Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Is there a way to use the config files to manually disable classes?
Based upon order of publication, you may get lucky and it "just work" assuming the Amal Hero pack resets the hero class trees and it is loaded after the Prof hero pack.
To guarantee you are using the right ones for the XCOM Heroes you can go into the class config files for Prof Hero classes and delete the configs for them which will make sure Amal Heroes are used instead.
Also, I would recommend something like Disable Any Class Redux to disable the Prof classes as well so they don't clog up your GTS buyables.
The Amalgamation Faction Hero Classes mod changes the base game hero classes to new Amalgamation versions.
The MOCX mod includes Skirmishers, add MOCX Zealot and MOCX Phantom for Templars and Reapers. These all make captured hero MOCX into base game versions. With Amalgamation Faction Hero Classes also active, they will automatically be the Amal versions.
This mod makes the captured MOCX hero classes into the Proficiency versions instead of the base game ones. Just leave it out.
As to the Templar, I had always felt the autopistol was a "make you feel better" kind of weapon versus a real weapon you could rely on. The play pattern I generally found myself using was the Templar was the one who started the noise.
The "no-secondary" has caught people by surprise as well. I may give the Claymore to the Dark Templar to help with the explosive-focused theme. I know it doesn't help in the Overwatch crawl, but it does give a blue move that can help set up for the big opener.
About Dark Reapers, I understand you want a mixed type unique to that class, but still there is a feeling I can't express verbally to full extend, I think it is something about having to choose of the protocols that makes me feel like that class is not that worth using on lower ranks especially. Also later on, he won't be able to use a protocol and still shoot since there is no protocol packages proficiency for him as the people probably using these mods also have bunch of heavy mods to alter the enemies so that class would be underpowered I guess.
Also I kinda changed your Dark Templar dude to be able to equip an autopistol (sorry about that xD), thinking having nothing to do for surprises while setting up like overwatching is a bit weird.
Supplementing the stealth aspects with GREMLIN utility, it gave the Reaper the ability to act at range at all times, and with Silent Motors it allowed the unit to act within concealment too. This allowed for a more utility scout instead of just the sneaky sniper.
Yes, the GREMLIN can stretch suspension of disbelief, but nothing says that Reaper GREMLINs don't have some form of active camo on them (similar to the SPARK Arsenal gag for SPARKS), allowing them to stay concealed.
My design goals was to have his stealth be first, and the hacking and bot skills second. He was never meant to out GREMLIN the Tech Specialist, but work as an auxiliary Tech Spec. He is also a Hero class, which means he doesn't need the training center to unlock other skills. He can spend AP whenever he wants.
That's why I focused on certain aspects you wouldn't normally see for the Hero unit. The Skirmisher focused more on the ripjack and the cable movement skills versus shooting to gain heat. The Templar I gave a heavy weapon as their "secondary" weapon and the ability to lob grenades in close quarters.
But first, I am going to address your question about Adversaries:
The way it does it, is there is an effect that looks for a specific Soldier Class out of an array. I will need to add a patch to this mod which will add the Dark Reaper and the Prof Reaper Agent (and the same for Skirmisher/Templar) to the list of classes that will trigger the bonus damage.
If it had been character type (Soldier, ReaperSoldier, etc) then the Dark Class would have been inherited (but not the Agent class, since it is for normal Soldiers), but since it is Soldier Class (Reaper, LightReaper, ReaperAgent, etc) it did NOT auto-pick up the bonus damage.
I thought since they are in the same soldier type category, the other dudes as agents or dark ones should be adversary to chosen as well. Cuz why not? You know.. :D
Dark Reapers have gremlins because they are good hackers. Not quite as good as classes more designed for it, but better than most.
Unfavoring has nothing to do with the chosen adversary, it is only for soldier bonds. So, when the game picks out which soldiers will have high compatibility with each other, it avoids matching Dark Reapers with Reapers.
I haven't looked into the adversary system, but I've heard it only allows one class at a time to be adversary. So, even if you have two different types of Reapers (like Dark Reapers and Reaper Agents), only one can be listed as the adversary. This one I'm not positive about, but I think is what's going on.
First, what does a gremlin do on a reaper I don't get it (:D)? I was imagining to have a guy like reaper/marskman type of stuff.
And I saw lines with unfavoring the original class in config files so these dudes don't count as adversary to chosen. If I change that will I break something?
Also mentioning last question, the faction soldiers we train in GTS (Reaper Agent etc.) they don't have the same adversary thing too. I know its not related to this mod but can I somehow alter that?
(SORRY that was lots of questions)
The long answer is that the classes this builds use a lot of the abilities provided by PCP. If you wanted just these classes and NO PCP classes, you would have to use a mod like Disable Any Class GTS Redux or manually edit the PCP configs to remove the classes from showing up. You will ALSO have to re-enable the vanilla classes since PCP disables them by default.
If anyone is curious, I'm using:
LightReaper
+IconImage="img:///FTBProfDarkClassIcons.Stalker.SCS_Bandits"
LightTemplar
+IconImage="img:///FTBProfDarkClassIcons.Misc.Carnelian1"
LightSkirmisher
+IconImage="img:///FTBProfDarkClassIcons.mtm.mtmsquad30"
Also, we appreciate the built-in Templar/PexM support :)