ;D

41
OXCE Support / Re: Fighter pilots?
« on: July 15, 2017, 08:41:53 pm »
thanks   :)

42
OXCE Support / [Solved] Interceptor with pilots that cannot land
« on: July 15, 2017, 08:35:55 pm »
How do I tell OXCE+ that this interceptor with pilot will/can/may not land, so it will patrol over a landed alien ship like the automatic interceptors without any pilots?

I tried in XCF:

Code: [Select]
crafts:
  - type: STR_THUNDERSTORM
    soldiers: 0
    pilots: 1

but that did not work, there was no screen for changing the pilot any more.

43
Why discussing colors?

My solution was much better than colors. There is no reason to keep someone, who reached all trainingstatcaps, in training. Not training in red, blue, purple or pink. No training.

44
There should be no need to take the editor and search for the trainingStatCaps of the actual mod. And there should be no need to keep an eye on all the trained stats of all the good soldiers.

Instead, soldiers should be auto removed from the training facility when they can not train the skills of this facility any higher. And they should not be assignable again. Maybe with a 'done' entry at the end of the stats line, or something similar.

Maybe as a selectable option in the options menu, near the place where you can choose to auto remove wounded soldiers.

45
I like this idea.

Actual easy levels are hard to play, because of less loot income. You sit in your base and watch the aliens stealing your supporters, while your economy is still weak.
With this simple change, easy levels could become easy (more income, less agression).

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