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WarLocke posted:Also, that Gatecrasher video was dope, I am hype for this mod. Cheers, really happy how it turned out for my first playtest after all the core changes were done. If that's what a standard mission with the reinforcements looks like it, I think it'll be a winner as I roll it out through the rest of the campaign mission types.
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# ? Jun 10, 2024 19:16 |
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Maluco Marinero posted:You can now, screenshots don't really show what it's about so here's a vid. That looks pretty fun, only thing I'd suggest is that it would probably be a good idea to reduce the amount of corpses needed for research/building stuff, as it might be prohibitively expensive/difficult to develop some upgrades, like Predator Armor.
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ZearothK posted:That looks pretty fun, only thing I'd suggest is that it would probably be a good idea to reduce the amount of corpses needed for research/building stuff, as it might be prohibitively expensive/difficult to develop some upgrades, like Predator Armor. Yeah, I said it near the tail end of the video but I'll definitely have my eye on the corpse costs for various technologies. If Fulton Harness becomes an item (which I feel like it will, it'll make for a trade off choice in inventory), that'll offset the difficulty of obtaining bodies a bit, but changing the missions to be more dangerous and less yielding of loot will absolutely impact the strategy layer across the board. I'll just balance one step at a time though rather than preempt it. Might even see if I can keep things balanced at squad size 4-6 rather than immediately reach for all of Long War's tricks.
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Maluco Marinero posted:Might even see if I can keep things balanced at squad size 4-6 rather than immediately reach for all of Long War's tricks. Hell, if you can pull off what the Gunpoint Dev had to say about xcom 2 (variable squad sizes equal to the mission) I think I'd love you. That's a good read by the way.
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Thyrork posted:Hell, if you can pull off what the Gunpoint Dev had to say about xcom 2 (variable squad sizes equal to the mission) I think I'd love you. It should be easy enough, it's a setting that can be easily added to the other mission types in XComMissions.ini (and the mission types themselves are split further, so a mission about rescuing a VIP from an ADVENT vehicle could have a different squad cap from rescuing a VIP from an ADVENT jail cell), albeit from my experiments with it I think it has a hard cap of 6 even if the game's otherwise set up for larger squad sizes. Might be related to another value I've missed though. Exposure fucked around with this message at 00:46 on Mar 26, 2016 |
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Thyrork posted:Hell, if you can pull off what the Gunpoint Dev had to say about xcom 2 (variable squad sizes equal to the mission) I think I'd love you. Nice. I've been thinking along those lines too although I'll probably sort out all the mission configuration first. Something like an XCOM Threat Level as an extra bar that sits below the Avatar Counter. The counter spikes when you kick rear end flawlessly, roll out new tech (oh poo poo they have plasma grenades!?!), the counter drops when you skip/fail missions, lose soldiers, etc. When the counter is high reinforcement deployments are faster, initial garrisons are stronger, concealment sight ranges are increased (like with vigilance dark event), maybe even all pods activate on contact with a high threat level. Then you add the [Notorious] status effect to your staple soldiers, which will make them a target priority. I think artificially limiting squad size is something I'd like to avoid, but maybe you can add disadvantages to rolling with a full squad to encourage different compositions. Stuff like 6 or more in squad removes concealment. There's so many good ideas to mix in here to discourage snowballing while still giving the choice to the player, I think.
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God dammit I wish there was a mod to make the director talk like the cookie monster. This game sure has some overenounciating voice actors in pretty central roles, and I think it would be best to go full sesame street.
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Oh and while I'm tossing ideas at you, Spending Intel to increase your odds or allow more options is a criminally underused gameplay feature. It might need the costs tweaking but its certainly something to look at.
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Thyrork posted:Oh and while I'm tossing ideas at you, Spending Intel to increase your odds or allow more options is a criminally underused gameplay feature. It might need the costs tweaking but its certainly something to look at. Yeah, I was a bit surprised that wasn't more heavily used given it showed up on that second to last mission. It sort of fits with what I was planning to do with supplies vs Intel, trying to make more missions have Intel rewards and put supply acquisition entirely on regional income and supply raids. I mean, the mod is getting loftier by the second, but that is my goal, I think the only way to truly balance the ideas is to go whole hog and go further than just a mod.
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Maluco Marinero posted:Nice. I've been thinking along those lines too although I'll probably sort out all the mission configuration first. Something like an XCOM Threat Level as an extra bar that sits below the Avatar Counter. ![]()
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Kavros posted:Serial isn't even that big a deal anyway because of its high rate of flop. It would be cool, but it's not Fan Fire. Gotta spec for 100% aim. It's great now that 100% guarantees no dodge so some jerk rear end officer doesn't interrupt your kill streak.
