• XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
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[QUOTE=Derposaurus;49744747]How do you create custom tilesets? Someone posted it a while ago but I can't find it.[/QUOTE] Tilesets as in levels?
[QUOTE=Beacon;49745081]Tilesets as in levels?[/QUOTE] He means the sets that the levels are generated from.
Here's some pictures of my Insurgent-COM modded. I chose the outfits by wildly flinging my mouse and scroll wheel. [T]http://images.akamai.steamusercontent.com/ugc/547554879386219427/FC75CE0D0FCD56B94169E6F2B4B64FAB76205B52/[/T] [T]http://i.imgur.com/0ETtTtD.png[/T] webm of viper to come soon. Someone will probably post so it'll be its own thing in all its own glory.
[QUOTE=Destroyox;49744650]BTW I'm starting my ini'd the fuck out playthrough. Here's a little snippit of what I changed. Codexes have 30 mobility and Archon stats of dodge and defense, and they have 40 sight range. Their guns do 4 damage but their crit is 10+ (so 14). Vipers have 50 sight range too.[/QUOTE] I recommend adding shit ton of more enemies. Speaking of .ini playthrough. I'm currently playing 3x more enemies, super slow tech for both xcom and alien([I]trying to give it Long War like[/I]) and bunch of other tweaks. Shit's super fun. In one of Raid missions 2 patrols came together and my Grenadier was just close enough to blow 'em all up. It was.... [B]glorious[/B]. [thumb]http://images.akamai.steamusercontent.com/ugc/321249422205550401/F7BFE27895F2954A6F524E82F919BA0FDB391508/[/thumb] [thumb]http://images.akamai.steamusercontent.com/ugc/321249422205562092/FF051EDFEDDD184A535B5B96A0FF27431CA5FF10/[/thumb] This is how many enemies there are in normal missions. Why no deaths? Well... your guys level up pretty damn fast if they survive first 5 missions. [thumb]http://images.akamai.steamusercontent.com/ugc/321249422205565664/0DC8D03B83FE6F04048AD3557ACAF2725B245936/[/thumb]
How do you add more enemies in a squad? I'm thinking like 1 Officer 3 troopers.
[QUOTE=Mr. Someguy;49745138]He means the sets that the levels are generated from.[/QUOTE] Yeah, I'm attempting to clarify what he meant because they're not called tilesets so I wasn't sure. There's a lot he could mean - does he mean the Parcels and PCPs that are arranged into Plots? Does he mean the individual models that go into making a Parcel/PCP?
[QUOTE=Destroyox;49745183]How do you add more enemies in a squad? I'm thinking like 1 Officer 3 troopers.[/QUOTE] Some modify default .inis, I myself edit in Documents\My Games\XCOM2\XComGame\Config\ Open up XComMissions.ini In [B]ConfigurableEncounters[/B] there's [B]MaxSpawnCount=[/B] Just increase that number to whatever. Adding more pods is bit more complicated and time consuming. To add more pods find [B]MissionSchedules[/B] and add at end but before [B], )[/B] this [B]PrePlacedEncounters[X]=(EncounterID="ADDENEMYTYPEHERE", EncounterZoneOffsetAlongLOP=X.0, )[/B] Whenever you add new pod, you've got to add +1 PrePlacedEncounters[X] from previous PrePlacedEncounters. Example Vanilla [code]MissionSchedules=(ScheduleID="Guerilla_D1_Standard", MinRequiredAlertLevel=1, MaxRequiredAlertLevel=1, IdealXComSpawnDistance=32, MinXComSpawnDistance=28, EncounterZonePatrolDepth=4.0, PrePlacedEncounters[0]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=7.0), PrePlacedEncounters[1]=(EncounterID="BOSSx2_FillStandard", EncounterZoneOffsetAlongLOP=-7.0, EncounterZoneWidth=6.0), PrePlacedEncounters[2]=(EncounterID="BOSSx2_Standard", EncounterZoneOffsetAlongLOP=-7.0, EncounterZoneWidth=6.0), PrePlacedEncounters[3]=(EncounterID="DKVx1_Chryssalid", EncounterZoneOffsetAlongLOP=-11.0, EncounterZoneWidth=10.0, EncounterZoneDepthOverride=36.0, EncounterZoneOffsetFromLOP=0.0, IncludeTacticalTag="DarkEvent_InfiltratorChryssalid"), PrePlacedEncounters[4]=(EncounterID="DKVx2_FacelessAndCivilians", EncounterZoneOffsetAlongLOP=5.0, IncludeTacticalTag="DarkEvent_Infiltrator"), PrePlacedEncounters[5]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=12.0), )[/code] Modded 