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Hulk Krogan
Mar 25, 2005



Anyone else running this on mac and having a hard time getting mods to work? If I subscribe to them in workshop, they don't show up in mod manager at all. I found some instructions on the Feral site about downloading them from the nexus and then manually dropping them in a mods folder in the local directory, and that worked initially, but the next time I booted the game they disappeared from the mod manager after a second. Now they won't show up at all.

For some reason, there are apparently like three different mod folders between the XCOM 2 folder in SteamApps and the Feral Interactive folder, but I haven't been able to find a clear set of instructions on how they're supposed to be set up. I tried moving stuff around and a couple of times got the mods to show up in the manager again, but then the launcher would crash a second or two after loading, so that's not helpful.

I just want my horse heads and wizard hats, dammit.

Hulk Krogan fucked around with this message at 15:28 on Feb 26, 2016

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Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

The Avatars have a pretty cool design, except for the hair. I really wish they could at least have something other than white torchheads.

I'm also very fond of the auto-customize on the PSI troopers.

Furism
Feb 21, 2006

Live long and headbang
Anybody else is running into that bug where if Implacable kicks in you can't end your turn? I had the same happen with a Hacked enemy. Is there anyway out of this short of reloading the turn?

FraudulentEconomics
Oct 14, 2007

Pst...

Furism posted:

Anybody else is running into that bug where if Implacable kicks in you can't end your turn? I had the same happen with a Hacked enemy. Is there anyway out of this short of reloading the turn?

Backspace ends your turn.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I appreciate that if you put Bradford in a war suit, the only change to his model is that he puts the heavy weapon launcher on his wrist.

Zomborgon posted:

The Avatars have a pretty cool design, except for the hair. I really wish they could at least have something other than white torchheads.

I'm also very fond of the auto-customize on the PSI troopers.

The Avatars are very anime.

Furism
Feb 21, 2006

Live long and headbang

FraudulentEconomics posted:

Backspace ends your turn.

Not when that happens it doesn't :( Not for me anyway.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Hulk Krogan posted:

Anyone else running this on mac and having a hard time getting mods to work? If I subscribe to them in workshop, they don't show up in mod manager at all. I found some instructions on the Feral site about downloading them from the nexus and then manually dropping them in a mods folder in the local directory, and that worked initially, but the next time I booted the game they disappeared from the mod manager after a second. Now they won't show up at all.

For some reason, there are apparently like three different mod folders between the XCOM 2 folder in SteamApps and the Feral Interactive folder, but I haven't been able to find a clear set of instructions on how they're supposed to be set up. I tried moving stuff around and a couple of times got the mods to show up in the manager again, but then the launcher would crash a second or two after loading, so that's not helpful.

I just want my horse heads and wizard hats, dammit.

Consider Mac mods broken for the time being, especially any mods that change art assets. Gameplay mods might work, but require you to place them in /Users/xxx/Library/Application Support/Steam/SteamApps/common/XCOM 2/XCOM2Data/xcomgame/mods.

Big Sean
Jan 18, 2010
So my colonel specialist doesn't seem to have a cooldown on his haywire protocol. Like it says there is a 4 turn cooldown, but after he uses the ability it's still immediately available. Is this some factor I don't know about or a bug?

Steam forums don't mention anyone else with similar behavior.

a cow
May 6, 2007


friendship is magic
in a pony paradise
don't you judge me

Furism posted:

Anybody else is running into that bug where if Implacable kicks in you can't end your turn? I had the same happen with a Hacked enemy. Is there anyway out of this short of reloading the turn?

Press 1 to bring up a shot or something, then end turn.

dyzzy
Dec 22, 2009

argh

Furism posted:

Not when that happens it doesn't :( Not for me anyway.

Try hitting a skill hotkey (eg 1) then esc? That's what I do when I hit overwatch too fast and it locks me out.

Hulk Krogan
Mar 25, 2005



oohhboy posted:

Consider Mac mods broken for the time being, especially any mods that change art assets. Gameplay mods might work, but require you to place them in /Users/xxx/Library/Application Support/Steam/SteamApps/common/XCOM 2/XCOM2Data/xcomgame/mods.

Yeah that's where I have them. It's weird - if I now go back and subscribe to the same mods in the Workshop, they'll show up in mod manager but the launcher crashes after a couple of seconds.

I guess I should try getting rid of capnbubs and fancy dress party and see if I can at least get Stop Wasting My Time and a couple other basic ones to work.

Pipski
Apr 18, 2004


Those eyes will come in useful, because someone just released an Ainsley Harriott voice pack.

Furism
Feb 21, 2006

Live long and headbang

a cow posted:

Press 1 to bring up a shot or something, then end turn.

Doesn't work either.

The bug happens when Implacable triggers but I switch to another squad member and do something else. When I go back to the first soldier, she's still "active" as if I could issue an order (although with Implacable you can only move) but I can't do anything. All hotkeys are greyed out and I can't move either, nor end the turn.