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Exposure posted:The .ini files that is modified by mods, located at Documents\My Games\XCOM2\XComGame\Config (that should be named stuff like XComMissions.ini, XComGameCore.ini, etc) can be freely deleted to force the game to update them, since it doesn't seem to automatically do so when a mod is uninstalled or otherwise unavailable. I have to do this whenever I switch from playing the game to using the SDK for example since the .ini files can still be referencing about 220+ mods that the SDK can't detect. Awesome, thank you! :-)
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It is cool when the movement preview says "it is safe to move here without getting spotted" and then moving there activates two groups of aliens. I think that is Cool.
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Digirat posted:It is cool when the movement preview says "it is safe to move here without getting spotted" and then moving there activates two groups of aliens. I think that is Cool. Could you see those groups before?
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Eheheheee
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SynthOrange posted:
You are a sick man. I LIKE IT!
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Dogen posted:Could you see those groups before? Both were visible and had detection tiles displayed. I know you can run into detection tiles that won't be red because you can't currently see the enemy, but this was not the case
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SynthOrange posted:
A different kind of floater.
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SynthOrange posted:
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Can you do one with Donald Trump. And no skyranger bits. Just Trump.
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Kinda busy here!
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SynthOrange posted:Kinda busy here! Haha, nice man.
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SynthOrange posted:
"Take us in closer!" " ... CLOSE RANGE?!" (I love this!)
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Successfully had the skyranger drop troops in while blaring "What is love?" https://www.youtube.com/watch?v=xhrBDcQq2DM
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You are a thread hero
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SynthOrange posted:This video contains content from SME, who has blocked it in your country on copyright grounds.
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I love the way zip mode makes the evac ropes go up a couple seconds before your soldiers actually do, so they all just superman up into the skyranger. I got a loot drop with only 1 item in it, even though I had vulture. Does that mean without vulture there's a chance for loot to not have anything?
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Synthorange when is the Skyranger Speaker System upgrade coming? We should be able to blare music into battle. e. Didn't see the post count in the thread when I responded to something 3 pages ago lol. Sounds good.
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We'd better evade this UFO that appeared out of thin air right next to us but is somehow 12500 miles away, by flying nowhere in particular and then staying perfectly still!![]() (The diameter of the earth is less than 8,000 miles.)
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SynthOrange posted:Successfully had the skyranger drop troops in while blaring "What is love?"
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I only said what played on that successful test, not what's on the soundtrack.
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SynthOrange posted:I only said what played on that successful test, not what's on the soundtrack. ![]()
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Welp, I just learned the hard way that AWC Phantom apparently doesn't do poo poo...![]() The dude currently selected is the one who triggered the Andromedon pod on my final move of last turn... and he he's still in concealment! So as far as I can tell AWC phantom does nothing except take away your overwatch until you get spotted! Worst bonus ability ever... Time to try another Ironman run I guess... maybe DoctorTristan fucked around with this message at 13:29 on Mar 26, 2016 |
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Managed to get through all the Guerrilla Ops missions tonight. Not too concerned about the scaling of reinforcements as I'll go back to address that (it's in it's own map so I don't have to replicate it in every mission map), just making sure every mission behaves sensibly, awarding victory to missions where you bug out as long as you complete the strategic objective. I even turned the Protect the Device into a timed defense map, so you have to protect it for 8 turns to have a successful mission, and then you can evac.![]() e: also snuck in time to make a placeholder title card ![]() Maluco Marinero fucked around with this message at 13:06 on Mar 26, 2016 |
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This is looking loving amazing mate. As for my all pods active run, I couldn't decide on any other mods to balance it out so I just knocked the difficulty down to veteran for a first attempt and it seems pretty spot on - it's a challenge and I'm losing guys but not so many that it's insurmountable. I'm fully prepared to eat those words once I get a few months in though. ![]()
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You are hitting all the right notes for me. ![]()
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Vib Rib posted:Leonard Nimoy. Takei was the head/voice of the actual Seaman though? Though Nimoy was the narrator which I guess is Bradford. If only there could be a mod for that, what I would give to hear "Commander, Xcom is suffering from the cold..." bonus points if you cut in the * VVVVT VRRRRRR* of the dream cast trying it's best to read that disc
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What is the story mission that triggers the UFO hunting the Avenger? I've got a pretty decent A team in my current Commander/Ironman run, but not enough force depth to pull of an Avenger defense confidently, so I want to be ready for when that one hits.
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Captain Hair posted:Takei was the head/voice of the actual Seaman though? Though Nimoy was the narrator which I guess is Bradford.
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# ? Jun 10, 2024 19:16 |
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ZearothK posted:What is the story mission that triggers the UFO hunting the Avenger? I've got a pretty decent A team in my current Commander/Ironman run, but not enough force depth to pull of an Avenger defense confidently, so I want to be ready for when that one hits. It's random, though it can be brought about easier via a Dark Event, but it's never a definite thing, so it could happen whenever. Such as in May during a Legendary Ironman campaign. ![]()
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