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Mzbundifund
Nov 5, 2011

I'm afraid so.

BexGu posted:

I'm getting constant crash after I finish the first real mission. I have a bunch of mods installed, what is the best way to figure out which mod is causing the problem? Just do the boring "undue all, keep adding until it crashes" or does any one know of a popular mod that does not work too well with the Alien Hunters DLC.

Do you have any mods that haven't been updated since the DLC was released?

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DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
So I finally decided to give this another run through with the Alien Rulers.

To change things up I'm going with entirely custom classes. Grimy's Bruiser, Fury and Anarchist classes, Lubrication's Infantry, the Assassin class, and finally the Field Medic class.

Bruiser's get a shotgun and a pistol, seem to be focused on tanking and melee attacks--their defining skill lets them run up to a humanoid target, hit it for 2, stun it for a full turn, and turn it into high cover. Lot of its abilities give it temporary armor.

Anarchists get the Grenade Launcher and the Gremlin, they don't get a primary weapon and just have to focus on launching grenades and some limited gremlin attacks. They're big skill gives them +2 grenades for each one they have equipped, but halves grenade damage. They're a support grenadier. Lot of their skills seem to focus on buffing the secondary effects of special grenades, plus some that buff the skulljack and gremlin attacks.

Fury's kind of my favorite and replaced the Psi-Op for me. They have -4 mobility, but +1 action point. They use the Psi-Amp and the cannon, the skills are split between cannon/auxiliary skills and Psi skills. Unique think is some psi skills are weaker, some are new, and they all cost health to use, lot of them seem to give status effects, their version of soul fire gives burning, their version of null lance does half damage and gives poison. One lets you trade a health for an extra action point. Their version of a big dimensional rift brings in a new enemy pod.

Infantry I know has been discussed in the thread before, so I'll skip that. But I really like it.

Assassin I'm mostly just using because I wanted a good sword user that wasn't a ranger. It's okay.

Field medic is alright but buggy. I had to go into an ini and edit it to let them equip armor because it hasn't been updated in forever and a patch broke that, apparently.

So far I'm liking it! It took a little bit of save scumming to figure out the timing of stuff, but I managed to take down the Viper King on the Nest mission. Anarchist with Frost Bomb managed to lock it down long enough to focus it down.

Edit: Some of the things you can put together in this game...

DMW45 fucked around with this message at 01:01 on Jun 4, 2016

BexGu
Jan 9, 2004

This fucking day....

Mzbundifund posted:

Do you have any mods that haven't been updated since the DLC was released?

I really can't tell. Is there a category of mod (news classes, armor, weapons, voice, gameplay) that tends to crash the game more then most? I think I'm going to have to do this the boring way.

Emong
May 31, 2011

perpair to be annihilated


BenRGamer posted:

Assassin I'm mostly just using because I wanted a good sword user that wasn't a ranger. It's okay.

I'd just use Grimy's Headhunter for this. The sword half of that class can rack up silly amounts of damage later on between Rapid Slash, Execute, and Point Blank.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
I tried playing the xcom board game with some friends at a gaming bar last night and holy poo poo, not a good idea. It took us an hour to get though the first half of the first round on tutorial. We gave up and played a fun card game instead

Bogart
Apr 12, 2010

by VideoGames
Stupid question @ crash guy: did you validate the file integrity? I had the same problem until I did that. (Also, maybe try the Quick Start mod so you can skip playing the first mission to see if things are still busted.)

Coolguye
Jul 6, 2011

Required by his programming!
one time I had advent dudes with heads as their hands until I verified my steam files so yeah any time there's some weirdness going on that is my go to for this game

Jesus Christ was that a strange day

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Maluco Marinero posted:

Shouldn't the line of sight indicator be enough to work with for this. They see what you see.


Also, that Recovery Turn System mod I was talking about the other day is done to a degree. Try it out if you want an alternative to the default turn system.

http://steamcommunity.com/sharedfiles/filedetails/?id=685702241

So I saw this and wanted to try it out, but the comments section says things like Freeze are kind of broken. That still the case?