Happened to me during an Avenger assault where I hacked one of the robots. He was on Overwatch when I took control of it, and after I clicked on it I couldn't issue commands (which makes sense because he was on Overwatch) but couldn't end the turn either.

Oh well, I just reloaded the save and that fixed it.

toasterwarrior
Nov 11, 2011

RBA Starblade posted:

The Avatars are very anime.

The biggest surprise in XCOM2 is that it goes anime and then goes FURTHER BEYOOOOND

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

toasterwarrior posted:

The biggest surprise in XCOM2 is that it goes anime and then goes FURTHER BEYOOOOND

The kamehameha fight with the ethereals was amazing.

toasterwarrior
Nov 11, 2011

RBA Starblade posted:

The kamehameha fight with the ethereals was amazing.

your squad should've given your avatar their energy

just raising their hands while the camera cuts to their faces dramatically

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



So I unsubbed and resubbed all my mods, and then XCOM2 said it was getting a 700mb patch. I also verified everything, and took out the new crysalid mods I was trying.

Now it crashes at the load save screen, even before I get to a map :v: I think Im going to move my saves elsewhere and do a fresh install.

Pimpmust
Oct 1, 2008

Zomborgon posted:

The Avatars have a pretty cool design, except for the hair. I really wish they could at least have something other than white torchheads.

I'm also very fond of the auto-customize on the PSI troopers.

They look like those little troll toys with colored hair you could find in toy vending machines.

As for bladestorm and folded steel katana rangers in general I upped the damage and crit chance by a few points, they should at least have that over using the shotgun due to the higher risks involved (whiffing with the sword loving suuuucks).


New mod today:
http://steamcommunity.com/sharedfiles/filedetails/?id=632710719
:golfclap:

malhavok
Jan 18, 2013

immortal flow posted:

I just got the 'kill a sectopod in the turn you encounter it' achievement in a weird way - my dudes were all on overwatch when one blundered into my line of sight, and the achievement popped up immediately. Cue a minute of overwatch fire, ending with a lucky Execute!!!!! proc. I guess all the shooting calculations are done immediately, not as the shot actually takes place. It felt pretty odd to be prescient for a minute though.

I got the achievement for beating the game right as the enemy turn started, it seems everything is calculated behind the scenes first then the animations happen.

SuperKlaus
Oct 20, 2005


Fun Shoe
Workshops: not actually worth it?

On Commander, a workshop costs 125+100 supplies, if I recall correctly, and 2+1 power (+values indicating the cost of upgrading the facility). It is also 40+35 supplies a month upkeep. So, an upgraded shop with two engineers gets you effectively two more engineers. +2 engineers. However, it takes 3 power. 3 power might plausibly be said to be worth about 3/5 of an engineer, because an engineer at a power relay gives 5 power. So the shop gives more like ~1.5 engineers. However, it costs 225 supplies. You can get an engineer at resistance HQ for 225 supplies* - maybe a bit more later game, but early game for a chunk less. So you can plausibly say the shop gives more like ~0.5 engineers. However, it costs another 75 supplies a month in upkeep. That's another engineer's worth of money every few months, about. As time goes on the workshop is negative engineers.

So, workshops not worth it?

*further, should you not wish to have the engineer, you can have the money handy to afford all the other fun toys it can buy in early months, like mag weapons. And admittedly this is hoping an engineer actually exists for purchase at RHQ.

SuperKlaus fucked around with this message at 17:36 on Feb 26, 2016

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Mac/Linux patch just came out.

We’re happy to report that the 1.0.1 hot fix update for XCOM 2 (Mac/Linux) is now available. This update will automatically install when starting the Steam client. If it doesn’t automatically, restart Steam. This update includes all the fixes contained in the Windows hotfix released last week. Details of all the fixes are listed below.

Mac/Linux Fixes
Player is unable to progress to scan in the Geoscape after completing the Resistance Communications research via Tutorial – This will fix previously affected saves.
Unable to load saves with a Chryssalid Cocoon – This will fix the issue, and for previously affected saves.
Using the preview voice button for a modded voice pack will no longer crash the game when in the armoury.
Improvements to frame rate and in level hitching.
Fixed issues with Mods not enabling on some machines
Improved “Refresh” button behaviour in modding panel
Fixed issue with Shen’s leg flickering
Fixed issue when switching from Japanese to other languages.
Various minor improvements.

Linux Specific Fixes
Fixed rare corruption caused by LC_ALL flag in users .bashrc file
Fixed discoloured pink/blue smoke on some Nvidia hardware
Updated warnings for users using unsupported Nvidia drivers
Fixed Red Lights above units in level on some Nvidia hardware
Fixed conflict between depth of field and bloom on some Nvidia hardware
Fixed crash on launch when VPN or other virtual networks are enabled.
Fixed Fountains out of game area not correctly fogged

Hulk Krogan
Mar 25, 2005



oohhboy posted:

Unable to load saves with a Chryssalid Cocoon – This will fix the issue, and for previously affected saves.

