|
So I'm playing the last mission, mind controlled a berserker to attack the last avatar. And now it's just...gone? I didn't see it do the teleport animation it's just not there anymore and I've got enemies flooding in while I try to figure this out. I've got pretty much the entire room visible so I don't know wtf is going on.
|
# ? Feb 27, 2016 20:45 |
|
|
# ? May 18, 2024 05:07 |
|
It's very possible that it teleported several rooms away, it's a little buggy like that.
|
# ? Feb 27, 2016 20:46 |
|
Wow, awesome. GG Firaxis. I guess I'll just pull everyone back and hope it shows up.
|
# ? Feb 27, 2016 20:47 |
|
The mission is going extraordinarily smoothly and seems like a sure and easy win. A small pod walks in through the fog, triggering my sniper's pistol overwatch. The shot misses, hitting a truck halfway across the map. That truck contains the VIP, and it explodes as soon as the game shifts over to my turn. Mission failed, territory lost. gently caress you Jake.
|
# ? Feb 27, 2016 20:53 |
|
Vargs posted:The mission is going extraordinarily smoothly and seems like a sure and easy win. A small pod walks in through the fog, triggering my sniper's pistol overwatch.
|
# ? Feb 27, 2016 20:59 |
|
Vargs posted:The mission is going extraordinarily smoothly and seems like a sure and easy win. A small pod walks in through the fog, triggering my sniper's pistol overwatch. That's XCOM, baby. Old school games missed shots had a good chance of going into other characters, including your own soldiers. At least now that only happens when you hit explosives and panic grenades.
|
# ? Feb 27, 2016 21:00 |
|
^^^ LOL @ VIP death outta nowhere. Ouch.FraudulentEconomics posted: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. Let's talk about what I have to do if you want your dudes to say something when they chuck a Battle Scanner, since it's an easy case. If you look in XComGameCore.ini, you will find that you can change the radius, range, and charges associated with the item itself; but you can't alter the item or add to its functionality. If you want to change the actual item, you have to alter the static function that creates it or the static function that grants its abilities to a soldier. It's best to trigger item or ability sound cues on activation events, so we have to change its entry in the massive X2Ability_ItemGrantedAbilitySet.uc file. code:
All over a single needed line of extra code that realistically should have been in a 'mod friendly' game from release, in many cases.
|
# ? Feb 27, 2016 21:02 |
|
LowellDND posted:As an aside, is there an XCOM 2 commanders choice mod yet? There actually is a Commander's Choice mod, but it's part of Second Wave Reborn and apparently it has dicey compatibility.
|
# ? Feb 27, 2016 21:10 |
|
Vargs posted:The mission is going extraordinarily smoothly and seems like a sure and easy win. A small pod walks in through the fog, triggering my sniper's pistol overwatch.
|
# ? Feb 27, 2016 21:15 |
|
Yami Fenrir posted:It's very possible that it teleported several rooms away, it's a little buggy like that. Yeah I've had them teleport all the way back into the previous room before, although I at least had a soldier far enough back hat could see him so I knew what happened.
|
# ? Feb 27, 2016 21:20 |
|
Can anyone explain what the circles of energy are in this screen shot? (XCOM EW stuff)
|
# ? Feb 27, 2016 21:31 |
|
Bioelectric Skin gene mod?
|
# ? Feb 27, 2016 21:33 |
|
I have Bioelectric gene mod, but I don't understand what it's detecting there. There are and were zero aliens in the vicinity of those circles.
|
# ? Feb 27, 2016 21:34 |
|
Olive Branch posted:Try losing two soldiers behind a car on a VIP extraction mission because an ADVENT trooper's gauss rifle somehow lands on the car's gas tank and it immediately blows up. I'd rather lose a VIP than two soldiers. One of them was modeled on me, too. The rule for me is no cover on cars when pods are active on the map, no cover on cars when uncovering territory (in case you activate and get stuck on the car), no cover on cars period on missions where faceless are a possibility. They can activate and attack in the same enemy turn, and if they hit a soldier taking cover on a car they're almost guaranteed to kill when in Kevlar.
|
# ? Feb 27, 2016 21:44 |
|
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. There are some things that you can do by adding templates, and you can do basically anything to the UI by using screenlisteners to modify UI elements instead of replacing the entire screen... but yeah, there are some parts of the code that are just not very mod friendly despite being exposed. I've been sort of playing with the idea of writing a mod framework for those parts of the code that just replaces them with something that raises events you could hook into (so, like, "PostSaveGame" or "PreTrainRookie") to increase the flexibility of those parts, but a) that seems like a lot of effort I might not have time for, b) I have no idea how in the hell I'd convince other mod authors to use it, and c) their tools are not well set-up for including dependent mods while coding. (People would have to manually copy the extra tools in.)
