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nimby
Nov 4, 2009

The pinnacle of cloud computing.



I think I had no deaths to Archons, nor Berserkers. The first Andromedon I saw helped wipe my team in a very unfortunate battle.

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NotALizardman
Jun 5, 2011

Grand Fromage posted:

In my playthrough honestly I found Andromedons and Sectoids the least dangerous aliens. I don't think one of them ever got a shot off at me before I took them out. Chryssalids also weren't much trouble.

Stun lancers, Archons, Gatekeepers were all bastards.

:agreed:

I had a few times in my commander/ironman runthrough where Chryssalids gave me problems. Sectoids were always chumps and I only ran into andros once or twice a playthrough without a trained psiguy.

Archons are the goddamn worst.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


Oops, I meant to say Sectopods though Sectoids weren't hard either. Every time I saw a Sectopod I just said holy poo poo kill the loving Sectopod and usually took it down the first turn.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Keiya posted:

I'm not the only one who thinks the Avatars are kind of attractive, right? Right? :ohdear:

Considering the sassy butt pose you get sometimes with them and :swoon: that hair :swoon: I cant say I blame you for your tastes.

At least its mostly Human and not a Viper. :unsmigghh: :can:

Wizard Styles
Aug 6, 2014

level 15 disillusionist
The first time I saw a Gatekeeper leave its pokéball was when I Mind Controlled one in the final mission. The only time I had one take a turn against me was when I found out that unlike Dominate, Mind Control isn't permanent.

Andromedons, Sectopods and Gatekeepers all start showing up when you should have enough gear and abilities to brute force at least one pod down in a single turn (Commander and below) or at least past the really hard parts (Legend); they're all not that tough.

toasterwarrior
Nov 11, 2011

Keiya posted:

I'm not the only one who thinks the Avatars are kind of attractive, right? Right? :ohdear:

the aliens deliberately designed them to be anime, so rest assured you are not alone

Synthbuttrange
May 6, 2007


At least I'm getting faster at this.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
Add jigglebones to the rooster comb and bunny ears, thanks in advance

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

SpookyLizard posted:

I yeah there were more missions that used that intel spending thing.

I'd like to see it so the player had more control over the strategic pace of the geoscape. Like instead of spamming you with random missions that constantly interrupt you, you can purchase missions using intel. So you can buy a 'engineer' mission for 70 intel or a 'supply' mission for 50 intel, or a facility lead for 120 intel.

Synthbuttrange
May 6, 2007

GenericOverusedName posted:

Add jigglebones to the rooster comb and bunny ears, thanks in advance

I've been trying, oh god I've been trying. I'm pretty sure that physics bones are only active on hair. I've tried rigging up physics assets on the horse's snout and other things but it doesnt seem to work at all.

Phobophilia
Apr 26, 2008

by Hand Knit
I can only anticipate what Avatars look like underneath their mask.

Pipski
Apr 18, 2004

Oh ffs, now the 100% hacking mod has just completely disappeared from my subscriptions and the workshop. It would be nice to be frigging asked if I want to uninstall or update mods I've downloaded, rather than just have Steam get busy with my game.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Phobophilia posted:

I can only anticipate what Avatars look like underneath their mask.

I'd actually like to know, mostly because I imagine they are terribly plain looking. Not ugly, not attractive, functional entirely in the word.

This being XCOM, they are going to be anime as gently caress tho. :allears:

Zomborgon
Feb 19, 2014

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

Thyrork posted:

I'd actually like to know, mostly because I imagine they are terribly plain looking. Not ugly, not attractive, functional entirely in the word.

This being XCOM, they are going to be anime as gently caress tho. :allears:

It's probably to hide the permanent hideous grin they have from psionics use.

Or, indeed, so their utter anime beauty doesn't distract their comrades.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


I was wondering, what happens to characters in the rooster with mod props if that mod gets removed? Do they just show up without the props or do you get a crash/error?

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
I'm assuming Avatars look like 'perfected' pigface Advent dudes under the mask.

nimby
Nov 4, 2009

The pinnacle of cloud computing.



They've got one enormous eye, the mask is a high-tech monocle.

