Hi, that question is for mod developer, or anybody who is intoduced to mod's mechanic. I'd like very much the idea, that meld canister's timer starts only after the canister is noticed. But using this part of mod it set timer in too long time for me. About 9 turns for distant canisters. I'd like the each noticed canister becomes closed after 5 turns. How to change this value? Othewise the mod idea is great!
It makes sense that the Meld Containers do not start to countdown until it detects a nearby enemy, since the aliens after all put the Meld Containers there to spread the Meld to the population and trigger mutations...
However, the countdown indeed made the Meld Containers much too easy to retrieve.
I've installed a list of mods, all at once. Of course things seem to go smooth, but don't. From this page I have: Collect Meld from Alien Corpses Meld Countdown When Seen Adjust Meld Counter
According to your description, all of these should be compatible with the MELD tutorial. Yet, when I try to start a new game with the MELD tutorial on, the game CTD upon trying to load the tactical environment. It loads the map and everything, but as soon as the mission is supposed to start and hand me controls, CTD. Now, when I turn off the MELD tutorial, the issue is gone completely. (As far as I have checked, now.) Regular mission started fine.
I would think it is an issue of conflicting mods, but like I mentioned, it seems to run fine if the only change is MELD tutorial off. Any ideas?
I have the Disable Meld Countdown mod installed, but I'm still losing a meld. I was in the middle of this mission when I installed the mod, would that be the reason?
Can't you try and convince them to use your mod instead of their changes? While I appreciate that they changed it, this mod still ranked high on my wishlist and I felt bad that it didn't work together. You also may wanna add that to your description, would warn off these sorts of questions.
wghost81 wrote: No, it's not compatible with Long War, as Long War authors have changed Meld mechanics considerably.
Starman001 wrote: To bad, the descriptions/features sounded perfect... Thank you for the info !
ChaosShadoWolfe wrote: Can't you try and convince them to use your mod instead of their changes? While I appreciate that they changed it, this mod still ranked high on my wishlist and I felt bad that it didn't work together. You also may wanna add that to your description, would warn off these sorts of questions.
wghost81 wrote: Well, technically I can make this mod work with LW, but it will break the balance, so I'd rather not do it.
niche99 wrote: Why not make a LW version anyway and let players worry about balance?
Because I'll spend considerable amount of time on the thing that will severely damage a balance of the mod I contributed into. But I promise to think about it. As I said, it's not impossible, I'm simply not eager to work on it because I feel it's unnecessary for LW.
one can already change the meld expiration timer see: http://ufopaedia.org/index.php?title=Mods_%28Long_War%29 or even the meld earned & spent quantities in DGC.ini .... and not to forget the second wave option for seeing meld canisters right off the bat while still a few options provided by this mod are not available anymore, I feel like enough choice is given to the player that wanna modify stuff easily.
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Tried safe install, new save and etc. Not working.
I prefer grow the value of meld amount on the game INI now after that.
It makes sense that the Meld Containers do not start to countdown until it detects a nearby enemy, since the aliens after all put the Meld Containers there to spread the Meld to the population and trigger mutations...
However, the countdown indeed made the Meld Containers much too easy to retrieve.
I've installed a list of mods, all at once.
Of course things seem to go smooth, but don't.
From this page I have:
Collect Meld from Alien Corpses
Meld Countdown When Seen
Adjust Meld Counter
According to your description, all of these should be compatible with the MELD tutorial.
Yet, when I try to start a new game with the MELD tutorial on, the game CTD upon trying to load the tactical environment. It loads the map and everything, but as soon as the mission is supposed to start and hand me controls, CTD.
Now, when I turn off the MELD tutorial, the issue is gone completely. (As far as I have checked, now.) Regular mission started fine.
I would think it is an issue of conflicting mods, but like I mentioned, it seems to run fine if the only change is MELD tutorial off.
Any ideas?
Thanks a lot for this mod. I really disliked that you HAD to move quickly,
in order to obtain the meld (using "Meld Countdown When Seen" BTW).
Kind regards,
Wikus
How do i install this its just a text file and people say that toolboks is dead?
Because I'll spend considerable amount of time on the thing that will severely damage a balance of the mod I contributed into. But I promise to think about it. As I said, it's not impossible, I'm simply not eager to work on it because I feel it's unnecessary for LW.
or even the meld earned & spent quantities in DGC.ini ....
and not to forget the second wave option for seeing meld canisters right off the bat
while still a few options provided by this mod are not available anymore, I feel like enough choice is given to the player that wanna modify stuff easily.
*sigh*
Edit: Appears part of it is integrated (enemies drop meld), but the gamey canisters are still there. Bleh.