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many johnnys posted:You might be out of luck. Maybe wait for a sale, game's expensive and may not work... There's Steam refunds so why not.
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# ? Mar 2, 2016 02:02 |
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# ? Jun 2, 2024 20:03 |
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SynthOrange posted:There's Steam refunds so why not. I'll definitely know if it runs within 2 hours. Only one way to find out!
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# ? Mar 2, 2016 02:05 |
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SpookyLizard posted:At best they activate on their turn. Usually they it side of maybe one pod I get to ambush on my terms. I don't understand people who choose to use mods and then complain about they affect game balance as though it's somehow a problem with the base game.
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# ? Mar 2, 2016 02:19 |
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Jabor posted:I don't understand people who choose to use mods and then complain about they affect game balance as though it's somehow a problem with the base game. "These turn timers are impossibly short! wtf jake, fix your game!" Are you running the True Concealment mod? "Yea, why?"
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# ? Mar 2, 2016 02:21 |
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oh my god I just can't find where they actually have the number of pods per mission
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# ? Mar 2, 2016 02:52 |
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Vib Rib posted:So, I've never seen this happen in my entire first campaign, but early on I had reinforcements called in on me and instead of getting the red flare effect, this happened. Then it happened again just yesterday. This actually happens normally for pods on the final mission, in the final room (albeit instantly). So I guess it's the same reinforcement code there, just a different animation for an ADVENT squad vs a pure alien squad. Neat!
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# ? Mar 2, 2016 02:55 |
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Vib Rib posted:"FacelessCivilian" is a technically different kind of specific unit. The problem is that if that were included in normal pods, you would get things like 2 mutons, a berserker, and Joe Smith all standing around together, so you'd probably know what was up. Placing a random faceless civilian in each mission, like the Dark Event does, basically requires each mission type to have special inclusions for disguised Faceless pods. You can't just add them to an existing pool, sad to say. ... Can we make a Dark Event continuous? Also, snakes. Does their poison last until death without a medkit? Does moving with poison cause damage? Can you give medkits to people who aren't specialists?
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# ? Mar 2, 2016 03:02 |
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Vib Rib posted:"FacelessCivilian" is a technically different kind of specific unit. The problem is that if that were included in normal pods, you would get things like 2 mutons, a berserker, and Joe Smith all standing around together, so you'd probably know what was up. Placing a random faceless civilian in each mission, like the Dark Event does, basically requires each mission type to have special inclusions for disguised Faceless pods. You can't just add them to an existing pool, sad to say.
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# ? Mar 2, 2016 03:05 |
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LowellDND posted:... Can we make a Dark Event continuous? Chrissalid poison, I hear yes. Other poison can expire. Moving does not do damage, it happens at the beginning at the turn. It does reduce movement range though. Poison can spread to adjacent units who are healthy (also at the beginning of the turn afaik). Anyone can use a medkit on anyone, but they need to run up without med protocol.
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# ? Mar 2, 2016 03:11 |
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Two square range though, which is a nice change. I can't live without combat protocol so I'm going to see how a lot of medkit running goes.
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# ? Mar 2, 2016 03:28 |
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Khisanth Magus posted:I would have a lot less problems with Unconscious as a status effect if there was a way to deal with it that didn't compete with Haywire Protocol for a skill slot. dogstile posted:My only problem with unconscious is that its literally a "pick this perk early game or else". You should definitely be able to wake up a guy, even if its a two turn ability (as in your unit has to stay there waking him up for the next turn, as well as his current one). Vib Rib posted:Are units capable of using attacks even if they lack animations for them? I remember adding "self destruct" to training roulette in XCOM 1 but my guys refused to blow up. I'm wondering if modding would allow alternatives this time.
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# ? Mar 2, 2016 03:28 |
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Hahahah Just had my sword ranger stun a Andromedan shell that tried to melee him with blade storm, then then shell was taken out by a Sectopod laser who had been aiming at where my Ranger was the turn before This loving game
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# ? Mar 2, 2016 04:03 |
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I just wish you could pick up X-com equipment from dead people. I had my medkit carrier get knocked unconscious on mission, and it's apparently outside of mission protocol to grab the drat medkit off her belt and spray it on her. I just savescummed to see if this would actually work without breaking concealement. It did not.
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# ? Mar 2, 2016 04:09 |
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Jabor posted:I don't understand people who choose to use mods and then complain about they affect game balance as though it's somehow a problem with the base game. Oh no, I found the base game too easy, so I've decided to make it suitably challenging. Not quite Beaglerush levels, but I'm getting there.