EvilSlug
Dec 5, 2004
Not crazy, just evil.
For a "mod friendly game", this game is decidedly not mod friendly. Adding stuff, sure. You can add basic models/textures/newshit all day long without big issues. Changing or hooking into anything that already exists? You'd better pray they instanced the important parts to a config file or your only option is to override the classes and kiss compatibility with other mods goodbye. I've put together the start of a utility mod that fixes some broken add-on voice functionality (and broken vanilla soldier bark functionality...and adds functionality), but extending classes to alter a function overrides them. And that means nobody else's mod can touch the classes mine do or one of the two mods breaks.

So if I bother to complete my utility mod, any and all future voicepacks crafted by anybody could cause your dudes to actually bark soundfiles when they throw a battlescanner/proximity mine/plasma grenade/use vanilla skills with broken pointers/bleed out; or you can use some other mod that touches the same classes. Frustrating.

(Speaking of mods...your poo poo continues to look retardedly good, SynthOrange. Rock on.)

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

EvilSlug posted:

For a "mod friendly game", this game is decidedly not mod friendly. Adding stuff, sure. You can add basic models/textures/newshit all day long without big issues. Changing or hooking into anything that already exists? You'd better pray they instanced the important parts to a config file or your only option is to override the classes and kiss compatibility with other mods goodbye. I've put together the start of a utility mod that fixes some broken add-on voice functionality (and broken vanilla soldier bark functionality...and adds functionality), but extending classes to alter a function overrides them. And that means nobody else's mod can touch the classes mine do or one of the two mods breaks.

So if I bother to complete my utility mod, any and all future voicepacks crafted by anybody could cause your dudes to actually bark soundfiles when they throw a battlescanner/proximity mine/plasma grenade/use vanilla skills with broken pointers/bleed out; or you can use some other mod that touches the same classes. Frustrating.

(Speaking of mods...your poo poo continues to look retardedly good, SynthOrange. Rock on.)

I thought the soldiers were a lot quieter than EU. I guess that's why.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
It'd be the work of mad gods, but having a tool that hooks into your mod choices and yells :siren: CONFLICT DETECTED BETWEEN MODS X AND Y :siren: would be an extremely good tool.

And making it sooner rather then later means less work but I'll be hosed if i know where to start. :v:

At the very least, having some uniform standard & a spreadsheet to show what mod alters what might help.

Olive Branch
May 26, 2010

There is no wealth like knowledge, no poverty like ignorance.

Grand Fromage posted:

Oops, I meant to say Sectopods though Sectoids weren't hard either. Every time I saw a Sectopod I just said holy poo poo kill the loving Sectopod and usually took it down the first turn.
The first time I met a Sectopod I immediately backed off after it tore off like 10 HP off one my soldiers and then set up the big laser scanning grid attack. I still don't know what that does when it goes off because I had retreated all of my dudes from its field of vision. When it fired, some poor civilian that was between us and the Sectopod was absolutely destroyed though I have no clue how. Sorry, random civvie! Now I try to focus fire the Sectopod or Mimic Beacon it.

Olive Branch fucked around with this message at 16:53 on Feb 27, 2016

Bakalakadaka
Sep 18, 2004

They should have given avatars swords so they could be full Raiden.

Loel
Jun 4, 2012

"For the Emperor."

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



idonotlikepeas posted:

If you're trying for swarm tactics, consider the mod I did: http://steamcommunity.com/sharedfiles/filedetails/?id=630838743

Added :D If anyone can slap together a tiny mod that changes prices of recruits to 5, I think we'll be in business :unsmigghh:

SynthOrange posted:

I've been trying, oh god I've been trying. I'm pretty sure that physics bones are only active on hair. I've tried rigging up physics assets on the horse's snout and other things but it doesnt seem to work at all.

If we're doing requests, obviously fake santa beard? :D And/or groucho marx mask.

Thyrork posted:

It'd be the work of mad gods, but having a tool that hooks into your mod choices and yells :siren: CONFLICT DETECTED BETWEEN MODS X AND Y :siren: would be an extremely good tool.

