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Is there anyway we can add the exalted pathfinder/hunters weapons to xcom through console commands?
Maybe I'll take a look someday whether and where one could replace a 'replace pods' with 'add pods' but at first glance, I'm at a loss. Technically it is visible in the sole Script file but I'm not deep enough in the terminology to read and understand where to inject and what the replace commands are.
https://drive.google.com/open?id=1oYDCRWW6nC8tARfcHsC_hIxRTOfwCPMR&authuser=axaaaid%40gmail.com&usp=drive_fs
Could anyone advice me, what item ID for magnetic and plasma xcom rifles is? I had tried various combinations of hunterRifle_ and Magnetic (MG), but didn't succeed.
Any ideas? )
TIA
Sometimes it looks like empty text, and sometimes as errors in the text, such as: "ERROR! ADVENTHALLUCINOGENICROUNDS HAS NO FRIENDLYNAME! Error AdventHallucinogenicRounds has no BriefSummary!"
There's just no tactical depth to these units, wherever you place your units, they can flank you unless you're in a corner of a building. You literally have to trade shots into full cover versus their higher aim and defense, or commit two grenades to each pathfinder.
I have the game tuned to be quite difficult, which is fun as it challenges me to position and play smart. However, with these guys, positioning is meaningless, as they just sprint across the map, flank you while being completely exposed, and crit you. if they were brittle, that would be fine, take a hit or two but then wipe them out. but early game with 2 armor? cmon. the entire squad focus firing on one unit might kill it in a turn, but then the 2 other that dropped in with the pod kill 1-2 of my soldiers with no sort of way to avoid it.
Even if you give them 3 damage and 4 health, the mobility means they can get critical and sure shots (no cover) and the 4 health is basically 10 to 12 health due to the armour.
They basically have no weak spot.
I would suggest to address the balance overcompensation :
- limit their numbers to one pod per map (outside their own Sitreps) or per one Pathfinder (pod leader) per pod of Advent.
- Lower the armour, especially for the first two levels. At the start you do not have any way to deal with it other than grenades and those are in short supply.
- Set them to a higher Force level. If they keep their current mobility and armour, they have no business being available in the first month.
Had the same problem and went right back to use the stand alone Hunterrifles because find an officer to skulljack was getting annoying.
Second, does the Proximity Stun Mine count as a Support Grenade for the purposes of abilities like "Protector" from the LW2 Grenadier? Thanks!
@Claus: Is there any chance you might consider doing Laser and Coil versions of the Hunter Rifle?
10/10 fantastic mod.
Though for some reason the conventional tier Hunter Rifle for me does 1-5 Damage instead of the 4-6 you describe and even in the XcomPathfinderXcom.ini it states:
HUNTERRIFLE_CONVENTIONAL_BASEDAMAGE=(Damage=3, Spread=2, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
Which would explain the 1-5 (3-2=1; 3+2=5). Is the description simply not more up to date? Or Maybe the issue in something else.
If I am not mistaken, you need to collect multiple terror rounds before you can research and start building your own.
Some pathfinders does not trigger overwatch indeed. Perhaps interesting thing to find out is whether or not F1 mods can show this :)
Great mod, I love it. Just a few issues:
1. I could never complete the scanner research because I the scanners weren't being collected.
2. Do the Pathfinders/Hunters have some kind of special ability that prevents Suppression Overwatches from happening to them? I've seen regular overwatches trigger on them, but I've seen them at least once (and I think twice) in my last campaign weasel out of a Suppression by just moving and not getting Overwatched. I pressed F1 and didn't see Shadowstep on them, or any other ability. If they have no such ability, there might be a bug.
3. I think the Hunter Rifles are great. I suggest though, making them singletons that need to be purchased, just for balance reasons.
4. Are we supposed to be able to use or build Terror Rounds? I killed an Elite Hunter of some kind, saw the message "Obtained 1 Terror Rounds," but they weren't in the equippable inventory.
Great work though! Keep it up!
:)
Warning, Failed to load 'AdventScout.Textures.ScoutCaptain_LaserSight_NRM'! Referenced by 'WoTC_Pathfinder_Advent_SmartScanners.Materials.AdvScoutSmartScanner' ('---')
This mod is one of my favorites, the hunter rifles are really cool. I made it so they're finite and have to be purchased, and instead of starting with conventional hunter rifles you can't buy them until after the Pathfinder autopsy is complete.
second, theres a lot of options in the configs which im very grateful for, but is there a way to make the hunter rifle count as a sniper rifle instead?
PROBLEM SOLVED!
Dead/killed Pathfinders were not recovered as corpses, so without the corpses, I couldn't do the research.
I had to 'cheese' the game and use the console command:
additem corpseAdventPathfinder
to get the corpses to do the research.
I have killed enough of the pathfinders and their various increases of difficulty to essentially upgrade the weapon but the thing is, the option is not available to do this.
I only have the conventional tier hunter rifles and nothing else. :(
Is "Missing Packages Fix + Resource" mod by Sigma actually required for this mod? In the mod description of Sigma's mod it says it is required for Pathfinders mod but there is no mention of it on Pathfinder's mod description as a required mod.
Thank you very much