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winterwerefox posted:If you grab that container, you have all the time in the world for map clean up. Its only the 12 round missions that are get out or fail. 8 round missions are get to the doohicky, click the glowy, then kill all or extract at your discretion. I'm aware, but trying to do a dash'n'grab when your brawniest soldier has 7HP is not a winning proposition.
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# ? Mar 1, 2016 00:02 |
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# ? May 21, 2024 17:13 |
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How do reinforcements work exactly? What determines when they appear? Are they 100% random? They drive me crazy. Half the time they are easy kills, the other half they lose me my entire ironman campaign.
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# ? Mar 1, 2016 00:06 |
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I wish completing the objective and bailing didn't count as a mission failure. I know I don't get the corpses, but dammit I stopped the dark event
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# ? Mar 1, 2016 00:08 |
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Danaru posted:I wish completing the objective and bailing didn't count as a mission failure. I know I don't get the corpses, but dammit I stopped the dark event I would actually like a mod that change this
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# ? Mar 1, 2016 00:11 |
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02-6611-0142-1 posted:How do reinforcements work exactly? What determines when they appear? Are they 100% random? They drive me crazy. Half the time they are easy kills, the other half they lose me my entire ironman campaign. When you complete the objective they should be called in. Like when you grab/kill the vip or hack the device or destory the pillar.
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# ? Mar 1, 2016 00:11 |
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Tenzarin posted:When you complete the objective they should be called in. Like when you grab/kill the vip or hack the device or destory the pillar. In my experience it happens when you're within a turn of reaching the objective. You don't necessarily have to see/damage/hack it before that flare goes down. I believe you also have to have engaged at least 1 pod.
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# ? Mar 1, 2016 00:16 |
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LowellDND posted:How many soldiers are people running usually? I buy ~10 new ones at the start of the game and then just grab mission rewards. For Commander+, how many is a good pool? Look at this chump who mods cheaper rookies. On Commander+ they cost 40. I can't afford to buy more than one after starting to build the GTS. Edit: Normally, I like phantom rangers better because Rapid Fire is so much better at clutching than Reaper--but with the all pods active mod phantom is a lot less useful. I may try to make a Rapid Fire blademastrer ranger at some point. DMW45 fucked around with this message at 00:27 on Mar 1, 2016 |
# ? Mar 1, 2016 00:24 |
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The missions with a pre-set evac zone and a forced retreat timer are maybe my least favorite type in the game. It just doesn't make sense in a way that messes with ~my immersion~ especially because it just boned an Ironman run for me. Like, in other missions I can choose an evac point whenever. Why, in some cases, is the pickup zone arbitrarily defined beforehand (and always on the opposite side of the map from where I came in)? I understand it from a a gameplay / mission design perspective, I just wonder if there'd be a better way. If it worked like normal missions you could just get the VIP then drop an evac zone right on his head and I can see why they want to give you more cause to run out in the open for a turn or two, but... I dunno. The image it conjures is the Skyranger swooping down, letting the troops out, then flying directly over the objective and sitting on the other side of it for a good 10 minutes completely immobile. Maybe it can't hover over the building the VIP is in because there's... alien jammer tech or an AA gun or something but at least let me tell the pilot 'hey can you move a couple yards to the right'? NmareBfly fucked around with this message at 00:44 on Mar 1, 2016 |
# ? Mar 1, 2016 00:35 |
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BenRGamer posted:Look at this chump who mods cheaper rookies. There will never be a time when suicide vests make tactical sense in this game
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# ? Mar 1, 2016 00:36 |
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NmareBfly posted:The missions with a pre-set evac zone and a forced retreat timer are maybe my least favorite type in the game. It just doesn't make sense in a way that messes with ~my immersion~ especially because it just boned an Ironman run for me. Like, in other missions I can choose an evac point whenever. Why, in some cases, is the pickup zone arbitrarily defined beforehand (and always on the opposite side of the map from where I came in)? What I'd like to see is a mission where you can't evac until you do an objective. Like destroy an AA Turret that would otherwise shoot down the skyranger, once that's down you can call in the evac like normal. You could combine this with the VIP missions as well.