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# ? Mar 2, 2016 04:11 |
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CapnAndy posted:I just saw Faceless included in the final room reinforcements, including a pod of just Faceless. Maybe look at where the portals are pulling from? Large faceless pods are kinda terrifying early on.
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# ? Mar 2, 2016 04:40 |
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Actually, now that Im thinking of it - Dark Events have their durations somewhere. I think a nice Long War tweak would be to make them 60 days or whatever long, get more overlap. I really just want faceless civilians on my maps
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# ? Mar 2, 2016 04:55 |
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Taffer posted:I'm using the Engineer2Scientist mod and I think it may be broken. It's supposed to take a scientist out of your pool when you deploy them to somewhere in your base, and affect the research times accordingly, but it doesn't seem to. I have a scientist staffed in both the AWC and the PSI lab and when I remove them both, the completion time on the current research seems to be unaffected. Am I missing something or can someone confirm this? I've checked this a few days ago and can confirm. Any combination of a scientist in the AWC/Psylab/Both does nothing to research times.
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# ? Mar 2, 2016 05:00 |
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NmareBfly posted:I just wish you could pick up X-com equipment from dead people. I had my medkit carrier get knocked unconscious on mission, and it's apparently outside of mission protocol to grab the drat medkit off her belt and spray it on her. As far as I can tell, your meatsack is still going to get off on that civvy's square no matter what. A bit of the line pathing is blocked by that grey box inbetween those 3 civilians.
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# ? Mar 2, 2016 05:03 |
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So speaking of modding, how flexible is the modding system, and where are some good resources I can look into on how to get started? I've been thinking about a mod concept for a bit but I'm not sure if it's possible. Basically I want to get rid of the psi class and instead make it work like the first game, where you test people and if they're "gifted", they unlock access to the psi abilities, which would then be trained the same way you train psi operatives now (but they wouldn't gain ranks/health from psi training - just new abilities and higher psi strength). I'd then make psi amps a utility item, that needs to be equipped by gifted soldiers to be able to use the psi abilities. Is that at all feasible? I know people have already made mods adding NEW classes, but I don't know if you can layer two separate ability sets on one soldier.
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# ? Mar 2, 2016 05:06 |
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The Cheshire Cat posted:So speaking of modding, how flexible is the modding system, and where are some good resources I can look into on how to get started? I've been thinking about a mod concept for a bit but I'm not sure if it's possible. Hmm, giving this a very stream-of-consciousness thought train... I'd look at the "Leader Pack" at what you need to do to add side abilities to soldiers independent of rank, though I don't know of anything that has a random "gifted" check. For that... I'd probably try to find some kinda "Not Created Equally" style mod for learning how to make rookies with random stats, then create another random stat called like "Psi Potential" attached to characters at character creation. If it's above a certain point, turn a boolean value, also attached to the soldier, into "True." Then, redo everything the Leader Pack does, except at the last step, when normally you'd add an ability, add in a check for if they're psychic or not. If they're not psychic, instead of adding an ability, you have a pop up say "Lol you just wasted a week or whatever." In the file to actually add abilities, you'll probably be looking for something similar to bSuccess = UpdatedUnit.BuySoldierProgressionAbility(UpdateState, PendingRank, 0). Have your if/then check just before that. If psychic power increases based on psychic class rank normally (and I believe it does), you'd need some way to increase that. Either by increasing psychic points during the power addition, or tying it to their actual class rank. It'd be mainly the decision of "Do I want a rookie with 10 powers or a colonel with 2 powers to be stronger?" I think adding it to class rank would be easiest, but I could be wrong. As for psi amps as a utility item, I don't know of any mod to turn a weapon into a utility item. However, there is a mod to turn ammo into a weapons modification, so that may at least give you a heads up. If it doesn't matter which slot you put an item into, just that you have it EQUIPPED, then you potentially just need to change, like, a keyword. Another possibility is basically trying to create a third weapon slot on every soldier that holds a psi-amp, and seeing if that works. If you can get to the step that EVERY soldier, regardless of class, has a usable psi amp (you could temporarily mod in a psychic power to a class, then test to see if it's working properly), then you can then look for the invisible psi-amp mod to turn it invisible. A third possibility would be seeing if you can use offense psi powers without a psi amp. Stick domination on a specialist and see how easily he or she can take over people's minds. If everything works fine, then you're done. I mean, I doubt that would work (I hear there's some weird stuff attached to the animation), but it's possible. edit: Thinking of some psi-amp problems: you'll need to check if utility item or third weapon slot psi amps actually add stats. If that isn't true, or you go with the third possibility, you may need to find a way to tie research upgrades to the character. You could look into how the Tactics school adds things like overwatch hit chance bonuses to characters, and either copy that method or just turn it into a tactic. edit 2: The power adding section is going to have access to the character, so you might be able to update stats at the same time. So, maybe see if you can find the code for like Blast Padding or some other passive ability that changes a character stat. Several of the newer class mods that add new abilities add passive stats, like damage bonuses or hit percentages. The Ranger Blademaster skill might also be a good place to look, or the tactic's school Cool Under Pressure. Actually, come to think of it, Cool Under Pressure might be a great place to look, it'll either have some method to update every soldier in your roster, or show you a way to universally add to a stat that every soldier references to. Yeah, screw blademaster, look at the tactic's schools way of updating soldier stats. Gharbad the Weak fucked around with this message at 05:42 on Mar 2, 2016 |
