XCOM 2
[OLD] Spectrum: Complete - Yellow Release v4.06
Yzaxtol - Mike  [开发者] 2016 年 3 月 24 日 上午 7:00
Seperating the Mod
Please list below what features you would like being seperated into a new Mod.
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正在显示第 1 - 15 条,共 21 条留言
Deadput 2016 年 3 月 24 日 上午 8:46 
Probably a good idea t oseperate the enemies into a seperate mod for those who want to expand thier enemy roster but to keep the game from being heavily overhauled.

And maybe a seperate mod with only the new classes for those who want morse.
MrShadow 2016 年 3 月 24 日 上午 10:16 
I second this please. I like the game as is but will always want new interesting enemies to fight. So I too would like a enemies only mod if possible.
Weebos 2016 年 3 月 24 日 上午 11:06 
Classes and Enemies are always good to separate out, but make sure they don't have the same name as some existing ones (for example there is already an Advent Commander).
Yzaxtol - Mike  [开发者] 2016 年 3 月 25 日 上午 4:19 
As soon as I've released Orange I'll be splitting it up into seperate mods.

Do you think a mod for each new group would be best:

E.g. Pyro Platoon, Toxic Troopers, Psi Squad and Additional Advent?
SOPHIA 2016 年 3 月 25 日 上午 7:18 
I think that may be a good idea. That or just put em all into one for those who would pefer that. I dunno how enemie mods work that well and I'm pretty sure I get a ton of light mecs from your mod all the time in defending or destorying missions. But I do have a crap-ton of mods so that's my fault I assume
Yzaxtol - Mike  [开发者] 2016 年 3 月 25 日 上午 8:15 
That's part of the half designed Themed missions that was released in Red, Orange will have 5 types of MECS with an extra 1 or 2 upgraded versions.

I'll put up first a large pack that will provide the themed missions and then later just the most compliant basic troops that will spawn randomly like everything else.
van_nova 2016 年 4 月 9 日 下午 8:38 
Set up a list of Seperating the Mod like how you list in the Summary
"Summary: New Combat System, Themed Missions, New Enemies, Loot Revamp, New Tech, New Classes, Armor Overhaul"

And yes I know somemay need to be tied together like "Themed Missions & New Enemies"(Seeing how the new themes use ur new enemies.Its an idea.
For me when it come down to a short list I would have to say. New classes & New Themed/Enemies then the rest of the mod as a core set up. I my self have a Commando Class & Medic Class I like, & don't really want a long list of classes to choose from.
Propagating 2016 年 4 月 10 日 上午 12:52 
Would love to see just the new tech, weapons, and armor as their own mods. Really looking for mods that have more weapon and armor tiers.
Neko Fergie 2016 年 4 月 11 日 上午 4:09 
For me, I'm interested in new soldier classes and new tech and new weapons BUT I would prefer that the default weapons and armor remain mostly untouched. What I mean is I don't want default weapons, like the grenade, to have thier damage altered. I guess I'm saying I like to mod new stuff into my games while not altering or removing the default weapons and armor in case I want to use those. Did I make sense there?
最后由 Neko Fergie 编辑于; 2016 年 4 月 11 日 上午 4:13
Yzaxtol - Mike  [开发者] 2016 年 4 月 11 日 上午 4:44 
@fergie34711Yes you did,

My first minor mod will be a newer version of the Laser and Plasma weapons that are 100% extra and conflict free.

Then it will be the defensive armors but without the mobility balancing.

Most my classes are pretty boring so I'll probably skip those and just release the Codebreaker as an extra class.

The enemies if released will simply be placed in the random spawn generation without themes, to reduce conflicts,their equipment and loot will be scaled back to vanilla levels.

The Combat System is unfortunately inseperable from the main mod.
最后由 Yzaxtol - Mike 编辑于; 2016 年 4 月 11 日 上午 4:50
Neko Fergie 2016 年 4 月 11 日 上午 7:22 
引用自 Yzaxtol
@fergie34711Yes you did,

My first minor mod will be a newer version of the Laser and Plasma weapons that are 100% extra and conflict free.

Then it will be the defensive armors but without the mobility balancing.

Most my classes are pretty boring so I'll probably skip those and just release the Codebreaker as an extra class.

The enemies if released will simply be placed in the random spawn generation without themes, to reduce conflicts,their equipment and loot will be scaled back to vanilla levels.

The Combat System is unfortunately inseperable from the main mod.
Ahh, ok. Got it. Sounds good to me. I always love new weapons and tech. Now that I've looked through all these mods I will need to be aware of conflicting mods. I stupidly forgot about that even though almost every mod page mentions compatibility concerns.
RAPTOR 2016 年 4 月 11 日 下午 11:49 
Hey great job on all the custom classes. I would love to see those in a dedicated mod.
Neko-Knights Chapter Master 2016 年 6 月 1 日 下午 11:41 
Just looking at them, alloy weapons. They look really cool. If possible it would be neat to see them work with Grimy's loot.
Phantom 2016 年 6 月 5 日 下午 3:09 
I would really like it if the enemies are in a seperate mod so i can combine it with a better advent mod. also i like the idea of advent weapons which can be lootet.
Yzaxtol - Mike  [开发者] 2016 年 6 月 5 日 下午 3:18 
that already exists, it's called Spectrum Enemies Only and is compatible with A Better Advent : All Enemies
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