Edit: Well, I tried it. And it's... kind of terrible for balance. At least with the mods I run (All Pods Active, Commander+, etc)

DMW45 fucked around with this message at 22:16 on Jun 4, 2016

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Yeah, it's terrible for balance if the you go I go system is what it's all balanced for, as it stands, but it feels a far more dynamic turn system. You'll get trounced if you make unsafe moves because every single one counts and could be interrupted by a patrol.

It reduces alpha strikes on both sides of the engagement so it takes a lot of getting used to and you will take more hits because it's harder/impossible to deny aliens some sort of response to your forces.

If you've heavily modded the game I wouldn't be surprised if everything you do to manage large enemy counts just becomes useless due to the interleaved turns.

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.
It makes the game much more about attrition than single-turn wipes. You also need to balance the fact that single-action moves delay you less than double. Overwatch is a lot more powerful too. It changes the dynamic a lot.

Maluco- Any incoming resource balancing for Guerrilla War? Its a completely different experience when you are willing to let a SGT die for a couple sweet advent trooper corpses. Heck, I think Universal Fulton harnesses that don't take item slots would probably go a long way...

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

Lockback posted:

It makes the game much more about attrition than single-turn wipes. You also need to balance the fact that single-action moves delay you less than double. Overwatch is a lot more powerful too. It changes the dynamic a lot.

Maluco- Any incoming resource balancing for Guerrilla War? Its a completely different experience when you are willing to let a SGT die for a couple sweet advent trooper corpses. Heck, I think Universal Fulton harnesses that don't take item slots would probably go a long way...

Not yet, I've got a few fixes so Fulton Harnesses will let you extract everything, even sectopods, turrets and gatekeepers, and maybe configurable timers, but my focus really needs to be getting started on the strategy vision, which goes a bit beyond resource balancing, and is looking to turn the Geoscape into an actual strategy game, with ADVENT & The Resistance having an actual economy to them that you can gather intel on and strike at weak spots.

The problem as I see it is so much of XCOM2 strategy is about 'keeping up'. Missions are a gear and experience check, and if you don't keep up you fall behind and lose, end of story. I'm hoping that giving you more choice as to what and where your missions are, will let you swing as according to the situation. For example, if you do a lot of damage in one region, ADVENT heightens staffing in their patrols and ATT Bases (for reinforcements), so missions become riskier and riskier.

I've done a bunch of design work trying to model this as a board game, which would take a lot of book keeping but I figure if I can simplify the rules far enough that it's feasible to work as a board game, then it's feasible for the Geoscape. I'm about to do some experiments to try and confirm that.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
I know what it is that's making it a lot harder--all pods active. What it does under normal circumstances is turn the whole thing into a rolling firefight because I don't have time to stay still and fight it out, here it just means everyone dogpiles me. Normally I can clear the first mission on Commander+ without any deaths, not with this on I can't.

Think I know a way to help, though. Gonna install a mod to take out the 'move into cover' bit that the aliens have. Mainly because now its less 'move into cover' and more 'move twice and flank your guys'

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
Welp, just had a guy slash down a trooper, a sectoid reanimate it, and the zombie go before my guy could go again...

Edit: Ack, sorry for the double post.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Yeah. Sectoids become much nastier in general because the delay between a zombie or mind control converting into an offensive action is much faster. It changes how they play considerable, sometimes to the point of being a very important target. I like it but it can be hard to play against, especially since you have a whole lot of mods which already balance things towards the enemy.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Maluco Marinero posted:

Yeah. Sectoids become much nastier in general because the delay between a zombie or mind control converting into an offensive action is much faster. It changes how they play considerable, sometimes to the point of being a very important target. I like it but it can be hard to play against, especially since you have a whole lot of mods which already balance things towards the enemy.

