Wow, these new guns look amazing..... and a perfect fit.
I can't wait to stea.... 'play' with these guns.
Search found 9 matches
- Wed Jan 11, 2017 12:39 pm
- Forum: Long War 2
- Topic: Long War 2 feature announce: Coil weapons
- Replies: 63
- Views: 92758
- Thu Dec 08, 2016 12:16 am
- Forum: Modders' Forum
- Topic: Replacing models?
- Replies: 2
- Views: 6187
Re: Replacing models?
For those all I simply did was change the slider for the tint for their materials in the xcom editor to the different colours and attached the changes to new archetypes that were used with the new character templates.
- Sun Mar 27, 2016 5:19 pm
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: The permission
- Replies: 6
- Views: 11770
Re: The permission
Hi, could I use the SMG 3d model assets to create my own version of SMG weapons in my gameplay overhaul mod?
- Wed Mar 09, 2016 11:21 pm
- Forum: General Discussion
- Topic: MY THOUGHTS ON THE PERFECT XCOM
- Replies: 4
- Views: 9752
Re: MY THOUGHTS ON THE PERFECT XCOM
Ah, sweet. Then you can check it out here. Spectrum I wouldn't download it right now I am just a few days away from releasing a MAJOR update called RED. Adding Laser, Plasma Weapons and Tech, 4 more classes, fully releasing all primary weapons for all classes including the new ones, big balance chan...
- Tue Mar 08, 2016 4:45 pm
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: XCOM 2 Shieldbearer mod idea
- Replies: 4
- Views: 9862
Re: XCOM 2 Shieldbearer mod idea
This sounds fairly familiar to a Paladin Class I'm currently designing. A super tough swordsman character. If you want when I get back home I can show you what I've currently accomplished and how. And my plans on what to implement next. A few of these ideas I was actually going to integrate into a v...
- Tue Mar 08, 2016 4:34 pm
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: [ Mod idea ] Random Alien formation and squad size
- Replies: 1
- Views: 5175
Re: [ Mod idea ] Random Alien formation and squad size
All this informaiton is in XComGameMissions.ini where it defines what kind of enemies you can face from the characters that have been created and in their stats, given spawn rates. I've already created custom templates like MECx4 , which pulls from all the mechanised units and only uses those and at...
- Tue Mar 08, 2016 4:27 pm
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: SMG Mod - Useful?
- Replies: 9
- Views: 18406
Re: SMG Mod - Useful?
I'm thinking it would probably have a much greater niche, if instead of a generic mobility bonus would provide an automatic Implacable trigger whenever it was fired, allowing you to move back to safety after firing.
- Tue Mar 08, 2016 3:42 pm
- Forum: General Discussion
- Topic: MY THOUGHTS ON THE PERFECT XCOM
- Replies: 4
- Views: 9752
Re: MY THOUGHTS ON THE PERFECT XCOM
I'm currently working on a Mod that has a few of your ideas incorporated, mainly the extra types of weapons (re-introducing Laser and Plasma weapons) and configuring the code to allow all classes to wield all primary weapons with major bonuses, sniper rifles grant squadsight, Cannons have a form of ...
- Tue Mar 08, 2016 3:24 pm
- Forum: General Discussion
- Topic: Rank Names?
- Replies: 1
- Views: 5935
Re: Rank Names?
Renaming ranks is one of the first things I found in the config files. You can just change the localization file XcomGame.Int (I believe) to reflect the rank system you would prefer. I personally went with the Bad-ass scale for my mod and ignored ranks as they no longer felt appropriate for the sett...