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# ? Mar 1, 2016 00:38 |
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Make it so you can't drop the evac zone within X units of where the VIP was (because of a jammer or AA gun or satellites or chemtrails,) then make a unit of reinforcements always spawn and run in from the same direction you dropped in on so you can't just retrace your steps through cleared ground every time. Also activate all the other pods on the map when you achieve the objective. I also had one mission pre ironman runs where I got everyone out but my sniper who WOULD have been within one turn of the evac zone but an advent took a pot shot and blew up a single piece of cover on the edge of the square. Ops guy comes on and says 'The evac zone has been compromised! Moving it somewhere else!' and it dumps a new zone on the other side of the map. I think it also gave me an additional three turns to get there but I just ended up reloading because there's no way the one sniper would have made it with two mecs and a commander still around.
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# ? Mar 1, 2016 00:44 |
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Goddamit. Commander ironman, I just had a simple "blow up the relay" mission turn into a "all 3 pods activate and gently caress you, everyone but one person dies before you can evac." Then the UFO chases me down. First turn, phantom ranger moves into cover. Activates 3 pods. I am going to take a bit of a break.
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# ? Mar 1, 2016 00:44 |
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Benagain posted:Goddamit. Commander ironman, I just had a simple "blow up the relay" mission turn into a "all 3 pods activate and gently caress you, everyone but one person dies before you can evac." Then the UFO chases me down. First turn, phantom ranger moves into cover. Activates 3 pods. If you don't need to savescum every once in awhile, it's not hard enough.
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# ? Mar 1, 2016 00:47 |
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So I beat the game on Commander+ with the More Extreme increased squad size mod, and it was a blast. But, I'm feeling like having a group of super soldiers fighting the alien hordes. So, all the mods making enemies tougher, double enemy squad size, but I get super soldiers. So, there's two mods that seemed like the'd help even the odds: Choosable AWC abilities, and Get Both Perks. The problem is, they both override the same file. Get Both Perks, though, literally changes two lines. I can just copy/paste a bit of code, and BAM, should work. Except then the mod did nothing at all. Like, completely worthless. It didn't even do the original mod's stuff. Long story short: I don't know HOW this fixed it, but by verifying the game cache, then hitting the little recycle button on the game launcher, then copy/pasting the files into the Workshop folder, and then verifying the game cache again, it now properly reads the mod from the modbuddy folder. Like, I don't even know what's going on. But at least it works.
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# ? Mar 1, 2016 00:53 |
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Screenshots, "I've Already Won And Now I'm Toying With The Bastards While I Farm Achievements" edition: I call this one "ADVENT Trooper having a very bad day" Letting them shoot back is completely optional. Petition to rename squad ANDROME-COM
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# ? Mar 1, 2016 01:04 |
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Haha Jane "Cougar" Kelly. What have YOU been up to.
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# ? Mar 1, 2016 01:06 |
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I beat Legendary but with a TON of save scumming. So I started up a Commander Ironman game thinking I was hot poo poo. 15 retries later I finally have a squad that wasn't loving obliterated by the first 4 missions. Ironman is awesome.
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# ? Mar 1, 2016 01:10 |
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CapnAndy posted:Screenshots, "I've Already Won And Now I'm Toying With The Bastards While I Farm Achievements" edition: wow nice custom soldiers!
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# ? Mar 1, 2016 01:14 |
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MikeC posted:Haha Jane "Cougar" Kelly. What have YOU been up to.
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# ? Mar 1, 2016 01:15 |
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CapnAndy posted:She rolled Ranger in my first game ever and everyone memorable goes into the character pool. Jane "Cougar" Kelly forever! I think she always rolls Ranger.
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# ? Mar 1, 2016 01:25 |
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Also, I just modded in a nerf mod to Stun Lancers after having a squaddie die from full health to a crit melee hit in one of my first missions. Uh nope, don't need an enemy that gets a permanent +40% or whatever to crit on an attack that will usually hit after suicide sprinting across the map the turn I activate it. The unconscious rolls I can handle, but them covering 30+ tiles to kill a full health dude in full cover the turn they activate is stupid and bad and isn't allowed in my game. EDIT: The squaddie was Nicholas "Ghost Rider" Cage dressed as a Stormtrooper
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# ? Mar 1, 2016 01:28 |
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Actually, screw this, does anyone know like the max size of units into enemy pods? I want literally all the aliens. Like, at what point do things start to break.
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# ? Mar 1, 2016 01:30 |
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lmao two identical voice packs released in the same day. Anyone tried this random loot mod ? http://steamcommunity.com/sharedfiles/filedetails/?id=634384547
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# ? Mar 1, 2016 01:36 |
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MikeC posted:Haha Jane "Cougar" Kelly. What have YOU been up to. Listen, when you kill that many xenos, you get some leeway on your particular appetites.
