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Too bad new UI won't make it into 2.5. It seems close to completion in the screenshots. Can hardly wait to play with it.
Aha, thanks a lot! That was a very detailed and clear explanation, I think I understand it now. I just have to test it when I get home. Are those in the original series as well or is they new in UFO:AI? Those are some cool mechanics. By the way, is the new UI coming up? Judging from the screenshots, it's a great improvement. Sharper but less intrusive, I think it's even more intuitive. I like the portraits and body shot best; they add more soul to the characters. Very cool
This looks very nice. But can I ask about the in-game dialogue...can we expect a lot of conversations in the game? Will there be dialogue choices, etc? And the story...any details about it? Like will there be branching out of story based on choices made? Those two weren't mentioned in features.
First off, I think it's a great game. Games like this appeal to me a lot. But coming from Jagged Alliance 2, I have some questions regarding strategic mode:
1. Do covers work? Like when I hide behind a car, there's a less chance of hitting me?
2. Is there an interrupt system? Like if I had saved up action points, there's a chance that when an enemy is sighted you could use the saved AP to attack him...if an interrupt occurs. Which brings me to 3. If there's an interrupt system, can I prepare or raise and point my gun in advance to improve interrupt frequency? In JA, you can press "L" and click once to rotate to desired direction; twice to raise your gun.
Regardless if there's none of those, I still think this game looks great. I just want to know as I'm new to XCOM.
I don't know about them not being cut; it just seems that there should really be influence gain or loss with many of those dialogues. But being repeatable dialogues that they are, adding influence implications is more trouble than they're worth - so fair enough.
Silly me, I thought it was a bug. I both had Bao-Dur and Atton, and there was no dialogue to indicate why you'd win automatically. Tested it right now, when with Atton only, there's a dialogue that he'd like to play. Aha, so I have to win 3x against the Duros after all. Sorry about that.
There are many player-initiated dialogues that Mandalore seems to agree to what you say or even seem grateful, or as a matter of fact, also the opposite. E.g. when you say that Mandalorians are strong and worthy adversaries instead of saying that they just deserve to be butchered (or something like that). You'd think that either would have influence implications. And there are many of those cases. Would they be restored?
I don't know if this has already been reported. In Nar Shaddaa pazaak gambling, the female twi'lek doesn't play pazaak, it just proceeds to victory dialogue; although the truth is you DIDN'T win against her and it won't be counted in the quest. Oddly, the only way to win is to handover the Duros gambler to the debt collectors outside. Also, winning in pazaak against the Duros also has no effect.
To sum up, the only way to win is:
1. Talk to female twi'lek
2. Get the Duros to go outside
1. Win a pazaak with twi'lek
2. Win a pazaak or get the Duros go outside
Yup, i can personally confirm this now. I got it at level 24. Just got the OP sylvar's (?) robe. I'm still out looking for malak's and jolee's. By the way, how come PC is a level behind from my companions? Weird, must have did something wrong somewhere
Im having a blast with my playthrough right now. But i wonder if the dialogue influence checks ror mandalore has been restored? There are some player-initiated dialogues that you'd have the impression that there'd be an influence gain, but nothing. I have other mods, so im not sure if it's conflict, not restored, or it is at is and just nothing to be restored. Also, where can i report a bug?
Oh I forgot to ask. "fixed robes being undroppable" means rare robes don't have to be dropped in Nar Shaddaa Fassa Dock quest alone, right? It can be anywhere...provided of course I'm lucky with the random loot generation, and I have the proper level (no longer the ridiculous 40+ level but hopefully just 15+).
Almost the same thing happened to me a day ago. I had Bao-Dur's Charged Armor installed. Or rather it was installed, but not properly. It had something to do with "appearance.2da" (or was it baseitem.2da) being not in the override folder, so it was not updated by the tsl patcher. How should I know, readme didn't say so. I had black screen whenever I get to restoration zone. Your best step for now is to let the people know what mods you have...so they can help you out.
Sweet. That means I can get Darth Malak's Armor or Jolee Bindo's Robe even if I don't hit level 40+ (that's what they say is the level requirement before)? What's more or less the level requirement now for high tier robes like those mentioned if you don't mind me asking. You guys are just awesome. No wonder even Chris Avellone gave you guys high praises.