That's too much, though, I didn't even get a chance to do anything. I ran up and slashed a guy, the rest of the team took some pot shots at the rest of the pod, then the sectoid comes running out of the fog and zombies the guy, some more guys run out and take some potshots, then the zombie got its turn.

oh dope
Nov 2, 2006

No guilt, it feeds in plain sight
You have a VIP mission, and there's a master archon (or whatever that fucker is called) bouncing around after a few seemingly simple turns, but this archon king is completely loving everything and everyone up. One guy is dead (from full health) and two guys are unconscious, but whatever, you're gonna soldier on. A move later, the vip has just escaped, the archon hightailed it for no reason, (maybe he got bored), and the two unconscious twats are being carried off by their loyal squadmates. Almost there! You've already killed nine aliens and this should be pretty ea...OH WAIT THERE ARE TWO LANCERS AND AN OFFICER WAITING RIGHT AROUND A SOME hosed OFF CORNER BY THE EVAC SORRY ANOTHER GUY JUST GOT LANCED INTO HELL AND HE'S DEAD NOW AND ALSO YOUR SHARPSHOOTER IS BUGGED OUT AND STUCK ON A ROOFTOP AND CAN'T HELP FOR NO REASON and welp time to quit the game and do something else.


Fun game, 10/10

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

BenRGamer posted:

That's too much, though, I didn't even get a chance to do anything. I ran up and slashed a guy, the rest of the team took some pot shots at the rest of the pod, then the sectoid comes running out of the fog and zombies the guy, some more guys run out and take some potshots, then the zombie got its turn.

Dude, you modded the game to be activate all pods, recovery turn system is the straw that broke the camels back for the balance. As a modder I'm not really too concerned if someone decides the mod is imbalanced when they've already heavily customised the game. I can only really control the mods I work with, fwiw I've found the Recovery Turn System pretty different but fair when applied to vanilla legendary, at least in the first 10-15 missions. How it goes beyond that I'm not sure yet, but this is the other thing, balancing is a slow process that needs time to settle, because sometimes the problem is simply a question of play style, not balance. Time is needed to see that.

MF_James
May 8, 2008
I CANNOT HANDLE BEING CALLED OUT ON MY DUMBASS OPINIONS ABOUT ANTI-VIRUS AND SECURITY. I REALLY LIKE TO THINK THAT I KNOW THINGS HERE

INSTEAD I AM GOING TO WHINE ABOUT IT IN OTHER THREADS SO MY OPINION CAN FEEL VALIDATED IN AN ECHO CHAMBER I LIKE

Mimic beacons are so ridiculous, once you get one, you generally only get a soldier or 2 wounded, once you get 2 you might take 1 wound, any more than that essentially zeroes out your wounded soldiers. I'm in victory lap mode, rolling with 5 beacons and I never take damage, but even before this once I hit 2 it was a wounded soldier every 2 battles (at this point i realistically only need 3 to not take damage 99% of the time thanks to psi-ops etc).

FairyNuff
Jan 22, 2012

About 20hrs left of the free weekend but it is worth checking out Atlas Reactor you guys might like it with the turn based multiplayer aspect. (Although simultaneous turns and teamwork rather than your own squad versus another.)
https://www.youtube.com/watch?v=qAknvq2wZdQ

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
Atlas Reactor's a really interesting game that just needs to be played. Dont go looking for an in depth explanation, If you like XCOM's combat and can enjoy multiplayer, give it a try!

Even this explanation is bad.

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

BenRGamer posted:

That's too much, though, I didn't even get a chance to do anything. I ran up and slashed a guy, the rest of the team took some pot shots at the rest of the pod, then the sectoid comes running out of the fog and zombies the guy, some more guys run out and take some potshots, then the zombie got its turn.

All pods active and recovery turn system will not work well together, full stop. If you're looking for more challenge you may be better off with larger pods instead of all active.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Yah. I'd like for all pods to be actively involved in GW eventually, but that requires something more sophisticated than them all bee lining for your squad to shoot them, and an ability to choose missions so you can target weak garrisons where reinforcements will be delayed.

Andre Banzai
Jan 2, 2012

HOLY poo poo, was going pretty well in my campaign and ALMOST failed completely this weekend.

