|
gullah jack posted:As far as I know, this version of it isn't full of bullshit. Mmmm, yeeaaaahhh, but given the modders track record so far i think it's pretty plausible that he will featurecreep this version also. That's the huge problem with the Workshop and X-Com2, a modder can make a cool mod and you subscribe to it, but at any point he/she can decide to add ANYTHING HE WANTS OR TOTALLY change the mod and you are powerless to do anything about it. Can't revert to a older version, hell you can't really disable the mod either and might have to give up your entire campaign. It sucks soooooo hard and is utterly terrible. That's why i try to replicate good mods myself, but i don't know how to do this one. That looks to be it, cheers!
|
# ? Feb 19, 2016 12:44 |
|
|
# ? May 22, 2024 10:27 |
|
a
emTme3 fucked around with this message at 02:56 on Mar 31, 2022 |
# ? Feb 19, 2016 12:48 |
|
Pumpkinreaper posted:Yeah, I've opened those too, but it lists nothing inside. You see what you got at the end of mission screen.
|
# ? Feb 19, 2016 12:49 |
|
If you want to keep a mod as is, copy it from your workshop directory into your xcomgame/mods directory
|
# ? Feb 19, 2016 12:58 |
|
Dongattack posted:Mmmm, yeeaaaahhh, but given the modders track record so far i think it's pretty plausible that he will featurecreep this version also. That's the huge problem with the Workshop and X-Com2, a modder can make a cool mod and you subscribe to it, but at any point he/she can decide to add ANYTHING HE WANTS OR TOTALLY change the mod and you are powerless to do anything about it. Can't revert to a older version, hell you can't really disable the mod either and might have to give up your entire campaign. It sucks soooooo hard and is utterly terrible. That's why i try to replicate good mods myself, but i don't know how to do this one. Ultimately though the mod I made is more for myself than anything because that's how I wanted the game to be. I'm surprised as anyone else that it blew up in popularity and dealing with people that want X, Y, and Z different things is kind of
|
# ? Feb 19, 2016 13:06 |
|
Deltasquid posted:I know this is from a page ago but I've seen this complaint too often in this thread. You can take a modded weapon off a wounded soldier, even without mods. Go to your armory, look at your wounded soldier, switch their weapon for the unmodded variant of their gear. I hate hate hate how there's a button for making armor and utility items available but not one for weapons.
|
# ? Feb 19, 2016 13:43 |
|
SynthOrange posted:
Goddamn this game is amazing
|
# ? Feb 19, 2016 13:48 |
|
I can't get the all armor unlock thing to work with the advent armor
|
# ? Feb 19, 2016 13:48 |
|
Anyone have a screenshot of these loot crates? Or do they look the same as the glowy crates in the supply convoy ambush missions?
|
# ? Feb 19, 2016 13:54 |
|
Orgophlax posted:Anyone have a screenshot of these loot crates? Or do they look the same as the glowy crates in the supply convoy ambush missions? Odobenidae posted:I think I found one of the "secret" advent crates that people were talking about a while ago.
|
# ? Feb 19, 2016 14:01 |
|
FZeroRacer posted:I have a track record? News to me! I do keep all versions of True Concealment on the Nexus as well for people who want to pick and choose which version they want, but I've always been approaching the mod from the beginning as a pretty radical gameplay shift and trying to balance it accordingly. Sometimes this includes things like a new Dark Event. The comments for True Concealment seems to have the same bile Dongattack has for the dark event too. Personally I find it great in a "Oh god this is a dangerous event so what do I suffer in exchange for stopping it?" way. I have to choose between it, -50% supplies or increased detection radii this month... So i choose to sweep ADVENT off the board before they trigger instead. But a config to disable it would be nice for the people who hate it. SynthOrange posted:
The new face of PC Modding.
|
# ? Feb 19, 2016 14:05 |
|
PantsBandit posted:pics? Yeah I'm not seeing anything in that quote. Even if I quote the original post to copy/paste the links I get "Not Found".
|
# ? Feb 19, 2016 14:05 |
|
^^ oh, weird. They're showing up for me Orgophlax posted:Yeah I'm not seeing anything in that quote. It's the box with the yellow stripe. PantsBandit fucked around with this message at 14:43 on Feb 19, 2016 |
# ? Feb 19, 2016 14:06 |
|
Sneak up on a group of three lancers that are stood on top of a roof. Giggle to myself thinking a grenade will drop them to the ground floor and kill them all, and just to be safe I put the other five members of my squad on concealed overwatch. Grenade destroys the roof except for the tiles they're stood on, all three lancers avoid the overwatch fire and they each roll an unconscious hit on my squad, including the specialist with revival protocol.