What does "Modified random loot system. This fixes the issue with robes, droid headgear, rare loot on higher levels and some others" mean exactly? Does it also include a "fix" so we can get rare robes at maybe level 20's? Levels 40-50 are unreachable without exploits. Why they made it like that in the first place is stupid and has no use at all.
Thanks. Yes, tested and works perfectly. I used a combination of 2011, 2012, and 2013; but mostly 2012. Not sure if they're from the same modder. Those reskins and TSLRCM are a must have for a completely new experience.
Thanks nerdenstein for the link
Man, I wish we don't have to do the converting. Almost everyone has a decent internet speed nowadays anyway. But it looks great. Megaupload is no longer available though.
Holy!!!!!!!!! O_O is this Crysis or Kotor 2?
Will this work with Xarwarz's Visual Enhancement 2011?
+100% crit damage on top of the base randomized crit damage - that is, if I had interpreted it correctly. Another one boggling me are the perks Necrosage and Undead Glory that alter stats of summoned units. The Weapon Specialization perk is simple enough that all of two-handed weapons are checked whether or not it has that perk. But Necrosage and UG don't do this, nor do they change any value in CCharacterPerk. If anyone would have happened to see how they do that, please please let me know.
Nevermind, I had read the formula wrong. It's 25*(1 + ([(Random of 1 to 100) + "Derived\PhysicalCrit")]/20) and every 80 amount of modification to cconstant of Derived\PhysicalCrit would result to a guaranteed +100% critical damage. Now I'm more interested on changing item rarity, so for example adding Fortune Finder perk would not only yield more gold gain, but also better item chance. Would you happen to have an idea on how to do this, buddy?
You can??? Would you be so kind to share how? I'm just following in your footsteps.
Now, I'm trying to totally revamp the perks and traits, making all them unique so there'd be more strategic elements to perk selection/build relative to stat build in order to create archetypes or combine them to some degree. I've added 20 or so, about 80 more remaining in my draft. Nothing fancy, but I think something different would always be nice. I'm stuck at Rules\CriticalHitDamageIncrease though.. 25*(1 + ((Random of 1 to 100) + "Derived\PhysicalCrit")/20). Seems very unintuitive formula. I don't know whether to just make function calls to chance constant of Derived\PhysicalCrit and stick by the original rule; or revise the rule itself, but I'm not so sure as it might be game-breaking.
Enemy speed can be modified in Races folder by the way. But it's tedious to modify each enemy speed. I don't know how to make something like a global variable for all enemies.
Also, animation files are present it seems. I wonder if anyone here is good at animating, several animations including that of the PC are jerky. Maybe someday.
Hahaha looks very fun! I wonder if you'd ever get to have LAN matches? I'd definitely get this one of these days.
You think you can really pull off something like that? I'm not trying to discourage you or anything, not at all. You seem very capable at what you do, but realistically speaking can you do it on your own? I'm eager to see the light of day for this game...anything with Arkham City gameplay would be a nice addition. Keep this up. But first, try to assemble a team...just a friendly suggestion.
I'd just like to share that it seems the movement speed of enemies are fixed. Editing won't work. As a workaround, I added 60% speed boost on my trait and set the game speed to 70%. Now it would appear that I'm also running at the same speed as the enemies. :-)
Oh, ok thanks. I've successfully made perks of my own as well. I'll try traits next. I've yet to find enemy speed, sadly.
How do we know if a certain folder that we'd like to modify wouldn't be loaded by the game if exe is not yet tweaked? If it has "Resources|thisfolder" in the .exe? Or Perks folder just happened to be a special case?
Cool, you even made a tutorial, thanks Feillyne! I'll also upload the mod if I ever get to finish it in my free time.
Yup it works perfectly. Mana regeneration would no longer be a pain thanks to you.
Hey bud, do you think you can mod the movement speed of enemies and make them a little bit slower? It's annoying that protagonist is handicapped to walking while enemies can run. That I think is a better and easier workaround than making a run animation. Maybe there's a global variable somewhere?