1 extra pod [code]MissionSchedules=(ScheduleID="Guerilla_D1_Standard", MinRequiredAlertLevel=1, MaxRequiredAlertLevel=1, IdealXComSpawnDistance=32, MinXComSpawnDistance=28, EncounterZonePatrolDepth=4.0, PrePlacedEncounters[0]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=7.0), PrePlacedEncounters[1]=(EncounterID="BOSSx2_FillStandard", EncounterZoneOffsetAlongLOP=-7.0, EncounterZoneWidth=6.0), PrePlacedEncounters[2]=(EncounterID="BOSSx2_Standard", EncounterZoneOffsetAlongLOP=-7.0, EncounterZoneWidth=6.0), PrePlacedEncounters[3]=(EncounterID="DKVx1_Chryssalid", EncounterZoneOffsetAlongLOP=-11.0, EncounterZoneWidth=10.0, EncounterZoneDepthOverride=36.0, EncounterZoneOffsetFromLOP=0.0, IncludeTacticalTag="DarkEvent_InfiltratorChryssalid"), PrePlacedEncounters[4]=(EncounterID="DKVx2_FacelessAndCivilians", EncounterZoneOffsetAlongLOP=5.0, IncludeTacticalTag="DarkEvent_Infiltrator"), PrePlacedEncounters[5]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=12.0), PrePlacedEncounters[6]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=24.0), )[/code]
[vid]https://my.mixtape.moe/iwwlsz.webm[/vid] [IMG]http://i.imgur.com/TGakLNn.png[/IMG] I might've went too far in some places
Considering the abominations already popping up like Shrek and Tails mods, it's only a matter of time until someone tosses things in like Big Boss, Duke Nukem, Master Chief and such. A batshit XCOM Video Game Protagonist Jamboree beyond character pool customization.
[video=youtube;fOWxurR7CEM]http://www.youtube.com/watch?v=fOWxurR7CEM[/video]
It looks like Cap'n Bub's has updated [url=http://steamcommunity.com/sharedfiles/filedetails/?id=618977388][img]http://images.akamai.steamusercontent.com/ugc/317871298391024657/B0019A90AA44729DF503576E0416E9CFE6C1D0A9/[/img][/url] God [b]DAMN THAT LOOKS SEXY[/b] He's opened a Patreon as well for those who think his work deserves monetary gain: [url]https://www.patreon.com/capnbubs[/url] [img]http://i.imgur.com/tIrKrX8.png[/img] Commander Beagle approved.
[QUOTE=Pappi_man;49745178] In one of Raid missions 2 patrols came together and my Grenadier was just close enough to blow 'em all up. It was.... [B]glorious[/B].[/QUOTE] I hope that grenadier's nickname was made Auschwitz because you just gassed a ton of people.
OPERATOR AS FUCK BOIS
[QUOTE=ReligiousNutjob;49745274]It looks like Cap'n Bub's has updated [url=http://steamcommunity.com/sharedfiles/filedetails/?id=618977388][img]http://images.akamai.steamusercontent.com/ugc/317871298391024657/B0019A90AA44729DF503576E0416E9CFE6C1D0A9/[/img][/url] God [b]DAMN THAT LOOKS SEXY[/b] He's opened a Patreon as well for those who think his work deserves monetary gain: [url]https://www.patreon.com/capnbubs[/url] [img]http://i.imgur.com/tIrKrX8.png[/img] Commander Beagle approved.[/QUOTE] Yesss!
[IMG]http://puu.sh/n8GOR/0512951b9a.jpg[/IMG] My pointman says hi, guise Remember, guys. Who needs Tygan when you got [URL="http://steamcommunity.com/workshop/filedetails/?id=624330423"]ballistics?[/URL]
Exo Suit and Lancer Helmet look really good together I think. [img]http://images.akamai.steamusercontent.com/ugc/311115898946913374/9D8F0E8C35010E04DDF38F07B246E88F0113A439/[/img]
I'm actually really far into the game [sp]pre-transmission tower[/sp] and I still got magnetic weapons on everyone but my grenadiers, of which only two (my two best) got W.A.R suits. Predator armor and Exo suit FTW.
