I'm finally going to finish a LW campaign, probably when Beta 15e comes out.
I've got some sort of bug in my existing version 15 that I was playing a few months ago, I think I'm missing some tech unlock that I should have gotten earlier in the tech tree. Not sure what went wrong. Also my gene mod and psy soldiers seem bugged.
Anyway, I'm expecting 15e to probably be the last update, what with DeuceNeuCOM coming out in November.
In the interests of actually getting through it with my limited time, I intend to cheat like a dog. Here are my thoughts, I'm soliciting suggestions and feedback, I want the tactical game to still be fun but significantly faster.
Funding and base management:
- implement the realistic funding patch, more money to be made in first world and G8 countries.
- increase starting scientists and engineers, we're funding the xcom project for real this time
- increase facility adjacency multipliers (lab and workshop)
- increase sat and nexus tracking ability, there should be existing global ground station relays that can be retasked and/or timesliced to help with this...
Salvage:
- increase meld recovered from alien bodies by x10 (its really minuscule, this barely makes it noticeable..)
- increase meld canister levels by x5 (the aliens are intentionally feeding us meld, right?)
- increase weapon fragment drops
- increase alloy drops
- increase loot recovered from landed and crashed UFOs across the board
Soldiers:
- cheat up an initial 2 squads (12 soldiers) to top levels. This is more like RainbowSix,with the worlds best special forces operators and not some crazy rookie circus.
- increase the stat minimums for new recruits. We should still be recruiting out of global special operations communities, not out of general armies.
- i want to nix the skill gain penalty for mec troops, but I'm leary of doing the hex editing. the mod seems buggy enough without me tweaking undocumented features. Any other way around this?
- considering tweaking the perk trees, but not sure if it is worth is. Ideally, I'd set up my dream perk combos for each class type so I can just select down the middle for each soldier... but it might be more hassle to setup than its worth? ideas?
- ** I read in the patch notes that the mods combined two perk effects. I'd like to combine the *smoke and mirrors* with *grenadier* as it seems moronic that an engineer would be able to carry only an extra of some specific type of grenade. I cant see quite how to do this though, perk effects dont appear to be modable in the defaultgamecore.ini
equipment:
- arc throwers as pistols, and increase their efficacy. because... no reason, just lazy and impatient.
- i **want** to be able to give the extra ammo ability to /all/ kinds of special ammo. The way I see it, if a soldier is loading a special kind of ammo then it replaces his normal ammo, it shouldn't have to take up a slot. It looks like the extra ammo ability is hard-coded to only work with Hi Cap Mags (item 80), and I don't see a work around. Any ideas?
- i **want** to be able to double the default number of grenades and missiles, but don't immediately see how