|
# ? Feb 27, 2016 21:49 |
|
Well my first attempt was a bust, I lost my A team on my last chance blacksite mission. I started a new game with all the goon mods and I just got totally wiped by the first blacksite. Each pod is 2 lancers and a snake. The snake poisons if the grab misses then the lancers knock my guys unconscious after all my shots miss or don't kill. Once my first guy is down the entire squad panics. I guess the AI Improvement mods just made things go from I can do this! To peanut butter lancer time. Suck me side ways this sucks. NuckmasterJ fucked around with this message at 22:03 on Feb 27, 2016 |
# ? Feb 27, 2016 21:59 |
|
I'm having an issue where I have more abilities that need icons on the battle screen than I'm actually getting. I've got mods that add some buttons (Steady Aim, Beatdown, etc), and sometimes that means buttons that would normally on the right just don't show up. Is there a way I can change a number and have more possible buttons?
|
# ? Feb 27, 2016 22:17 |
|
has anyone made a mod that makes blown up turrets into cover?
|
# ? Feb 27, 2016 22:20 |
|
EvilSlug posted:^^^ LOL @ VIP death outta nowhere. Ouch. So just confirming this, you CANNOT simply extend a class and add into the declaration what you wanted to add? Well this is super helpful. I've taken to reverse engineering other mods at this point just to see where I need to change things. Right now I'm trying to make a grenade launcher that fires grenades like a rocket and another that fires grenades like a blaster launcher. I've found the targetingdata class for each but it's a matter of figuring out how to make associated items modify the abilities so that they are appended to have the new targeting data. I've tried just making a copy of LaunchGrenade and changing the targetingdata to rocket, but it won't even let normal LaunchGrenade show up as a result. It's all kinds of not fun but hey, that's modding.
|
# ? Feb 27, 2016 23:01 |
|
The thing I hate about the protect the device missions is that the feel like you have less turns than the other ones. The other maps you got 8 turns to get to the device to hack it or destroy it while on these you have a lot less unless you just get an ADVENT trooper pod attacking it. The device wouldn't been destroyed in 5 turns if I hadn't set up in a way that the enemy pods would trigger on their turn so they wouldn't get a shot at it.
|
# ? Feb 27, 2016 23:10 |
|
K, so here's what Im working on. It presumes we're a poo poo tier resistance group using hordes of angry but inexperienced and ill-equipped people versus the best security regime ever built. Human wave suicide bombing is expected and encouraged. I have no idea how to mod, but at least now I know what I want to do And this is mostly just combining existing mods. quote:https://steamcommunity.com/sharedfiles/filedetails/?id=633856430
|
# ? Feb 27, 2016 23:15 |
|
What I discovered from beating my Commander Campaign was that Ruptured opponents take the +3 damage on missed shot Stock damage as well. Knocked out the second of three with a 6-damage miss. Not something reliably available until later in the game, but Rupture is available as an AWC perk, which was a fortunate discovery. 40 Proof Listerine fucked around with this message at 23:22 on Feb 27, 2016 |
# ? Feb 27, 2016 23:18 |
|
Huh. I had a turret hit my specialist twice during what appeared to be the same turn. First the turret fires at him behind high cover and crits. He's shaken, and something causes him to panic (can just getting hit do that? I could be misremembering, there was a sectoid nearby). Immediately after the "panicked" popup the camera pans back to the turret, which now goes into overwatch, followed by the specialist running out of cover, triggering the turret and getting killed. During all of this my controls are locked. Is this something that happens? Turrets can't fire and overwatch on the same turn, right? I'm thinking I ran into a bug, possibly with Stop Wasting My Time, but maybe I'm missing something.
|
# ? Feb 27, 2016 23:56 |
|
Turrets can fire twice! It's a special ability of theirs. That interaction is still hella weird, though.
|
# ? Feb 27, 2016 23:57 |
|
What's a good mod for increasing enemy pod sizes to go with the mod that adds 2 extra squad size upgrades (so you get to 8 eventually)?
|
# ? Feb 28, 2016 00:01 |
|
I die a little inside every time a pod separates such that I can only hit one enemy with a grenade.
|
# ? Feb 28, 2016 00:02 |
|
SynthOrange posted:
Please make Frank's mask from Donnie Darko.
|
# ? Feb 28, 2016 00:03 |
|
Yami Fenrir posted:Turrets can fire twice! It's a special ability of theirs. That interaction is still hella weird, though. Oh, that'll do it. I wonder how I didn't notice that before.
|
# ? Feb 28, 2016 00:04 |
|
Bakalakadaka posted:What's a good mod for increasing enemy pod sizes to go with the mod that adds 2 extra squad size upgrades (so you get to 8 eventually)? Increased Enemy Squad Size or [IESS+] Increased Enemy Squad Size Plus
|
# ? Feb 28, 2016 00:09 |
|
ZuljinRaynor posted:The thing I hate about the protect the device missions is that the feel like you have less turns than the other ones. The other maps you got 8 turns to get to the device to hack it or destroy it while on these you have a lot less unless you just get an ADVENT trooper pod attacking it. Those are kind of balanced by the fact that they're really easy at the start when enemies are doing like 3-4 damage per turn, and get way harder in the lategame when they're doing like 9 damage per turn.