I may have blown up a couple of civilians on a retaliation mission and extraction mission, but aliens died too, so I guess it was for greater good.
[t]http://puu.sh/n8HZy/953b3c8373.png[/t] First new checkpoint is done! Going to be releasing a pack of new checkpoints for all locations as my first world expansion effort, should make for a little less repetition on levels.
I don't suppose you could do a "raid tile"? Like for smaller towns? (Having like two ADVENT cars escort one of those tracked APC's or vans with sirens and shit all on parked on a road with some hastily erected barricades around.) [editline]15th February 2016[/editline] Also how do you add nw tiles? Can you make entire maps?
[QUOTE=Viper123_SWE;49745445]I don't suppose you could do a "raid tile"? Like for smaller towns? (Having like two ADVENT cars escort one of those tracked APC's or vans with sirens and shit all on parked on a road with some hastily erected barricades around.) [editline]15th February 2016[/editline] Also how do you add nw tiles? Can you make entire maps?[/QUOTE] You mean like a raided house? I'm working on making a tutorial on how to add new Parcels/PCPs, I'll link it when it's done :)
Yeah, maybe with a blown up wall and with ADVENT vehicles outside. I noticed that the tracked APC's are rarely used aside from being parked outside slum outposts.
sweet, the tac masks can be used with the ADVENT helmets [img_thumb]http://images.akamai.steamusercontent.com/ugc/547554879386531872/A450B95822E67859C26D63E9D11221F62260EEE2/[/img_thumb] Faceless morally ambiguous uniforms 4 lyfe
Just paint it red/white with black and you got Terran/Galactic Republic. [editline]15th February 2016[/editline] Speaking of which, anyone else here who thinks the Predator armor looks alot like NC armor?
[QUOTE=XanaToast.;49745475]sweet, the tac masks can be used with the ADVENT helmets [img_thumb]http://images.akamai.steamusercontent.com/ugc/547554879386531872/A450B95822E67859C26D63E9D11221F62260EEE2/[/img_thumb] Faceless morally ambiguous uniforms 4 lyfe[/QUOTE] I think I found my android customization.
[QUOTE=Pappi_man;49745178]I recommend adding shit ton of more enemies. Speaking of .ini playthrough. I'm currently playing 3x more enemies, super slow tech for both xcom and alien([I]trying to give it Long War like[/I]) and bunch of other tweaks. Shit's super fun. [/QUOTE]Which .ini is the tech speed in?
[QUOTE=Destroyox;49744639]Mind PMing me a tutorial that's known to work? Wouldn't mind making that guardsman voicepack.[/QUOTE] [url]https://docs.google.com/document/d/1v8jU86Jeqn9wms4Pxjj7f5tHPlmli6TSogrbWvc5vUA/edit[/url]
So, at what point do you guys throw in the hat on a campaign? I've been surviving so far on my current run and effectively maxed out all my tech, but turnover among my soldiers has been unbelievably high, and every time I get an "A-Team" something seriously bad happens to them. Like, I was doing a VIP capture mission, and on my way out I had the guy carrying the VIP sprint to catch up with the rest of the group... And somehow in some leap of logic, he routes himself across a rooftop that's out of the way and activates a SectoPod which proceeds to obliterate him on the Alien turn... And leave the VIP completely intact. So, naturally, I run a grenadier over to Extract and launch a nade onto the VIP... And yet, that VIP is still alive. What the fuck. We *need* a mod that lets us kill unconscious VIPs instead of locking us into having to capture them once Subdue is hit. Our unconscious men can be killed, so why not theirs? [editline]15th February 2016[/editline] The silver lining is that all my ranking members and full-upgraded Psi's survived, but I lost two rising stars that were set to replace the Colonels I lost a month before.
Operation Death Slayer ended with the first capture of a grenadier. I'll try to get you back you valiant bastard
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=622143477]My first modding tutorial is out.[/url] This series will be about editing levels, this tutorial starts with the basics like setting up the SDK, explaining how the XCOM levels are generated, and how to look at/edit them. Part 2 will be on getting a new parcel into the game, no ETA as yet.
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