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17 comments

  1. tekn0mega
    tekn0mega
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    Edited the ini in XCom-Enemy-UnknownXEWXComGameConfig defaultgamecore.ini used your file as a guide for making classic mode a bit more challenging. I think I owe you an endorsement for at least that.

    It's pretty easy to do really, just open the file included here with a text editor (notepad++ is best), and just look up the words that match it in defaultgamecore.ini. Then you can manually edit the values. I kept some of the increased alien ability uses, but revoked the silly aim bonuses (same values as this mod).
    1. oktobor
      oktobor
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      I tried doing what you did but I can't find anything.
      I opened the NormalPointTwo.DefaultGameCore.Ini file but none of the values in there seem to exist in the enemy within difficulty ini?

      Like "BalanceMods_Hard[2]=(iHP=0)" doesn't exist, I tried searching for "BalanceMods_Hard[2]=(iHP=" since I figured the 0 at the end was throwing off the search but no there is nothing in there like that at all

      Did they update the game and completely change everything?
    2. K4nna
      K4nna
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      I was searching how to do, finally found some time after looking here.
      http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012
      This link say how to do, using PatcherGUI tools for Enable ini loading and disable phoning home, then edit the EW defaultgamecore.ini.
  2. Puerkl8r
    Puerkl8r
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    after the patch does this get broken and have to be reinstalled?
  3. taleden
    taleden
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    Toxic Pickle: The file isn't hidden.. just click the "Files" tab, or the green "Downloads" button and then click the only file listed, "Normal Point Two".
  4. Toxic Pickle
    Toxic Pickle
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    So I'm looking through the list of mods for one that gets rid of the horrible alien crit bonuses and nothing else. Everyone else in the world seems to want to do that, but also reduce satellite costs, add hidden UFO interceptions, change weapon damage, etc.

    Finally I find Normal Point Two which does exactly what I want... but the file is hidden? WTF?
  5. SausageKing
    SausageKing
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    SausageKing: This mod applies to the Classic difficulty, not Impossible; if you play on Impossible you will see no changes at all, so 4+1 is correct. Also, running modpatcher.exe directly won't work since it doesn't know what file to apply as a patch; run the included .bat file instead, which will run modpatcher with the right argument.


    Holy s*** I can't believe I missed that. Thanks for the quick response, this was what my problem was.

    Also, thanks for the mod, man. Exactly what the doctor ordered.
  6. Puerkl8r
    Puerkl8r
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    It does but there are actually more option than what shows up, I think to get the rest it requires more than just turning on second wave.

    Here is the full list: http://www.pcgamer.com/2012/10/17/xcom-mod-second-wave/

    It's not really a big deal, I'd be more happy with just somebody fixing the marathon option.

    Edit: apparently the second wave mod (http://xcom.nexusmods.com/mods/7) has the extra optoins and a fixed marathon, if you wanted to look into it.
  7. taleden
    taleden
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    miraclefreak: As noted, this mod will not work with any other mod that also patches the DefaultGameCore.ini file using modpatcher.exe; if the other mod contains a DefaultGameCore.mod or similar file, it will overwrite this one. Hopefully soon somebody will develop a mod patcher that can combine files, but until then your only option would be to blend the two files yourself by hand.

    ninotoreS: Aliens can still crit even without the +10 bonus, you know; you may have just gotten unlucky. If you open up the .ini file included in the download and compare the "BalanceMods_Normal" lines agains the "BalanceMods_Hard" lines you'll see that this patch makes them exactly the same: no health changes, no aim or crit bonuses. (Note that the "BalanceMods_Classic" lines are actually for the Impossible difficulty; the .ini files are strange, check the Modding forum if you don't believe me). It's possible that the patcher isn't working correctly for you -- can you verify that your starting soldiers have the right amount of health, for example (5+1)? You can also find your XComGame.exe and verify that there is an xcom-original.exe backup file with an older timestamp.

    Puerkl8r: Not sure what you mean; I just turned on the "enable second wave" flag which I presume will unlock that whole menu, is it not showing up for you?

    SausageKing: This mod applies to the Classic difficulty, not Impossible; if you play on Impossible you will see no changes at all, so 4+1 is correct. Also, running modpatcher.exe directly won't work since it doesn't know what file to apply as a patch; run the included .bat file instead, which will run modpatcher with the right argument.
  8. SausageKing
    SausageKing
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    Any word on whether this mod works or not? I tried both this and .5, got an error message when trying to run the modpatcher.

    When I started a new impossible game, my dudes all had 5 health, but I'm assuming that it's 4 HP + 1 HP from the armor.

    This would be the perfect mod, if it'd only work.
  9. Puerkl8r
    Puerkl8r
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    You don't seem to have all of the second wave options unlocked.
  10. ninotoreS
    ninotoreS
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    Well, I just started another new game and new first mission, this time with Ironman off, this mod installed, and Classic difficulty selected.

    Sectoids are still as ridiculously accurate shooting enemies behind full-cover as in vanilla Classic, so yeah, this mod doesn't work as advertised. Oh yeah, and I didn't mention this before, but rookies also panic at the drop of a dime, same as vanilla Classic. That, too, hasn't been altered.

    If you changed anything about vanilla Classic, then it must be only economic, panic, and unit health related.

    Author, you either need to reexamine your mod, or change the mod description.


    Thank GOD I didn't immediately start playing with this mod with my real vanilla Normal-Ironman campaign.