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Golly, that all sounds rather fine. Good luck and more power to your elbow!
Thanks for the reminder, I knew my memory was a bit shaky. Also, those additional units sound super exciting. Would you remove the cockpit glass (no idea how easy it would be to change the materials) from the Bureau Sectopod? Could be a bit odd seeing its Sectoid driver [cramgaming.com].
This is mostly outdated: it compensated for a SLG glitch that made MECs uncommon and because other enemy mods were outpopulating MEC pools. Those aren't issues anymore so it's fine to unsub from this unless you want to add simple MECs for corpse reasons.
Additional units will be released as a separate mod when I have time to finish: Mortar Sectopod (EU mesh), MEC Trooper (EW MecCivies mesh), Enforcer as an Anti-Riot (Stun 1 action) MEC, Strider as an attrition/skirmisher sort of role. I'd like to make something from the Bureau Sectopod and EW Seeker but haven't started learning how to reconstruct the animsets from the individual extracted anims.
Finishing this first unit pack will take a bit and there are remaining design issues and things I want to prototype before release. It'll be a new mod anyhow but no promise for ETA
2 Near-Vanilla MEC Variants. The Strider (smaller) and Enforcer (standard size).
Only a vague idea how they differ from vanilla baddies. I did use this mod in a campaign which got borked by SLG, think the Strider was lower HP with more movement. The Enforcer I've no recollection of.
Fixed an issue where the Skulljack objective caused MECs to stop appearing in tactical
Does that fix address the changes you've made to the appearance of MECs (or lack of), Natural Causes?
I have nothing witty to say to this, so instead, here's a meme: http://imgur.com/nGPJmdR
Also, vanilla MECs rarely spawn as pod leaders this patch. Mods that add more pod leaders can make them more rare. This mod's initial release is basically a patch for that.
Also, the MEC Breacher is basically a "Super" Heavy Mech (MEC M3) and is a very late-game unit.
(Now I want the mission turn timer to speed up the music like in Mario Bros, though. That would be claustraphobic-sounding genius if someone does.)
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This sounds awesome!
For maximum suffering. I see situations like this in my future: https://www.youtube.com/watch?v=hU8rxUrl1kU
I think they work alright - they have a big advantage, sure, but it' only on some enemies. I would like a mech that's (partially) immune to it though, so look forwards to those nasties to deal with ;)
For missions, since those can only have one mod active, I reached out to DerBK to make sure it'll be in future updates of his compatibility mod (it will!). As is, each will spawn as often as other mod-added single enemies. If it turns out every replacement entry of OPNx4 gets given equal treatment I'd update for it. When Firaxis eventually have their "bucket" system working sensibly, I'll update for it (it's new but doesn't work yet).
I've got the meshes for SHIVs (+Advent ACV), but they'll be use for more mix & match. Advent doesn't mind making driving/flying torsos straight out of Terminator 2 or WH40k if it works. Getting the animations to add properly may be a long-term project though.
How does this work with heavily edited pod composition ini from the likes of A Better Advent?
If you are bringing in EU/EW ports... SHIVs then?
My current thoughts are giving flashbangs to the missle pod, prioritized over shooting if any enemy groups. Stun (1AP or '1/2 turn') chance for Enforcer rifle? Make rifle shots from either never kill a unit but make bleed out and allow 2 lower-damage shots?