XCOM: Enemy Unknown
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The Iron Rose

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Vazeron1

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36 comments

  1. Jankosi
    Jankosi
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    I think this also affects how long your Interceptors stays in Repair State, should you increase their HP. Mine is sitting on 15 days. I do NOT recall this being the case before this Mod.

    Playing Long War.
  2. Mrfallout134
    Mrfallout134
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    When ever I try and change the damage and stuff, it doesn't apply. I've tested it in my game on a save I have right before a ufo shows up but it doesn't do anything, it still takes the same amount of damage. Can someone help me? Also how do I know I'm installing it right?

    1. surg23
      surg23
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      It might be that you need to adjust certain values before you create your aircraft. For instance, if you modify Mec stats, it won't change existing Mec's.

      Did you try testing it on newly constructed aircraft ?
  3. surg23
    surg23
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    Does anyone know how to modify the bounty amount you get from UFO's ?

    I gave the firestorm more hp, but I'd like to reduce the cash bounties to balance this out if possible.
  4. EvilMV
    EvilMV
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    Nice mod, thank you!

    But how this settings are related to DGC.ini ones if they are different?
  5. surg23
    surg23
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    Hey, great mod!

    I'd like to know if the changes to UFO stats only apply to newly built units or will it augment stats for existing craft ?

    I made a change to Armored fighters bonus HP and base HP of Firestorm, but I don't think it has applied.

    Edit: After more frustration with late-game Air combat I tried configuring the mod again, this time doing some rather radical changes and it appears to have worked!

    No more save-scumming 50 times a month because UFO's two-shot your fully upgraded Fusion lance wielding Firestorms.

    Awesome job thank you for this!
  6. MajorFreak
    MajorFreak
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    so what is intercept time? is this the amount of time they'll hang around (without taking that threshold damage to flee) the strategic holo map?
  7. robbyro1212
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    Thanks!!!!!
  8. jalingon3011
    jalingon3011
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    Hi there:

    1. Right now interceptors get +3% to hit and +1% damage per kill. Where do I change that?
    2. Where do I change the cost and effect of air modules that grants 100% hit or evade for next 2 attacks?
    3. Where do I change the damage and properties of the wingtip sparrowhawks missile?
    4. Where do I change the interceptor maintenance cost?

    Thanks.
  9. kato42
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    I can't get this to work.

    I have LW b15f3. I downloaded the text file, I downloaded and extracted PatcherGUI (version 7.3). I modded the early part of the file (this is my last try here):
    // ALIEN SCALING:
    ALIAS= bMAX_ALIEN_SCALING: <%b 25> // 32 * 30 = 960 research
    ALIAS= bALIEN_HP_SCALE_FACTOR: <%b 50> // gets multiplied by the current alien research (research / 30) and added to ufo health
    ALIAS= bALIEN_DAMAGE_SCALE_FACTOR: <%b 5> // multiplied by current alien research (research / 30) and added to alien weapons' damage
    ALIAS= bALIEN_AIM_SCALE_FACTOR: <%b 2> // multiplied by current alien research (research / 30) and added to alien weapons' aim

    Reducing how much the UFOs get buffed by their tech increases (50 hp, and 5 damage) and only allowing 25 updates (no idea if the last makes any difference).

    I open PatcherGUI, I bring the file in and hit Apply and "Error patching UPK!"
    It then lists the paths which look to be right.

    Any ideas?

  10. RiiNagaja
    RiiNagaja
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    Does this mod prevent the ridiculous power growth of enemy UFOs too? The wiki states that alien craft gains about 75HP and 2 aim every 30 research they acquire, and it never caps, making really late game literally nightmare. So modding the aerial stats is one thing, but preventing the constant unfair gear up that you cannot counteract, would be my most pressing issue.
    1. Vazeron1
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      It definitely caps in B15, and you can customize that cap to your liking.
    2. RiiNagaja
      RiiNagaja
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      That would be good news. I could not find such an option so far however. I have pretty much modded the defaultgamecore.ini to total conversion (no stat growth for aliens and most game variables rolled back to vanilla), but must have overlooked what controls this.(cannot be obvious, because I did searches for "gain", "ufo", "aim" and such in the ini, before starting to seek out uploaded mods)
      What I did so far to compensate is slow down the alien tech progression to only 1%, but that also eliminates the nice new leader mechanic for the most part, which I would rather like to keep.
    3. Vazeron1
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      I believe that you can edit the cap with this mod. It's not in the DCG.
    4. RiiNagaja
      RiiNagaja
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      Thank you. Appears to have worked out greatly.