|
# ? Feb 19, 2016 14:27 |
|
FZeroRacer posted:I have a track record? News to me! I do keep all versions of True Concealment on the Nexus as well for people who want to pick and choose which version they want, but I've always been approaching the mod from the beginning as a pretty radical gameplay shift and trying to balance it accordingly. Sometimes this includes things like a new Dark Event. The fact that feature creep pops up at all tells me everything i need to know about a modder and his "track record" (which was probably the wrong word, english isn't my native tounge), that i can't subscribe to any mod he puts out cause suddenly there will be stuff like new Dark Events and what not and that i cannot control what gets put into my game. This is extremely important in a game with a lovely mod implementation where trying to remove a mod can cost you your savegame. Also there's nothing in the workshop page about expecting feature creep to appear in the mod, only stuff about the timers and concealment. If you intend to feature creep like you say you really should state that upfront so people know what to expect. I like that you keep all versions on the Nexus tho, i should probably just give up on the Workshop all together, it's too big of a liability with the system in this game. edit: that came across as pretty hostile when i re-read it, i didn't intend it to be :P i just need more control over what gets put into this game cause its so unstable and featurecreep annoys me Dongattack fucked around with this message at 14:45 on Feb 19, 2016 |
# ? Feb 19, 2016 14:37 |
|
splifyphus posted:I've heard that this is because of dashing specifically. Like, if you blue-move around the edge of the map they still won't know where you are, but yellow moving even in concealment makes them all just beeline for you. Maybe it's supposed to represent sound?
|
# ? Feb 19, 2016 14:39 |
|
I like how Sectopods and Andromedons will patrol straight through their own base's fastidiously polished steel walls, but apparently the rest of Advent is too intimidated to tell them to stop. The best one was where a giant hole was left behind 2 tiles away from a gateway. I guess their pathing AI is that of an excitable, untrained dog.
|
# ? Feb 19, 2016 14:58 |
|
Erata posted:I like how Sectopods and Andromedons will patrol straight through their own base's fastidiously polished steel walls, but apparently the rest of Advent is too intimidated to tell them to stop. I had a Sectopod walk through the downed UFO alarm, disabling it for me.
|
# ? Feb 19, 2016 15:24 |
splifyphus posted:I've heard that this is because of dashing specifically. Like, if you blue-move around the edge of the map they still won't know where you are, but yellow moving even in concealment makes them all just beeline for you. I've had it happen even when I don't dash at all. I think after a certain point the game assumes you're bored and sends the pods towards you. Idea being to avoid having to hunt that last pod across the whole map.
|
|
# ? Feb 19, 2016 15:31 |
|
SeaTard posted:I had a Sectopod walk through the downed UFO alarm, disabling it for me. I hope the skyranger return screen gave "sectopod" some kind of award for its assistance.
|
# ? Feb 19, 2016 15:36 |
SeaTard posted:I had a Sectopod walk through the downed UFO alarm, disabling it for me. Does that mean you can just destroy the alarm instead of breaching the ufo? Obviously - this breaches the ufo!
|
|
# ? Feb 19, 2016 15:37 |
|
WhiteHowler posted:I have a bunch installed too. This game has so much amazing potential, but between the bugs, poor balancing, and dumb design decisions, I can't imagine playing it without mods. I really wish posters would differentiate between, design decisions and dumb design. Also distinguish between 'hot Bullshits' and 'player being dumb'
|
# ? Feb 19, 2016 15:39 |
|
Bholder posted:Good thing you start out with all this. Yeah, it really makes no sense why some missions require you to defeat all enemies even after your primary objective is complete. I'd like the option on retaliation missions to evac after saving the required number of civs, for example.
|
# ? Feb 19, 2016 15:47 |
|
Chryssalids are the reason I still have medic Specialists around. I don't get hit by them often, but when I do, I wanna cure that poison as quickly as possible. I'm also not great at avoiding getting hit. Other than leaving a sniper on overwatch whenever I advance, I'm not too sure what to do to avoid it. I suppose the alternative is just to evac whoever's poisoned, but then I'm down a person and to that.