|
# ? Feb 28, 2016 00:21 |
|
Gharbad the Weak posted:I'm having an issue where I have more abilities that need icons on the battle screen than I'm actually getting. I've got mods that add some buttons (Steady Aim, Beatdown, etc), and sometimes that means buttons that would normally on the right just don't show up. Is there a way I can change a number and have more possible buttons? FraudulentEconomics posted:So just confirming this, you CANNOT simply extend a class and add into the declaration what you wanted to add? Well this is super helpful. I've taken to reverse engineering other mods at this point just to see where I need to change things. Right now I'm trying to make a grenade launcher that fires grenades like a rocket and another that fires grenades like a blaster launcher. I've found the targetingdata class for each but it's a matter of figuring out how to make associated items modify the abilities so that they are appended to have the new targeting data. I've tried just making a copy of LaunchGrenade and changing the targetingdata to rocket, but it won't even let normal LaunchGrenade show up as a result. It's all kinds of not fun but hey, that's modding. Until I can get it to work differently, that is what I understand. Please do prove me wrong so I can do it in a more efficient manner. If you look at the example in my earlier post, consider that you would only need this for an equivalent INI change: [trigger.whatever] +Template.ActivationSpeech = 'BattleScanner'; The code I needed to implement the default ability change was more like 75 lines. If you're altering a class function that doesn't have externalized variables, you seem to need to include the whole function or it will fail to compile. Using the ExampleClassOverride in the SDK, he only altered two functions and added a single variable to a big file. The rest of that file should theoretically be just fine (testing this for certain later tonight). But say you made a mod that also altered those same two functions he changed...or simply changed what variable was called. *Poof* goes one of the two mods. By the way, an added bonus effect of just altering one function in a class appears to be a giant redscreen barf consisting of notifications that you somehow have 4 copies of the other various functions in that class. No idea at all what causes that, but it doesn't break anything. I'm still looking into all of this, obviously. ED: Also, in reference to your grenade launcher problem...make sure you don't have anything named the same when you're duplicating a function and make sure the skills/abilities you wish to associate with it are capable of doing so. You can't just slap the ability "Fire Rocket" onto a different weapon type if some or all of that weapon's stuff conflicts with all the pre-existing calls and logic for the ability. You *can* add a new "Fire RocketZ" skill that you associate strictly with your new gun, though. Will be a lot of work, regardless. Not sure if you'll get things to work properly with animations that aren't designed around em', but you can try. If you haven't already, check out the mod in the SDK on adding a weapon. Cheers. EvilSlug fucked around with this message at 00:39 on Feb 28, 2016 |
# ? Feb 28, 2016 00:28 |
|
Actually, know what I really really want? Mod profiles. My girlfriend and I have very different preferences in our mods, and scrolling through 200 mods to get the correct build takes forever.
|
# ? Feb 28, 2016 01:36 |
|
Is there a reason the geoscape won't stop scrolling left now? It's kind of annoying.
|
# ? Feb 28, 2016 01:41 |
|
Do you have a controller plugged in that isn't perfectly calibrated? My xbox360 controller pulls ever so slightly to the left, and it does that in xcom2.
|
# ? Feb 28, 2016 01:44 |
|
I think I've come to realize that Rangers are by far my favorite and most useful class.
|
# ? Feb 28, 2016 01:50 |
|
a
emTme3 fucked around with this message at 02:57 on Mar 31, 2022 |
# ? Feb 28, 2016 03:06 |
|
Has anyone else run into a bug on those "Extract the traitor VIP" missions? I just had one where I knocked the VIP out, picked him up, and extracted him at the specified point with plenty of time left. Yet the objective turned red (I think when I picked him up?) and Bradford gave me his "Can't get intel from a dead VIP hurrrrr" speech. I'm 100% sure the VIP wasn't dead, I used the correct knockout action on him, and the soldier who carried him never took any fire or did anything weird.
|
# ? Feb 28, 2016 03:20 |
|
There is a bug where if a unit is knocked unconscious next to a car and is then carried clear, if the car explodes they'll still receive the damage from it no matter where they are. Whenever you're pulling a VIP away from a car, you want to try and pull the fighting away from that car because it can't get a single scratch on it.
|
# ? Feb 28, 2016 03:29 |
|
You can fix it by carrying the VIP away, put him down, then pick him again and the car explosion won't kill them.
|
# ? Feb 28, 2016 03:35 |
|
|
# ? May 18, 2024 05:07 |
|
Away all Goats posted:You can fix it by carrying the VIP away, put him down, then pick him again and the car explosion won't kill them. I didn't realise putting them down did a reset, makes sense. Although it wouldn't of helped when I first ran into it, as the turn I moved from the car was just a when it blew up, I felt absolutely robbed when I got a failure on capturing him after taking a bunch of risks to drag the VIP from the fire.
|
# ? Feb 28, 2016 03:39 |