XCOM 2
Build Item Custom Costs
36 条留言
Juravis  [作者] 2020 年 8 月 3 日 下午 8:49 
Green Raven 2020 年 8 月 3 日 下午 8:37 
A million thanks, mate!
Juravis  [作者] 2020 年 8 月 3 日 下午 8:34 
Making it a consumable item is extremely easy. I might make that one.
Green Raven 2020 年 8 月 3 日 下午 7:59 
That's clever,,, because Sectoids would sense something is off, while a Sectapod's targeting sensors would simply note an enemy unit out of cover. You should make a companion mod, a Testing Ground project that adds a "psionic signal" for the Mimic Beacon, allowing it to fool psi units as well.

Of course, first you should make a standalone mod that reduces the cost of the Mimic Beacon to one Faceless corpse and turns it into a consumable item.
Juravis  [作者] 2020 年 8 月 3 日 下午 7:51 
I really dont mind what AI suite you prefer, but my AI has better Mimic Beacon handling than any other out there and it wasnt hard to code. Each unit has a special percentage at each stage to ignore or consider the Mimic Beacon as real. Psionic units are mostly unaffected and MECs always almost fire on Mimics. I havent seen it in any other AI.
Green Raven 2020 年 8 月 3 日 下午 6:55 
Hmm... this is probably not the right thing to say to a guy your begging a favor from... but I prefer the ABA.

You know, I really prefer thier Stun Lancers. ABA Lancers know that they are factory produced and expendable, and have no problem making suicidal banzai attacks. They die, but if they scratched your prize specialist and put her in the hospital for a month, then they've served thier purpose.

Your Stun Lancers act like the riot police they actually are, and close in with flashbangs and rifle fire. It's much closer to the lore, but I don't start sweating when I see them.

I hope you aren't insulted... your trio of AI mods are wonderful pieces of work.
Juravis  [作者] 2020 年 8 月 3 日 下午 6:44 
Use my AI they make mimic beacons not overpowered.
Green Raven 2020 年 8 月 3 日 下午 6:26 
I appreciate the encouragement, but I had my fill of Ini filing when I was trying to adjust the original Long War with XCOM Enemy Unknown. I didnt scrap my game, but I did give myself the sort of headache that can only be cured by screaming into a pillow.

I took upon myself a sacred vow: aliens can invade the earth, a creepy guy with sunglasses can establish a facsist regime, and my former Chief Scientist can go crazy and devolop a trio of biological superweapons, but I will never, ever open the ini file again.

Thanks for writing back. If you ever have some spare time, maybe you can make the mod for me; if not, then not.

In the meantime, I'm relying on House Rules: no researching the Faceless autopsy. Those corpses go directly to the Black Market :D

Stay safe and healthy!
Juravis  [作者] 2020 年 8 月 3 日 下午 6:16 
You cannot scrap your game with ini edits just follow my file format change the numbers and names according. Its easy promise
Green Raven 2020 年 8 月 3 日 下午 3:35 
Thank you for answering! I'm really leery about messing with ini files... I only use whats on the workshop. If you have the time and patience, would you be willing to create a formal mod?
Juravis  [作者] 2020 年 8 月 3 日 下午 3:33 
You can use this mod and punch the default values and only change the Mimjc Beacon as you please
Green Raven 2020 年 8 月 3 日 下午 2:46 
Can I make a request? Could you make a mod that changes only the Mimic Beacon? The cost would be one faceless corpse, nothing else, but it would be a consumable item, like the Overdrive serum.
白眉鹰王 2020 年 7 月 17 日 下午 5:52 
Could you upload a version with unchanged default costs? Your version changed too much...
Zigg Price 2020 年 6 月 6 日 上午 11:08 
So it looks like all of the weapon and armor schematic costs are exposed here, which great.