And making it sooner rather then later means less work but I'll be hosed if i know where to start. :v:

At the very least, having some uniform standard & a spreadsheet to show what mod alters what might help.

good lord, that would be goddamn amazing. Im reinstalling my game right now cuz the saves broke so bad. :negative:

Bakalakadaka posted:

They should have given avatars swords so they could be full Raiden.

Know what I really want to see? Chainswords like 40k, or bayonets. Especially ones you could put on crew served weapons or grenade launchers.

And, of course, the dream of chainsaw bayonets is eternal.

FraudulentEconomics
Oct 14, 2007

Pst...

EvilSlug posted:

For a "mod friendly game", this game is decidedly not mod friendly. Adding stuff, sure. You can add basic models/textures/newshit all day long without big issues. Changing or hooking into anything that already exists? You'd better pray they instanced the important parts to a config file or your only option is to override the classes and kiss compatibility with other mods goodbye. I've put together the start of a utility mod that fixes some broken add-on voice functionality (and broken vanilla soldier bark functionality...and adds functionality), but extending classes to alter a function overrides them. And that means nobody else's mod can touch the classes mine do or one of the two mods breaks.

So if I bother to complete my utility mod, any and all future voicepacks crafted by anybody could cause your dudes to actually bark soundfiles when they throw a battlescanner/proximity mine/plasma grenade/use vanilla skills with broken pointers/bleed out; or you can use some other mod that touches the same classes. Frustrating.

(Speaking of mods...your poo poo continues to look retardedly good, SynthOrange. Rock on.)


Thyrork posted:

It'd be the work of mad gods, but having a tool that hooks into your mod choices and yells :siren: CONFLICT DETECTED BETWEEN MODS X AND Y :siren: would be an extremely good tool.

And making it sooner rather then later means less work but I'll be hosed if i know where to start. :v:

At the very least, having some uniform standard & a spreadsheet to show what mod alters what might help.

I'm not 100% sure just because I haven't tried it yet, but wouldn't it be possible to avoid conflicts by using "extends" definitions for any ini edits one performs? Obviously if you are changing a base value then you're going to hit a conflict at one point or another, but extends should allow you to cleanly add additional entries without worrying about someone else's poo poo getting broken. I noticed that they use extends often in the already established classes, so that seems logical to me.

On another note, I've finally begin figuring out what needs to be done to have vests function like armor mods so that vests are no longer hilariously useless in 99% of cases.

Speedball
Apr 15, 2008

You know how MECs had animations for punching Mechtoids? I want an animation of a sword ranger dueling the Muton in a blade lock with his chainsaw bayonet. If counterattack kicks in, you lose the duel, if it doesn't you win.

SpookyLizard
Feb 17, 2009

Fintilgin posted:

I'd like to see it so the player had more control over the strategic pace of the geoscape. Like instead of spamming you with random missions that constantly interrupt you, you can purchase missions using intel. So you can buy a 'engineer' mission for 70 intel or a 'supply' mission for 50 intel, or a facility lead for 120 intel.

Honestly id rather see this with dispatching soldiers. Whether it's a lighter mission that works like a rumor, or like the covert OPs from XEW I think would be fun. I'd also like some ops that could be completed without ever leaving concealment.

Melanion
Jun 7, 2011

heard the walls are paper thin from where you are to where I am

Deutsch Nozzle posted:

loving gently caress



legendary ironman was pretty loving hard

Teach me your ways, I've been losing nearly that many loving rookies on the first 2-3 missions in my L/I attempts.

Autsj posted:

As easy as changing a few numbers in a text file, the default bonus for rifles and such is around 20%. It's under "weapon range tables" in xcom 2/xcomgame/config/DefaultGameData_WeaponData.ini - back it up first.

May you have fine crops and many fat babies.

Speedball
Apr 15, 2008

wait does that say "fissions mailed?"

Loel
Jun 4, 2012

"For the Emperor."

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



Speedball posted:

wait does that say "fissions mailed?"

Its the AYY LMAO mod.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Speedball posted:

wait does that say "fissions mailed?"