|
# ? Feb 19, 2016 15:47 |
|
FZeroRacer posted:I have a track record? News to me! I do keep all versions of True Concealment on the Nexus as well for people who want to pick and choose which version they want, but I've always been approaching the mod from the beginning as a pretty radical gameplay shift and trying to balance it accordingly. Sometimes this includes things like a new Dark Event. To be fair, the Steam page for the mod says "oh PS I added a new Dark Event" not "... that reduces the turn counter by half."
|
# ? Feb 19, 2016 15:53 |
|
Nation posted:Does that mean you can just destroy the alarm instead of breaching the ufo? Obviously - this breaches the ufo! Yes, just blowing up the alarm also stops the clock. You don't get the option for hack rewards, but it's a totally acceptable solution if you're in trouble and/or don't have a good hacking specialist.
|
# ? Feb 19, 2016 15:55 |
|
BenRGamer posted:Huh. Neat little mod someone made. ok yeah I had no idea this was something that I needed. Good mod.
|
# ? Feb 19, 2016 16:03 |
LightWarden posted:Yes, just blowing up the alarm also stops the clock. You don't get the option for hack rewards, but it's a totally acceptable solution if you're in trouble and/or don't have a good hacking specialist. Good to know thanks
|
|
# ? Feb 19, 2016 16:05 |
|
Erata posted:I like how Sectopods and Andromedons will patrol straight through their own base's fastidiously polished steel walls, but apparently the rest of Advent is too intimidated to tell them to stop. I've got my fingers crossed that someone posts a video of a sectopod walking through and destroying the 'Destroy This Object' objective or the Avenger Assault Spike or something.
|
# ? Feb 19, 2016 16:16 |
|
along the way posted:Yeah, it really makes no sense why some missions require you to defeat all enemies even after your primary objective is complete. I'd like the option on retaliation missions to evac after saving the required number of civs, for example. You're sure you don't want to root out all the bad guys hanging out in your base, first?
|
# ? Feb 19, 2016 16:23 |
|
Hieronymous Alloy posted:I've had it happen even when I don't dash at all. I think after a certain point the game assumes you're bored and sends the pods towards you. Idea being to avoid having to hunt that last pod across the whole map. There's definitely something to this. If the Faceless pop up after all the other enemies are down, be it in a retaliation or due to the Dark Event, they head straight to you and you only need to sit and overwatch.
|
# ? Feb 19, 2016 16:24 |
|
So, Goonpool (+6Allstars from my Commander playthrough) Ironman "Legendary"* is a go. *Actually trying Sykics Commander+ mod. Only two wipes on Gatecrasher (trying out increased pod sizes without inreased squad size was a bad idea in hindsight) and we get this: Furiosa (Allstar-draw) carried here, netting both the Sectoid and the Officer. I don't know wether to love or hate Kingninja. His kills were grenading two weakened troopers and him getting panicked when ihatepants bought it, bumrushing an ADVENT trooper and hosing him down from point blank. Outside of that, he managed to get panicked three times (ihatepants death, him getting wounded and the Sectoid) and miss four 80%+ shots in a row. And I guess Lowtax was there, too. Anyway, first guerilla ops is up and here's the roster: Any Rookies wanna volunteer? Gonna play it later tonight. Magni fucked around with this message at 16:32 on Feb 19, 2016 |
# ? Feb 19, 2016 16:28 |
|
So, my crash issue during the final mission seemed to be save related. I tried to save mid-turn and crashed in the process. So I turned off autosave and I seem to be able to continue playing. I'm guessing the issue is that the game just can't handle the sheer amount of units, destruction, corpses, etc as that mission progresses and can't save it all for some reason.
|
# ? Feb 19, 2016 16:30 |
|
Thanks to this video i cant help but hear advent say all sorts of silly things! https://www.youtube.com/watch?v=DFDSFcyMpFg
|
# ? Feb 19, 2016 16:36 |
|
The Russian & Polish voice files on the workshop are actually really loving high quality
|
# ? Feb 19, 2016 16:42 |
|
Dominated enemies seem to count as dead soldiers. This will make that zero losses achievement tougher!
|
# ? Feb 19, 2016 16:43 |
|
Someone made a fix for Saturation Fire's interesting tendency to saturate your own soldiers with fire.
|
# ? Feb 19, 2016 16:46 |
|
|
# ? Feb 19, 2016 16:50 |
|
Only way I could think to get "Who Needs Tygan?"
|
# ? Feb 19, 2016 16:52 |
|
|
# ? May 22, 2024 10:27 |
|
I beat the game twice with 4 gigs of ram. Only time it crashed was because of a mod.
|
# ? Feb 19, 2016 16:56 |