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# ? Mar 1, 2016 01:38 |
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Gharbad the Weak posted:Actually, screw this, does anyone know like the max size of units into enemy pods? I want literally all the aliens. Like, at what point do things start to break. I recommend either IEE+ or double pod mod. https://steamcommunity.com/sharedfiles/filedetails/?id=633218387 SynthOrange posted:Anyone tried this random loot mod ? Next campaign I plan to
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# ? Mar 1, 2016 01:38 |
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NmareBfly posted:The missions with a pre-set evac zone and a forced retreat timer are maybe my least favorite type in the game. It just doesn't make sense in a way that messes with ~my immersion~ especially because it just boned an Ironman run for me. Like, in other missions I can choose an evac point whenever. Why, in some cases, is the pickup zone arbitrarily defined beforehand (and always on the opposite side of the map from where I came in)? some <insert stupid excuse here> that lets you drop a second evac zone, for everybody except the VIP who has to go to the main one. So you can evac individual soldiers, or get the gently caress out if things go sideways
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# ? Mar 1, 2016 01:40 |
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I've actually had some kind of error checking routine catch the fact that a pre-placed evac zone was not in fact on the playable map, and Bradford moved it to a really easy location on Turn 2. Cheers Central.
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# ? Mar 1, 2016 01:50 |
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I had that happen to me for the first time today as well It was kinda neat!
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# ? Mar 1, 2016 01:52 |
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LowellDND posted:I recommend either IEE+ or double pod mod. I used IEE+ already, is double pod mod more?
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# ? Mar 1, 2016 01:54 |
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It's hilarious how much better Killzone does on a grenadier than a sniper. Especially with shredder. e: Even better, it doesn't use a bullet to turn on like with the sniper. It's objectively better in every way on a Grenadier. RBA Starblade fucked around with this message at 02:04 on Mar 1, 2016 |
# ? Mar 1, 2016 02:00 |
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Gharbad the Weak posted:I used IEE+ already, is double pod mod more? It ... might be? The little pods of 2 might go to 4, but the 4s will go to 8s. So. Edit: Id say add 'all pods active' 'call reinforcements' and 'enemy buff'.
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# ? Mar 1, 2016 02:03 |
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LowellDND posted:It ... might be? The little pods of 2 might go to 4, but the 4s will go to 8s. So. Ok, so I looked at Double Enemy and it said they had to tone it down because of crashing. So, yeah, calling reinforcements and buffing enemies. Thanks!
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# ? Mar 1, 2016 02:06 |
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I finally found a perception mod.
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# ? Mar 1, 2016 02:08 |
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SeaTard posted:I want to say in either GameCore.ini there is a num_starting_soldiers that you can edit. It was there in Xcom1 at least, and I'd be surprised if it wasn't still there in Xcom2. The ini files actually contain hold overs from EW. It doesn't work last I checked? It's possible its some weird mod override issue or something but honestly my way works just as well.
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# ? Mar 1, 2016 02:09 |
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many johnnys posted:The wiki says that overdrive serum is removed permanently upon use? Is that right? Then you have to make more of them? Because that sounds way different from how every other item in the game works.
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# ? Mar 1, 2016 02:10 |
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So how do I make Faceless appear on all maps? Or, what file should I be looking in?
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# ? Mar 1, 2016 02:14 |
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XCOM1 question: So I have never played this game in my life ever and I got EW for 8 bucks on Steam. I kinda jumped into Long War after seeing Beagle play it and promptly got smashed sideways even after on normal and enabling several Second Wave options. But now when I jump into the base game it just seems so...plain. Is there a compromise somewhere?
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# ? Mar 1, 2016 02:26 |
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Spawn pools. Faceless, berserks, chrysallids are all terror only. Edit them into other pools for fun.
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# ? Mar 1, 2016 02:27 |
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SynthOrange posted:Spawn pools. Faceless, berserks, chrysallids are all terror only. Edit them into other pools for fun. Excellent Monolith. posted:XCOM1 question: There are a mess of mods people stapled onto Long War to make it managable. My mega list is here https://docs.google.com/document/d/1QoMfXfUkuVnkdep3sq27LVh3kghS-cQvrWQWAuz7oeA/edit but you may just want to grab 'easier long war' to begin with. LW didnt have the steam workshop, so it encouraged a lot of homebrew modding Loel fucked around with this message at 02:35 on Mar 1, 2016 |
# ? Mar 1, 2016 02:32 |
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# ? May 21, 2024 17:13 |
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Remember thread, throw a second grenade before you post on SA
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# ? Mar 1, 2016 02:45 |