I am not really looking to alter their costs, however. Are the values listed the default values, or have they been modified? If I comment those lines out, would it revert back to whatever they are by default?
Lebowskichild 2019 年 9 月 4 日 上午 11:59 
Aah, cool. Thanks again for the info.
Juravis  [作者] 2019 年 9 月 4 日 上午 11:56 
The costs are there as a placeholder, just in case. In the game they were free, so i just made them cost 10 supplies each. They are a gift for buying the DLC.
Juravis  [作者] 2019 年 9 月 4 日 上午 11:55 
It's not dumb. When the DLC came out, you had to build the items. Now if you pick the new game option "Integrate DLC" the weapons are not build, they are researched. You only build the upgrades.
Lebowskichild 2019 年 9 月 4 日 上午 11:54 
Thanks for your clarification. One last question, if I may. How exactly do your new Chosen and DLC weapons configs work? They are rewards so how do they have costs? Sorry for being dumb.
Juravis  [作者] 2019 年 9 月 4 日 上午 11:43 
I haven't included artifact costs to the new ones, my mod is not 100% configurable on all sides. What you see in config is what you have. It might change in the future but i'm content with this version for now.
Lebowskichild 2019 年 9 月 4 日 上午 11:14 
I already made two mods match so it's not a problem for me to match this one too, however using [WOTC] Balanced Finite Items, I am able to make items require 2 different ArtifactCosts. Am i able to do the same with this mod?
Juravis  [作者] 2019 年 9 月 3 日 下午 3:55 
You could match the costs to the other mod that would work however. Keep a backup if you do that, this mod may change.
Juravis  [作者] 2019 年 9 月 3 日 下午 3:54 
Also my mod is executed after template creation so i have precedence. Youd need a mod that modifies costs posttemplate.
Juravis  [作者] 2019 年 9 月 3 日 下午 3:53 
Not like this unfortunately. There is no way to control load order in xcom reliably but if you did succeed then yes. Ive never been able to use any third party loader correctly.
Lebowskichild 2019 年 9 月 3 日 下午 2:48 
So this mod will override all other mods that have cost variables? Or is it a load order deal?

I want some of your costs but not others, is it possible to achieve that?
Juravis  [作者] 2019 年 9 月 3 日 下午 2:27 
No if you comment it out it will 0 out the costs. This mod just changes costs so it will work with any other mod but it won't change new items.
Lebowskichild 2019 年 9 月 3 日 下午 12:00 
@ADVENT Avenger, could you advise me on how this mod would work with [WOTC] Balanced Finite Items, [WOTC] Proving Ground Overhaul, [WotC] RW Realistic One Use Grenades and [WotC] RW Realistic Hunter Axe?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1130896923
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1372437219
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1101593033
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1098147736

Could I just comment out costs for items in this Mod's ini file that may conflict or would that not work/be advisable?
Juravis  [作者] 2019 年 9 月 2 日 下午 5:43 
This mod is being majorly updated at the moment, it will be fully functional tomorrow. Testing overnight, update your INI files on Sept. 3rd to match the new format.
Lebowskichild 2019 年 7 月 13 日 上午 9:23 
Brilliant, thank you.
Juravis  [作者] 2019 年 7 月 13 日 上午 8:26 
Yes as long as you match the correct mod template name
Lebowskichild 2019 年 7 月 13 日 上午 5:09 
@Advent Avenger, could you tell me if it is possible to use mod added corpses as required artifacts for the costs?

For example, HELLWEAVE_VEST_ARTIFACT_NAME = "Corpse_AshFlameViper";
Lord Rowyn 2019 年 5 月 18 日 上午 7:57 
The default values are nowhere to be found.
Panopticon 2017 年 10 月 27 日 下午 4:55 
good mod for the masochists
Juravis  [作者] 2017 年 10 月 25 日 上午 6:55 
Yeah just turn it on after. Ill see if i can fix that but low priority
frihyland 2017 年 10 月 25 日 上午 1:26 
Great mod, it does not work with the tutorial though. It gets stuck when we try and build a medkit and have no viper corpse.
Juravis  [作者] 2017 年 10 月 22 日 下午 4:14 
No its a good patch in retrospect
marshmallow justice 2017 年 10 月 22 日 下午 3:10 
Ah. This makes it a lot easier to change stuff again without having to dip back into strategy and weapontuning.ini, thanks.

Ps. I kinda went dark since the latest patch hit, did that one break all the mods on the workshop like most patches?