I rather suspect that its the Ayy lmao mod. :allears:

E, f, b. Mines better because it has a link. :colbert:

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan

Melanion posted:

Teach me your ways, I've been losing nearly that many loving rookies on the first 2-3 missions in my L/I attempts.

the early game is just really reliant on getting a good streak of RNG, to the point that my playthrough didnt even get off the ground until after, like, a dozen restarts. after you finally get through the early game, its not too much harder than commander/ironman was, imo

Speedball posted:

wait does that say "fissions mailed?"

it also rates the difficulty as "that's xcom, baby! - IRONMEME" :pcgaming:

Loel
Jun 4, 2012

"For the Emperor."

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



Thyrork posted:

I rather suspect that its the Ayy lmao mod. :allears:

E, f, b. Mines better because it has a link. :colbert:

Ive posted hundred of links, no one clicks them :v: 8 views for my goonsurgency pack? Cmon now :cheeky:

As an aside, is there an XCOM 2 commanders choice mod yet?

edit: second aside, where can I modify the cost of buying new troops?

Loel fucked around with this message at 19:00 on Feb 27, 2016

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
There is no Commander's Choice mod BUT there is a way to use the console to make anyone any class, even the mod classes. You'll need to enable the console.

MakeSoldierAClass "Tony Hawk" Grenadier/Specialist/Ranger/Sharpshooter/Trooper/Rifleman etc.

The name has to be in quotations. I might have the command itself a bit off but the console auto-suggests all relevant commands. This automatically sets that soldier to whatever class as a squaddie, even if they are another class. If you use this on someone with some promotions it will reset him to squaddie though!

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Deutsch Nozzle posted:

the early game is just really reliant on getting a good streak of RNG, to the point that my playthrough didnt even get off the ground until after, like, a dozen restarts. after you finally get through the early game, its not too much harder than commander/ironman was, imo


Agreed, also, get the beatdown mod IMO. Giving everyone a low damage but guaranteed melee really loving helps in the early game since you won't have to constantly roll on dudes with 1-2 health.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Lunethex posted:

There is no Commander's Choice mod BUT there is a way to use the console to make anyone any class, even the mod classes. You'll need to enable the console.

MakeSoldierAClass "Tony Hawk" Grenadier/Specialist/Ranger/Sharpshooter/Trooper/Rifleman etc.

The name has to be in quotations. I might have the command itself a bit off but the console auto-suggests all relevant commands. This automatically sets that soldier to whatever class as a squaddie, even if they are another class. If you use this on someone with some promotions it will reset him to squaddie though!

Does it let them keep their skills? Like rank up a colonel Sharpshooter with Serial and then make them a squaddie Ranger and keep Serial?

FuriousGeorge
Jan 23, 2006

Ah, the simple joys of a monkey knife-fight.
Grimey Drawer
Does the final mission bring any of your other soldiers (i.e. the ones you didn't put in your squad) into play at any point? I just want to know whether I should bother equipping them with anything.

Deutsch Nozzle
Mar 29, 2008

#1 Macklemore fan

FuriousGeorge posted:

Does the final mission bring any of your other soldiers (i.e. the ones you didn't put in your squad) into play at any point? I just want to know whether I should bother equipping them with anything.

it sure doesnt

Moola
Aug 16, 2006
I wish there was a GTS mod that let you retrain soldiers to a different class after they promote from Rookie

Really annoying getting one of your Pool characters on the first mission, and then they promote to the wrong class :argh:

Locke Dunnegan
Apr 25, 2005

Respectable Bespectacled Receptacle
Oh hey this is a useful mod: http://steamcommunity.com/sharedfiles/filedetails/?id=632397344

Shows skills under the unit info on the mission prep screen, useful for seeing how your units are built and more importantly what AWC perk your units have without having to click through everyone's menus.

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Loel
Jun 4, 2012

"For the Emperor."

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



Moola posted:

I wish there was a GTS mod that let you retrain soldiers to a different class after they promote from Rookie

Really annoying getting one of your Pool characters on the first mission, and then they promote to the wrong class :argh:

Console command :D Like, 3 posts up.

Okay, I got the goonsurgency down to ~70 mods. https://steamcommunity.com/sharedfiles/filedetails/?id=633856430 Most of them are minor tactical or gameplay tweaks. At some point I want to sit down and turn them into 'gameplay fix pack' 'AI fix pack' and so forth.

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