# ? Mar 2, 2016 05:32 |
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Speaking of modding I want to edit the skills available to the Grenadier and also add some custom skills; would it be safer to disable the default class and clone it, possibly changing the name to prevent conflicts? I feel like adding custom skills to the default classes might cause problems
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# ? Mar 2, 2016 05:41 |
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Moola posted:Speaking of modding Do you want to add chooseable skills, or, like, have it have innate skills when it becomes the grenadier?
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# ? Mar 2, 2016 05:42 |
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I want to rework the skill tree to include some custom abilities, which would replace several of the default choose-able skills (like replacing Demolition with a custom skill, etc) The end goal is to separate the demolitions part and the cannon part into two separate classes I guess
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# ? Mar 2, 2016 05:51 |
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I know there's several "Reworked _______" style mods. I'd look in their comments section. If they're not filled with "This mod doesn't work", go for that way. Alternatively, making a new class and then using the "Disable _________ Class" mod would work.
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# ? Mar 2, 2016 05:56 |
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I appear to have hosed up the last mission somehow... Playing Commander Ironman and I got overwhelmed in the final room, and got the Commander's Avatar killed, prompting a mission reload. When I started the mission over again, my Avatar was able to move, and the rest of the squad wasn't. Now, just outside the final room, I realize that my commander is missing all his passive abilities (immunity and regen). Still have all the active cooldowns, but I'd really like that healing... Anyone know if it's possible to console command him back together?
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# ? Mar 2, 2016 06:02 |
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SpookyLizard posted:At best they activate on their turn. Usually they it side of maybe one pod I get to ambush on my terms. oh. who gives a poo poo then?
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# ? Mar 2, 2016 06:04 |
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I think it might be kinda neat to have a sort of system like the covert ops from EW to deactivate a longer lasting Dark Event. After a DE kicks in, you can send some dudes out to scout for the facility, by like dropping them off at a resistance HQ or something like that. They then take a week or two to find the Dark Event facility, and it lets you launch a raid to counteract the Dark Event. Maybe balance it with an intel/supply cost, or maybe making the mission more difficult by forcing you to commit a couple of dudes to it and then having to use them to complete the objective. Like you've got to deploy three or four dudes like in the Network Tower mission, and then they have to complete the mission and maybe when the objective is completed you get a few dudes who come in on the EVAC bird. Or maybe mix it up with missions where you have to hold out in a certain area or blow up one or two high profile targets like in Gatecrasher while a different resistance cell disables the dark event for you. It'd be a cool way to make them scarier. Failing to interact with them could leave you with multiple dark events on the board while waiting for them to 'expire'. Or some which may never expire.
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# ? Mar 2, 2016 06:05 |
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The AWC really wants my soldiers to have kill zone this campaign. My medic got lightning reflexes too!
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# ? Mar 2, 2016 06:10 |
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SpookyLizard posted:I think it might be kinda neat to have a sort of system like the covert ops from EW to deactivate a longer lasting Dark Event. After a DE kicks in, you can send some dudes out to scout for the facility, by like dropping them off at a resistance HQ or something like that. They then take a week or two to find the Dark Event facility, and it lets you launch a raid to counteract the Dark Event. Maybe balance it with an intel/supply cost, or maybe making the mission more difficult by forcing you to commit a couple of dudes to it and then having to use them to complete the objective. Like you've got to deploy three or four dudes like in the Network Tower mission, and then they have to complete the mission and maybe when the objective is completed you get a few dudes who come in on the EVAC bird. Or maybe mix it up with missions where you have to hold out in a certain area or blow up one or two high profile targets like in Gatecrasher while a different resistance cell disables the dark event for you. It'd be a cool way to make them scarier. Failing to interact with them could leave you with multiple dark events on the board while waiting for them to 'expire'. Or some which may never expire. i want to see a diversion mission where the longer you hold out before evac the better a reward you get
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# ? Mar 2, 2016 06:11 |
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Normal Adult Human posted:i want to see a diversion mission where the longer you hold out before evac the better a reward you get This is a very good idea.
