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First : dropdown list in infirmary only shows rank and name of operative (no class, not even nickname) wich makes it hard to select specific soldier you mant modded, unless you happen to memorize them all. There was a mod called "no dropdown menus" wich would fix my issue, but unfortunatly it was only made for vanila long war.
Second : Stats change window in the gene mod screen seems to be exessive , since any stat changes can be (and, probably, should be) included in the description anyway.
Also can gene, that was actually installed, be highlighed with green text ? Currently it only greys out all genes in used slot , without any indication wich one was actually installed. Not a big deal.
Putting soldier info somewhere in the gene modification screen for reference would also be nice, though not a big deal either.
Anyway thanks for great mod and sorry for my poor english skills.
I'll offer a suggestion for improvement. The idea is to add more diversity and uncertainty in the Gene Mod outcome. It also saves a lot of headache in coming up with new Gene Mods when there are so many mods with new perks available. Basically, think of it as Dragon Quest 8's "alchemy pot" for your soldiers <3
Instead of "Eyes" "Body" "Arms" etc, I propose just making the Gene Mods add random perks that do a certain thing.
For example, you could have:
-Combat Gene Mods
-Defensive Gene Mods
-Healing Gene Mods
-Support Gene Mods
-Psionic Gene Mods
Just like it works now, you could only have 1 from any category. For example, I might choose Combat Gene Mods for a soldier, and after modding, they learn Rapid Fire. On another soldier, they get Run and Gun. But I can't do it twice on the same soldier. In addition to the regular perks, you could always have a few perks that can only be obtained at random with a Gene Mod.
An extension of this idea is to allow you pay more resources and more time in the modding chamber to get a chance on higher-level perks. For example, 3 ADVENT Trooper corpses, 30 Supplies, and 3 days in the mod chamber might get you Holotargeting or Suppression, but 3 Muton corpses, 100 Supplies, and 9 days in the mod chamber might get you something really awesome, like Untouchable or Death from Above.
Thank you for the mod <3 really great work!
A better way to find the soldier who doesn't have a mod in whatever slot you're putting mods. Maybe something in the dropdown menu to say which mod slots a soldier has something in, maybe the ability to cycle through soldiers without having to go back to the pulldown menu each time.
The second is how much time it takes to apply a mod. In XCOM EW, it took 3 days per mod but you could mod 3 soldiers at a time, so an average of 1 day per mod per soldier. With your mod we can only mod one soldier at a time, so I'm thinking that mods could take a day to install to get the total time to mod everyone in your active roster to about the same as EW. Well, as long as you have the resources.
I uninstalled the mod, just because it takes forever to transform all your soldiers. It doesn't work well with Mission Mania, which is a great mod, but needs a big barracks to compensate for will losses.
Gene Mods just got to be more trouble than its worth. A mod menu option to set the number of days would make it more fun, e.g. "3 days", "2 days", ..., or even "0 days" for instant gene modification.
It's still a cool mod, but not fun because of how slow it is.
Which file(s) and variable(s) do I need to alter ?
I'm mainly using the gene mods from the Mitzruti Perk Pack.
Also, does it cause problems if they are altered while a soldier is being modded ?
Just look through this mod's configuration files, I'm sure you'll find what to edit. Just make a backup before you change anything.
For gene mods from other mods, you'll have to look in those mods' configuration files.
I wouldn't change anything while training is in progress just be safe, but most likely your changes will have no effect on that.
First I went to:
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1877861493\Config\Gene Mods\XComGameData.ini
I set all entries of BaseTimeToCompletion to 1.
For Mitzruti's Perk Pack, just change 1877861493 in the location to 1561030099 and the rest of the path is the same. Again, set all entries of BaseTimeToCompletion to 1
For other mods, you can find the mod number in its workshop URL.
I didn't test this. Mainly because it was quicker to see if altering the .ini files worked if I had a save game with an empty gene modding tank.
But when I tried playing with either a more severe wound/tiredness setup or covert infiltration, I found myself practically never using gene mods, because they're just too expensive. In my custom modifications, I actually completely removed the supply cost of all gene mods, and added a corpse requirement to the gene mods that didn't already have them. And it works great! I'm still only able to apply like a dozen gene mods across my 30 soldiers by the time I've unlock plasma rifles, because it's so easy to run out of corpses, but at least I actually can use them. To apply a dozen gene mods with the default values would have cost me something like 700 supplies otherwise. And all that 700 supplies gets you is that 1/3rd of your soldiers get a single extra perk. Compare that to the cost of powered armor and plasma weapons.