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If your second choice doesn't work out then the first would work fine for him, I think, though if you really wanted to make him live up to his name, I would consider preventing all Alien units (the bosses specifically all seem to do this without fail,) from using the riot shield aside from him. Perhaps even granting him a unique type of riot shield that is a little bit larger than the default, protection wise.
This is what I'm considering. The only problem with this is that I currently have no idea how to prevent the Aliens from using the riot shield. I've tried in the past to get this to work (removing the shield from their resources file,) but that had no effect. Acake successfully did this, but even after examining his mod file, I can't really figure out
how. Probably will go with your suggestion and give him a big ass shield that's wide enough for a few guys to hide behind.
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I'm not too certain about the limitations of RWR and how difficult it is for asset manipulation, but I think the vehicle recolouring is an awesome idea and I really hope you can pull it off nicely! Would it be possible to also change the Alien vehicles to fire plasma projectiles too? Just to complete the aesthetic and all.
Texture editing is no biggie. I can just extract the vanilla textures and edit them in Photoshop. Photoshop is smart, powerful, and easy to use, so I'm confident I can make them look nice. I can make the guns on Alien vehicles fire plasma too, but I'm considering making them ADVENT vehicles that fire rails/MAG rounds. Considering how OP the Alien Raider is right now, I'm probably going to make it ADVENT as well. Plus, I think that the conventional vehicles of RWR fit more nicely into the ADVENT motif.
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I have noticed that within RWXcom you have not included the briefcase RP item. I was thinking that you could potentially attach powerful items to it that unlock when it is returned to an armory (similar to the way briefcases unlock in the vanilla game,) which would allow the inclusion of Xcom Laser weaponry and maybe grant access to say, the Ethereal Psi-amp and such. Even some armours too. I think it would be a decent way to emulate the 'research' aspect of the Xcom titles in a presentable way within RWR though the challenge would probably revolve around making it a fairly rare drop from AI. Perhaps only allowing boss units to carry them?
A briefcase? That's a thing? I'll absolutely look into this, I didn't even know that was a mechanic in vanilla. I've got 100+ hours into this game and I've never touched the campaign. Make of that what you will.
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Also I've been meaning to ask you for some time now, but have you ever considered or tried to get your mod working with the campaign mode of RWR? I made a stab at it myself and I did manage to allow the campaign to be started but most of the armory was all messed up.
I've tried my hand at this as well, and I ran into the exact same problem. I've been meaning to give it another shot for a long time now. I'll probably ask around for help, I know a few modders who have had success making their mods work in campaign.
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[/...I'm dreading the classic Chryssalid making its debut (awful memories of ironman runs in UFO defense,) -especially- if you somehow find a way to make its iconic ability work. I'm pretty sure that's not possible within RWR but...
I don't think there's a way to emulate their ability in RWR. There's a number of zombie mods out there, and none of them have managed to do something similar. I just don't think there's a way you could cheat the system to make it work. Don't worry though, they'll be tough enough on their own.