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this is the most passive answer i have ever gotten but thanks i guess
But it's so much more fun capturing enemy agents, influencing them with Control Phrase at your MKUltra facility, releasing them, and then taking control of (and essentially recruiting) them in later missions. (I presently have 69/30 agent slots filled).
Edit: Phantom Doctrine is a perfectly balanced game with no exploits.
i made a small mod to make the corkboard simpler. in dt_campaignstage.csv, i changed the parameters like bogusdatamin, etc to all small values. but, when i start a fresh game, the first two folders still have the default settings, and the corkboard isn't easier. are these parameters supposed to be moddable?
in the same directory i was able to change deadpan's weapon to aug like the tutorial says, so i know it's finding the mod directory. if anybody is interested to help look, i can upload my dt_campaignstage.csv somewhere.
I guess the modding capability was added afterwards and there are a lot of things it doesn't affect. For example, I wanted to experiment with reducing the game effect of the body engineering station by putting C/S/R/M bonuses on perks or training, but you can't.
I wanted to try making "classes" by separating the hit point bonus of chemicals from the firing point bonus. Then a spy could be either melee oriented with high hit points to take down high level agents, *or* fast firing, but not both. Unfortunately both are granted by circulatory, and you can't affect that with the csv files either.
I'm going to put this "less int" mod up on nexus anyway, which will increase the world availability of mods from two published mods to three. I'll keep experimenting.
I found out that if you make the LMG take 2 AP and 1FP, any enemy equipped with them can always double move and fire without care. However if you change the default fire rate of a Rifle from Auto to Burst, they will never pick Burst or Auto appropriately for the situation, they will always Burst at all times.
For chemicals I made a simple split tree choice. You get X chemicals marked as level 1, and they all exclude each other. Same for level 2, 3, 4 etc. so you get 9 chemicals by the end maximum. There is no random "X chemical cant be used while Y is active", the rules are clear.
I have an extensive mod but i`ve decided to not release it until a new modding patch is released with added support. Maybe in 1.2 someday, unless the next game comes out first.
Your chemical idea sounds interesting. The game gives out chemicals at random, and I have seen sometimes that chem A requires chem B, and the game gives me A before B. So I can't even use the chem I got. Is your chem csv available somewhere? I'd be interested to look more about how you split up the benefits.
Does your extensive mod change only the csv files? Did you change the campaign xml files? Did you find some other kind of thing to change?
By reading the old history of the discord modding channel, I got the impression that 1.1 was the last major patch and the development team has moved on to other projects.
http://s000.tinyupload.com/index.php?file_id=60114998976444852673
This is a 80% complete remodel of the game. It figures extensives changes, but i havent gone through the entire Techs yet. So do NOT use the Tech CSV file, its in debug mode. The rest work.
that's obviously dead
Question. At the "New Agent Portrait" part of the guide there is a short description of how to name the .jpg files with a small description. However you guys did not describe what the race letters mean. "C, M, N, H or A" What do they mean? "C" for caucasian? But then what is "A"?
A - African American?
A - Asian?
A - Arabic?
And what about the M, N and H?