I am toying with more setting and now have a setting that causes some missions to be easy (no loses and 12 kills) to other missions destroying your most ranked soldiers. I like the ambush chances that were added my messing with the sight ranges and this also disables a few of the cam shots from happening everytime. Still have more balancing to do, then I will begin messing with the stats of the weapons to help balance end game weapons.
I lowered starting panic to 0 so you can abandon missions in the begining without instantly losing. Also to help with the long haul style of the game. I increased the starting HP so you can take a shot or two from sectoids but be careful, Thin Men and others have a chance to kill with one shot and they also see farther than you, so you can become ambushed.
Version 1.2 will be out today.
also this mod http://xcom.nexusmods.com/mods/31 works well with mine. I like the name changes it adds.
I've also been working towards something like this. The biggest problem I've encountered is with the lack of Base Attacks (aliens attacking your base) there's never any setbacks to X-com aside from countries leaving. I find that I am either losing badly, or winning handily ... there's never any game where I'm doing great and then an "xcom baby" moment happens where I'm suddenly struggling to win.
I think you are onto something by making missions so hard that they occasionally need to be abandoned. If you are forced to abandon a few Abductions in a row, or fail a Terror mission, you would cause a HUGE spike in panic levels across the globe.
I guess the trick is making it so that this will happen, but not all the time...
hey, I dont mean to talk about another mod but you should check out http://xcom.nexusmods.com/mods/27 and pretty much just add your concept in with that and then i think well have mod of the year!
can you tell me how to increase max terror level to 10 pls? i want to add it to that mod
I can't find it, but maybe there is a way to delay the onset of terror missions until the 3rd month, and then increase the frequency of council missions the 1st couple of months?
Well after testing some I see some values need to be changed. First is the terror levels. I want to allow you to abandon missions early one to save your soldiers. But I still want the end game to be challenging. Also need to adjust the first 2 ranks a bit. First play on impossible and I only beat one out of 6 missions. One thing I did like is if a soldier as a rookie gets shot they will panic for one turn. But after the first rank they can usually take a shot without panicing. After two deaths though they panic. Think that seems real enough. Also want to add more starting soldiers. You Should lose a few (alot) in the begining because these are freaking aliens that are far more advanced to us. And after fighting them a few times you should become alot better to reflect learning new tactics. So yeah more balancing issues to come in the next version.
yeah, this is the kinda thing I have been thinking about too.
good to see someone already moving in this direction!
I definitely thought the research times were way too short; you don't even need to build a lab at all! I'm in the 5th month, but actually could have easily finished the game in the 4rth, playing classic mode.
6 comments
I lowered starting panic to 0 so you can abandon missions in the begining without instantly losing. Also to help with the long haul style of the game. I increased the starting HP so you can take a shot or two from sectoids but be careful, Thin Men and others have a chance to kill with one shot and they also see farther than you, so you can become ambushed.
Version 1.2 will be out today.
also this mod http://xcom.nexusmods.com/mods/31 works well with mine. I like the name changes it adds.
I think you are onto something by making missions so hard that they occasionally need to be abandoned. If you are forced to abandon a few Abductions in a row, or fail a Terror mission, you would cause a HUGE spike in panic levels across the globe.
I guess the trick is making it so that this will happen, but not all the time...
can you tell me how to increase max terror level to 10 pls? i want to add it to that mod
good to see someone already moving in this direction!
I definitely thought the research times were way too short; you don't even need to build a lab at all! I'm in the 5th month, but actually could have easily finished the game in the 4rth, playing classic mode.
I'll probably mod yours as a base for my next run
cheers