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Synthbuttrange
May 6, 2007

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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A Spooky Skeleton
Aug 28, 2012

i'm a princess of trash

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!

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

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 roll with IESS+ on Legendary. Even with eight soldiers out numbering the enemy is an infrequent thing.

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.

dangerous.hotdog
Feb 29, 2008

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?"

Gharbad the Weak
Feb 23, 2008

This too good for you.
oh my god I just can't find where they actually have the number of pods per mission

ptroll
Sep 8, 2011

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.

It's taken me this long to realize this is how the game handles reinforcement drops for enemies that don't have dropship animations, so any non-Advent troops. Both times, the reinforcement pod had an alien leading it, once a Sectoid, and later, a Viper. So it's pretty cool that they have a contingency for this. I think it's based on when you skulljack a story-sensitive enemy, e.g. when the first Codex appears after skulljacking an Officer it'll show up in a portal like this, but it's instant rather than a one-turn delay.
Unless I'm mistaken and this shows up normally? But again, I had never seen this in a whole campaign. Let me know if I'm wrong here.

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!

Loel
Jun 4, 2012

"For the Emperor."

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



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? :D

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?

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

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.
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?

many johnnys
May 17, 2015

LowellDND posted:

... Can we make a Dark Event continuous? :D

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?

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.

Ravenfood
Nov 4, 2011
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.

EvilSlug
Dec 5, 2004
Not crazy, just evil.

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.
It's called a medkit, homie. Literally one of the very first things you're able to get and you can equip them on any soldier. :D

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).
See above. Quite literally every troop can revive/stabilize/heal. You just have to make a conscious choice to have that ability on someone in the mission.

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.
Yes. Same with items they were never intended to have like alien/advent grenades. The character bugs hard and all action stops. The effects play out without visualization, then all the effects apply immediately as a post-action thing. But it works. Sometimes if it's really bad (items, mainly), your dude will be an invalid pawn in the game world which will make them invisible and glitchy. They can still act on the world, but everything happens in that weird, broken way until an often inevitable hard crash.

Moola
Aug 16, 2006
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

NmareBfly
Jul 16, 2004

I posted my food for USPOL Thanksgiving!


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.

SpookyLizard
Feb 17, 2009

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.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

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?
No no, I have no problem getting faceless to show up in missions. They're just never disguised.
Large faceless pods are kinda terrifying early on.

Loel
Jun 4, 2012

"For the Emperor."

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



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 :v:

Morzhovyye
Mar 2, 2013

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.

InfinityComplex
Feb 5, 2011

Nothing better than swinging around a little girl like a flail.

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.

I just savescummed to see if this would actually work without breaking concealement. It did not.



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.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
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.

Gharbad the Weak
Feb 23, 2008

This too good for you.

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.

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.

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

Moola
Aug 16, 2006
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

Gharbad the Weak
Feb 23, 2008

This too good for you.

Moola posted:

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

Do you want to add chooseable skills, or, like, have it have innate skills when it becomes the grenadier?

Moola
Aug 16, 2006
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

Gharbad the Weak
Feb 23, 2008

This too good for you.
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.

ptroll
Sep 8, 2011

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?

Normal Adult Human
Feb 12, 2012

by FactsAreUseless

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 roll with IESS+ on Legendary. Even with eight soldiers out numbering the enemy is an infrequent thing.

oh. who gives a poo poo then?

SpookyLizard
Feb 17, 2009
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.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

The AWC really wants my soldiers to have kill zone this campaign. My medic got lightning reflexes too!

Normal Adult Human
Feb 12, 2012

by FactsAreUseless

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

Gharbad the Weak
Feb 23, 2008

This too good for you.

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.

ptroll
Sep 8, 2011

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.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

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?

Literally Esoteric
Jun 13, 2012

One final, furious struggle...then a howl of victory

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?

upgunned shitpost
Jan 21, 2015

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.

Synthbuttrange
May 6, 2007

I'm so sick of the dozens of ripped content mods all over the shop

ptroll
Sep 8, 2011

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).

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?

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. :v:
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.

02-6611-0142-1
Sep 30, 2004

I think I just encountered a new boss monster

toasterwarrior
Nov 11, 2011

02-6611-0142-1 posted:

I think I just encountered a new boss monster



alien hunters dlc leaked early, i see

Internet Kraken
Apr 24, 2010

slightly amused
Is it harder to kill than the ADVENT box?

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Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
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. :allears:

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