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# ? Mar 2, 2016 06:14 |
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Ha, OK, nevermind, somehow all my soldiers have loaded into this without any of their armor or nonconsumable items. So nobody has any special ammo, no DR from armor, or extra health. Is there some way I can just reload my squad into this mission? This is really difficult to salvage.
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# ? Mar 2, 2016 06:26 |
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ptroll posted:Ha, OK, nevermind, somehow all my soldiers have loaded into this without any of their armor or nonconsumable items. So nobody has any special ammo, no DR from armor, or extra health. Is there some way I can just reload my squad into this mission? This is really difficult to salvage. That's a known bug with the "restart mission" command (which is why the "restart mission" mod doesn't really work and the Bronzeman mod uses a rollback to the previous Geoscape save). I suppose it only ever got tested on Gatecrasher (since it is only available on three specific missions). Taking a look over here I don't see any useful console commands to add your stuff back in-mission unless you want to go full on god mode, so unfortunately, if you don't have a backup save you may be hosed. All hail our new alien overlords?
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# ? Mar 2, 2016 06:36 |
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Coolguye posted:Post reserved for questions and popular mods. This will be kept updated! Nothing in the OP yet, anyone have a list of Goon-recommended mods? There's a lot of garbage mods out there and many tweaks that are hard to evaluate right away. So far candidates I've seen: Free camera rotation Less animation delay Fix to the AWC mechanic Manager for outfits Custom facepaints Evac All button Official SMG option Official Muton Centurion More facepaint Sharper reshade, removed motion blur Animation speed slider bar Extra templates for procedural map generation "Leader" ability training Cosmetic accessories Don't Forget Poland Anyone have opinions on these?
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# ? Mar 2, 2016 07:42 |
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The 'Unconventional Warfare' Mod adds some pretty fun classes. Saboteur, Insurgent and Infiltrator are probably the best three... but the last one comes with Lightning Hands and Run'n'Gun which is probably somewhat imbalanced for vanilla play. I've actually turned off the stock classes and use the ones I mentioned, plus a hacked up Trooper mod that functions more like an old support, a dedicated heavy gunner from the Rifleman mod and my sharpshooters are from the Gifted mod, which I think is called PsiRookies. Class mods are actually really simple to change and do your own thing with.
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# ? Mar 2, 2016 07:57 |
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I'm so sick of the dozens of ripped content mods all over the shop
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# ? Mar 2, 2016 08:07 |
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Dallan Invictus posted:That's a known bug with the "restart mission" command (which is why the "restart mission" mod doesn't really work and the Bronzeman mod uses a rollback to the previous Geoscape save). I suppose it only ever got tested on Gatecrasher (since it is only available on three specific missions). Thanks for the link! I wound up saying gently caress it and turning on godmode. The last mission is a hell of a lot more fun when your units get infinite actions and infinite overwatches. Now that I've beaten it once officially on Ironman I'll probably just play an honor rules ironman just because of situations like this.
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# ? Mar 2, 2016 08:25 |
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I think I just encountered a new boss monster
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# ? Mar 2, 2016 09:02 |
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02-6611-0142-1 posted:I think I just encountered a new boss monster alien hunters dlc leaked early, i see
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# ? Mar 2, 2016 09:07 |
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Is it harder to kill than the ADVENT box?
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# ? Mar 2, 2016 09:07 |
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# ? Jun 2, 2024 20:03 |
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The Super Best Friends have been playing through XCOM 2 on the second hardest difficulty, on Ironman. It has not been going well, they've failed every mission hilariously because the one in control makes the worst decisions, and things were for once going super good during a Blacksite mission(I think?), and then this happened, which is Peak XCOM https://a.pomf.cat/kjbpem.mp4 THE GUN IS CLIPPING INTO THE SECTOID'S FACE, and that's the hit chance Might've been posted already but it's perfect. Just perfect. They're going to lose so hard and the Avatar Project countdown just began, with their latest mission only having two dudes on it because they can't afford more rookies.
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# ? Mar 2, 2016 09:14 |