XCOM 2
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MOCX Class: Phantom
   
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26.8.2022 klo 20.44
20.8. klo 7.54
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MOCX Class: Phantom

4 kokoelmassa, tekijä FearTheBunnies
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About This Mod
MOCX has now captured and indoctinated Reapers. That's right: Reapers. Beware the deadly Phantom's powerful Remote Start, Banish and Killzone abilities as they snipe from afar and slink into the shadows.

**NOTE: MOCX Phantoms will not throw claymores, instead they have deadly Acid Grenades.

Rewards
Capturing Phantoms gives XCOM the chance to rehabilate powerful Reapers to join their fight for Humanity. If recovery is not an option, the powerful Dark Vektor Rifles the Phantoms weild can always be scavenged from the field of battle.

Required Mods

Compatibility

Thanks
  • RealityMachina for MOCX and help when I had issues!
  • Iridar for his great work on creating coil Vektor Rifles!
  • DerBK for the RemoteStart AI work
Suositut keskustelut Näytä kaikki (1)
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30.12.2023 klo 4.42
Simplified Chinese Localization 简体中文
Tommy
19 kommenttia
ikki 20.8. klo 8.11 
make sense, thx
FearTheBunnies  [tekijä] 20.8. klo 7.56 
@ikki Fixed the WIO integration pieces. I did not touch the damage arrays as I manually created those versus just copy/pasta'ing what WIO did.
ikki 19.8. klo 19.06 
3) Also the config doesn't attach WOTC_APA_EnemyTech together with SkeletonizedStock, which seems to be purely cosmetic, but its also the ability responsible for informing the player that the mocx weapons don't benefit from bridge techs... which is ironic considering that the 1) typo actually means they do affect them right now.
All pretty easy to adjust locally but I figured it was worth reporting here as well.
ikki 19.8. klo 19.06 
1) XcomWOTC_APA_WeaponItemOverhaul.ini mentions Dark_VektorRifle_MG/CG/BM instead of DarkVektorRifle_MG/CG/BM so the change to t6 wio is supposed to be doing doesn't actually happen.
2) The damage spread is also a bit off. WIO gives regular xcom bullpups and vektor rifles the exact same damage spread but the mocx counterparts setup by wio for bullpups and this mod for vektors are actually different. Along the way I accidentally discovered that wio didn't apply its damage changes properly because of a mistake in code thx to smg->bullpup mess, but that's just a funny sidenote, besides the point.
FearTheBunnies  [tekijä] 9.5. klo 8.05 
No idea how it would react, but I doubt it would do good things. Using something like WSR or XSkin would be the first options I would suggest. Have fun tinkering!
Kawapatch 9.5. klo 7.28 
@FearTheBunnies Cheers for the quick response! Out of curiosity, how would the mod react if the asset mod was simply missing? I'm assuming it wouldn't be happy with it missing assets but I thought I'd ask anyway haha. Best case scenario I wouldn't mind seeing them shoot bullets out of thin air!

I was initially thinking of setting up Weapon Skin Replacer to replace just the assets of the DarkVektorRifle_CG weapon template to be magnetic and leaving the rest as is, but seeing that there are also the weapon upgrades I'm assuming I'll need to swap those out as well. Luckily WSR seems to be capable of doing that as well.
FearTheBunnies  [tekijä] 9.5. klo 5.37 
@Kawapatch If you want to decouple from Iridar's assets you will have to dig deep into the configs and code. Iridar's assets are used to create Coil Vektor Rifles, which are the MOCX T2 weapons. You would need to use tooling to replace all the armory UI image, the weapon archetype, and all of the attachments for it.
Kawapatch 9.5. klo 4.41 
Hey Fear, I was wondering if it's feasible at all to decouple Iridar's LW2 Laser and Coil Weapon Assets from this mod? Not asking you to do it unless you feel like it of course, but wandering if I could use something like Template Master to replace the coil Vektor Rifle with something else? I'd really love to use this mod in my setup but as it is I've got nothing else using those Laser and Coil Assets and I'd like to avoid unnecessary bloat.
FearTheBunnies  [tekijä] 14.9.2023 klo 5.29 
@Mask That comes from the Proficiency Hero Class plugin mod. If you are not a fan of the Dark Reaper class then it is very simple to either drop the plugin mod or go into the configs and strip out the class you do not like. This mod, on its own, returns captured Phantoms as Reapers.
Mask 13.9.2023 klo 10.00 
I appreciate your work, but mate please tell me one thing, how does a reaper carrying a gremlin and a tree full of gremlin perks make sense? I like that mocx have reapers but capturing them(?) totally useless and not worth at all. I humbly ask you to rework this mod to be more attractive to capture them.