They claimed to have fixed this in the last patch, didn't they? Either way, sounds like they've sorted out the mod issue hopefully.

Clanpot Shake
Aug 10, 2006
shake shake!

Is it possible to beat the game without Psi troops? I feel like I've got a good thing going with my A and B teams and I haven't invested anything toward unlocking psi people. I've hit 3-4 plot sites, for reference.

Segmentation Fault
Jun 7, 2012

SuperKlaus posted:

So, workshops not worth it? Or perhaps a midgame luxury when you need engineers to staff buildings but have finished excavations, as another workshop downside is that it can't excavate for you?

GREMLINs can excavate and build. They're functionally identical to engineers.

SuperKlaus
Oct 20, 2005


Fun Shoe
Thank you, edited that wrong fact out.

PoizenJam
Dec 2, 2006

Damn!!!
It's PoizenJam!!!
Note to self: always make sure to skull jack at the beginning of the turn-

Blowing it as a last move of a turn is just asking for the pain train to come to town.

Tiler Kiwi
Feb 26, 2011

Segmentation Fault posted:

GREMLINs can excavate and build. They're functionally identical to engineers.

it's really why you want them asap. it may cost more long term, but it's the early game where you struggle. plus, those savings don't account for opportunity cost; what gains you effectively lose due to a lethargic start versus a double engineer booster shot.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Just tested the patch. Art assets still do not load, but gameplay mods do and now work natively from the workshop.

Backhand
Sep 25, 2008
Landing an Execute proc on an Avatar is hilarious and probably the only reason I did not wind up having to reload on my first attempt at the final mission.

That, and Rapid Fire. My god is that perk insane.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

It's basically a tradeoff between time and money when time is more critical.

Zoran
Aug 19, 2008

I lost to you once, monster. I shall not lose again! Die now, that our future can live!

FraudulentEconomics posted:

Backspace ends your turn.

It's Delete by default.

FraudulentEconomics
Oct 14, 2007

Pst...
So when you get the Squad wide Squadsight hacking buff, does that mean you can hit from across the map with Assault Rifles and Cannons and junk? Trying to get ideas for... things... in a mod and was curious as to whether or not squadsight would even be useful to someone not sniping.

Pinely
Jul 23, 2013
College Slice
So this is a first. Had an unrevealed Gatekeeper cast the reanimate+damage thing from off screen, damaging a few of my soldiers and raising a few zombies. It wasn't revealed until 2 turns later, but I think it had one of the corpses in its line of sight. I guess it can cast that prior to activation.

Thankfully no one died, but now I'm real paranoid around trooper corpses.

sighnoceros
Mar 11, 2007
:qq: GOONS ARE MEAN :qq:

Zoran posted:

It's Delete by default.

I use End :shrug:

peak debt
Mar 11, 2001
b& :(
Nap Ghost

FraudulentEconomics posted:

So when you get the Squad wide Squadsight hacking buff, does that mean you can hit from across the map with Assault Rifles and Cannons and junk? Trying to get ideas for... things... in a mod and was curious as to whether or not squadsight would even be useful to someone not sniping.

Yeah but Squadsight has a pretty nasty to-hit penalty once you go really far so grenadiers and rangers aren't going to hit much.

Overdrift
Jul 17, 2006

This is Fatherman! He fights crime to earn Sonboy's respect! Is it working?

Clanpot Shake posted:

Is it possible to beat the game without Psi troops? I feel like I've got a good thing going with my A and B teams and I haven't invested anything toward unlocking psi people. I've hit 3-4 plot sites, for reference.

For what it's worth you can just park a rookie in the Psi lab and continue doing missions with your A squad, and eventually he will end up at max level Psi without a single mission under his belt. The final mission might be tough without mind control and the various skills a Psi-guy brings, but it's certainly possible.

binge crotching
Apr 2, 2010

Furism posted:

Not when that happens it doesn't :( Not for me anyway.

When stuff gets stuck, sometimes you need to hit 1 to bring up the shoot screen and then cancel it before you can end your turn with backspace.

peak debt
Mar 11, 2001
b& :(
Nap Ghost
Stasis and Mindcontrol are powerful but ultimately replaceable. But I don't think you can beat the last mission without Solace.

toasterwarrior
Nov 11, 2011
The Squadsight hack is a trap, only Snipers get enough aim to offset the penalty on the regular and they already have Squadsight. The only way I see it working is on Specialists thanks to their 2nd-best aim growth, and even then if the target is far enough it'll be a waste.

The king of lamp-post hack results is always going to be refreshing your entire squad's action points, and it's bizarre that it's only an easy hack result compared to every enemy getting their Will scores halved, which is insanely situational.

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Clanpot Shake
Aug 10, 2006
shake shake!

peak debt posted:

Stasis and Mindcontrol are powerful but ultimately replaceable. But I don't think you can beat the last mission without Solace.

What does Solace do?

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