The Avatar project started rushing like there's no tomorrow, does anyone know if there's a trigger that makes it go fast? It basically added 3 points of progress in 1+ week, even though I had just countered a Minor Breakthrough Dark Event. I was EXTREMELY LUCKY that the game threw an Alien Facility at me and I managed to contact it before the timer ran out. With about 23 hours left on the clock I managed to destroy it and reduce the Avatar Project by ONE.

In the meantime I was researching the Shadow Projects so now I have both story missions (forge and the swamp of horrors) open, so I think I may survive. But again, does anyone know if there's any trigger that makes the Avatar project bar start to fill up faster? And if your rolls suck and you can't hack terminals or skullmine ADVENT for alien facility info (my Specialist is getting used to neural feedback by now), how do you consistently counter their progress? If the game hadn't thrown me that base, it would have been GAME OVER for sure.


Ah and BTW I got another mission called STAR STANK I kid you not, I will post the picture later.

Vengarr
Jun 17, 2010

Smashed before noon

oh dope posted:

You have a VIP mission, and there's a master archon (or whatever that fucker is called) bouncing around after a few seemingly simple turns, but this archon king is completely loving everything and everyone up. One guy is dead (from full health) and two guys are unconscious, but whatever, you're gonna soldier on. A move later, the vip has just escaped, the archon hightailed it for no reason, (maybe he got bored), and the two unconscious twats are being carried off by their loyal squadmates. Almost there! You've already killed nine aliens and this should be pretty ea...OH WAIT THERE ARE TWO LANCERS AND AN OFFICER WAITING RIGHT AROUND A SOME hosed OFF CORNER BY THE EVAC SORRY ANOTHER GUY JUST GOT LANCED INTO HELL AND HE'S DEAD NOW AND ALSO YOUR SHARPSHOOTER IS BUGGED OUT AND STUCK ON A ROOFTOP AND CAN'T HELP FOR NO REASON and welp time to quit the game and do something else.


Fun game, 10/10

Yeah it occurred to me the other day that if I didn't reload every time the UI or a glitch hosed me over I would really hate this game.

Alien Rulers showing up on VIP missions is a real "gently caress you". You're potentially on a tight timetable, you can't abort and cut your losses, and since you're probably advancing at a decent clip you're more likely to accidentally trigger one + a pod which is :lol: game over.

Doesn't make sense thematically either. Those things don't work for ADVENT, what are they doing in the tightly-controlled and monitored city centers?

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
Probably being a rogue element that will get yelled at afterwards by Boss Snakeman for causing him a PR nightmare to clean up? :shobon:

"DAMNIT VIPER KING, YOU'RE A LOOSE CANNON!"
"Hisssss."

Coolguye
Jul 6, 2011

Required by his programming!
yeah that's oneo f the very few changes i would make to the rulers - they simply don't show up on VIP missions. other guerrilla actions are fine since there's things you can do to sort out the timer and there's a dedicated 'kill crap' objective at the end of it. but on a vip mission if they show up at one of a few critical times you are just completely boned

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Thyrork posted:

"DAMNIT VIPER KING, YOU'RE A LOOSE CANNON!"
"Hisssss."

poetry
:golfclap:

Emong
May 31, 2011

perpair to be annihilated


Coolguye posted:

yeah that's oneo f the very few changes i would make to the rulers - they simply don't show up on VIP missions. other guerrilla actions are fine since there's things you can do to sort out the timer and there's a dedicated 'kill crap' objective at the end of it. but on a vip mission if they show up at one of a few critical times you are just completely boned

There is, of course, already a mod to do this.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

Hes a giant snake man, shes a 'roided up berserker with nothing to loose.

THEY FIGHT CRIME XCOM!

Bogart
Apr 12, 2010

by VideoGames

Andre Banzai posted:

HOLY poo poo, was going pretty well in my campaign and ALMOST failed completely this weekend.

The Avatar project started rushing like there's no tomorrow, does anyone know if there's a trigger that makes it go fast? It basically added 3 points of progress in 1+ week, even though I had just countered a Minor Breakthrough Dark Event. I was EXTREMELY LUCKY that the game threw an Alien Facility at me and I managed to contact it before the timer ran out. With about 23 hours left on the clock I managed to destroy it and reduce the Avatar Project by ONE.

In the meantime I was researching the Shadow Projects so now I have both story missions (forge and the swamp of horrors) open, so I think I may survive. But again, does anyone know if there's any trigger that makes the Avatar project bar start to fill up faster? And if your rolls suck and you can't hack terminals or skullmine ADVENT for alien facility info (my Specialist is getting used to neural feedback by now), how do you consistently counter their progress? If the game hadn't thrown me that base, it would have been GAME OVER for sure.


Just bad luck, bud. I think cultivating a bunch of facilities is pretty important, (note that taking out a facility will not only remove some pips, but also delay progress for a while, during which time you've hopefully found another), and continually advancing research that opens opportunities to remove progress -- i.e., the skulljack for the officer, the Shadow Chamber, and jacking the Codex.

And install the mod that lets your specialist gain small amounts of hack every time they attempt one. Definitely smooths things over when you want to get risky and try to skullmine for info or try to take down a security tower.

vv: That's right. And their instincts include 'RUN AFTER BIG EXPLOSION.' After that, their insistence on reaching the defense zone is a little :v:, I agree.

Bogart fucked around with this message at 22:17 on Jun 6, 2016

Vengarr
Jun 17, 2010

Smashed before noon

Rulers can spawn during loving Avenger Defense missions? Why?!

I seriously got the impression from "Nest" that the Rulers weren't under the control of the Elders, they are just failed science experiments that escaped and are now following their instincts.

Bholder
Feb 26, 2013

Any idea what would be the cause that none of the alien rulers appeared yet? I've already done the snake mission and I have spent 2 terror mission worth of time panicking when they will appear, so I'm kinda accepting that my campaign is bugged

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Bholder posted:

Any idea what would be the cause that none of the alien rulers appeared yet? I've already done the snake mission and I have spent 2 terror mission worth of time panicking when they will appear, so I'm kinda accepting that my campaign is bugged

Did you kill the Viper King right away?

Rulers don't start spawning until you run into regular aliens of their type (Viper, Berserker, Archon) and only one can be active at a time. If you killed the Viper and haven't gotten to the point 'zerkers show up its working fine.

Otherwise you're just unlucky (lucky?). They're random on missions, not guarenteed.

Exposure
Apr 4, 2014

Bholder posted:

Any idea what would be the cause that none of the alien rulers appeared yet? I've already done the snake mission and I have spent 2 terror mission worth of time panicking when they will appear, so I'm kinda accepting that my campaign is bugged

The Viper King may just take a while to appear, took months for him to appear in my Legend run.

Then after I killed him, in the next mission right after, the Berserker Queen made her appearance.

Red Rox
Aug 24, 2004

Motel Midnight off the hook
I want to play as the cleanup crew.

"Enemy reinforcements incoming! Quick, lift the Psionic Gate onto the back of the truck! WHO HAS THE STRETCHY TIE DOWNS??"

Bholder
Feb 26, 2013

The time has come, the big announcement everybody waited for is here:


https://www.youtube.com/watch?v=fW5remX5qAI

console release yaaay...

many johnnys
May 17, 2015

Bholder posted:

The time has come, the big announcement everybody waited for is here:


https://www.youtube.com/watch?v=fW5remX5qAI

console release yaaay...

This is awesome, I know some people who would love this game but don't have a decent PC to play it on

monster on a stick
Apr 29, 2013
I thought it sold like poo poo on consoles.

dyzzy
Dec 22, 2009

argh
Not too surprised, but I don't know what I'd do without QoL mods.

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Backhand
Sep 25, 2008

oh dope posted:

A move later, the vip has just escaped,

VIPs can escape? I have literally never, ever seen them try to move. Is that a Legendary thing? I usually stick to Commander.

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