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Basic Chunnel posted:Every time I quit out of XCOM 2, the next time I restart it loses track of my mod list and I have to start it up again without mods and then restart again before it finds them again, and I have to manually enable them every time. Anybody else have this issue? Yes, and now mods wont work at all even when enabled and my save game loads without the warning. I'm still enjoying the game mod free but I really liked the gotcha flank preview and numerical health.
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# ? Jan 11, 2017 06:39 |
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# ? May 30, 2024 13:26 |
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Flakey internet? Mods dont seem to work at all if the Steam workshop cant be contacted
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# ? Jan 11, 2017 06:52 |
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https://github.com/aEnigmatic/xcom2-launcher/releases/latest is what I'm using because of the universal community acclaim. I had the same issue with mods deactivating at random and now I don't because this thing isn't a flaky piece of poo poo like the base mod launcher is.
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# ? Jan 11, 2017 07:07 |
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Serephina posted:There's a difference between cautious and slow. Phantom, scanners, etc so you're not running face first into trouble. Just don't overwatch crawl, dat iz slow. You are correct indeed, I picked my words poorly.
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# ? Jan 11, 2017 07:37 |
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dud root posted:Flakey internet? Mods dont seem to work at all if the Steam workshop cant be contacted
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# ? Jan 11, 2017 08:12 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=839687769 all right which one of you is this
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# ? Jan 11, 2017 09:47 |
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Tollymain posted:http://steamcommunity.com/sharedfiles/filedetails/?id=839687769 all right which one of you is this RealityMachina is good people but I'm not sure he lurks here. That kind of thing fits right in his wheelhouse though, did see him talking about it in discord.
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# ? Jan 11, 2017 10:29 |
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I'm on the Forge mission and I want to evac but one of my guys got knocked unconscious by some reinforcements right at the end. No big deal, except the fucker won't wake up and for some reason I can't carry him either. Is there any way around this?
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# ? Jan 11, 2017 12:15 |
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Bogart posted:The game is already plenty long. I don't really want it longer. (But I hate LW and want them to just go make their own game for grognards, so)
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# ? Jan 11, 2017 12:25 |
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Leyburn posted:I'm on the Forge mission and I want to evac but one of my guys got knocked unconscious by some reinforcements right at the end. No big deal, except the fucker won't wake up and for some reason I can't carry him either. Is there any way around this? Save and reload? The issue is that the visible body and the body position are two different thing for some reason and especially when bodies ragdoll a lot they might move away from their real position. Basically, find the spot where they fell rather where they are right now.
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# ? Jan 11, 2017 12:36 |
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Nah, that doesn't seem to be the issue. His body looks like it's straddling two tiles, one of which is where he was taking cover when he got zapped. I've tried every tile around him and I never get the carry option. I've got a save game near the start of the mission, so I suppose I'll just need to replay from there if I don't want to lose him. He's the only ranger I have with phantom so he's kinda important until I get someone else trained up.
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# ? Jan 11, 2017 13:02 |
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yeah that happened to me once, the game seems to get really upset with bodies sometimes
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# ? Jan 11, 2017 13:04 |
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Is there a way to pick which continent you start on, like in XCOM 1? I started over after I completed the ADVENT Blacksite in a way that was basically catastrophic because the tutorial kinda rushes you into there if you listen to its instructions, and now my base is in the Arctic Anyway, I finally got this because it was $12, and even though I've played like 100 hours of Enemy Within on the 360 I still feel like there's a lot of happening to me. The soldiers seem a lot more prone to panic? Also I learned the hard way that enemies are definitely smart enough to blow up an explosive thing that you're standing too close to. Also, shoutout to the random Sectoid and trooper buddy from last night's scientist extraction- I managed to sneak past you guys at the front of the building, but you still managed to mosey around after a few turns to see where all the explosions were coming from in the middle of my big escape. Things I like: The Specialist's ability to heal anybody in line of sight is loving amazing. Bringing 2 Grenadiers with you basically means that no pods get to have cover in this map The reveal that 80% of XCOM campaign was simulations run on the Commander while he was in stasis Things I could live without: The surprise MEC trooper at the end of ADVENT Blacksite that can shoot your mans right through the roof of the building. Ask me how my Specialist died during that first attempt at the campaign Also, the tutorial really rushes you into that mission, which is bad if you actually follow the instructions. I did all the stuff the tutorial said to do, pretty much in order, so I had a proving ground, no guerrilla school, and ballistic weapons at that point.
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# ? Jan 11, 2017 16:15 |
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I started this last night on easy with the tutorial to learn new features after similarly spending about a hundred hours with XCOM. I did the first mission to rescue the commander and I saved half way through the next mission to retrieve some energy pod or something. Is the game going to show me anything new at this point? Is it safe to restart on a higher difficulty and skip the tutorial?
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# ? Jan 11, 2017 16:40 |
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Wildtortilla posted:I started this last night on easy with the tutorial to learn new features after similarly spending about a hundred hours with XCOM. I did the first mission to rescue the commander and I saved half way through the next mission to retrieve some energy pod or something. Is the game going to show me anything new at this point? Is it safe to restart on a higher difficulty and skip the tutorial? It pretty much is. The Energy Pod is also a tutorial mission, technically. There's also an escort mission that it throws at you. The non-tutorial version has you paying the team that causes the distraction that they use for the tutorial rescue mission. It's a lot more beneficial than the tutorial because it's pretty straightforward and you can easily get the whole squad promoted. The tutorial also tries to direct your research and base-building in a way that beelines you toward the first big Story mission, which is, uh, not a great idea to beeline to on your first trip, imo. You want to at least have the fifth squad member, and maybe magnetic weapons, when you go into the Blacksite.
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# ? Jan 11, 2017 16:55 |
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Lunchmeat Larry posted:they're doing that too but lol at the weird anger at them for sullying the name of Xcom by making mods you don't like for it (or something) I am amplifying my anger for the sake of being silly on an internet forum. I just have a lot of problems with the way they design their difficulty. Wildtortilla posted:I started this last night on easy with the tutorial to learn new features after similarly spending about a hundred hours with XCOM. I did the first mission to rescue the commander and I saved half way through the next mission to retrieve some energy pod or something. Is the game going to show me anything new at this point? Is it safe to restart on a higher difficulty and skip the tutorial? Yeah, and once you're done this playthrough, grab the Skip First Mission mod. Gatecrasher is cool, but there's only so much of the same map and the same team set-up I can take. deadly_pudding posted:Is there a way to pick which continent you start on, like in XCOM 1? I started over after I completed the ADVENT Blacksite in a way that was basically catastrophic because the tutorial kinda rushes you into there if you listen to its instructions, and now my base is in the Arctic Nope. It's randomized for the sake of balance. Also, you can stall the Blacksite for as long as necessary. Bogart fucked around with this message at 16:58 on Jan 11, 2017 |
# ? Jan 11, 2017 16:56 |
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Oh, also! Is there a list of recommended mods for clothing and customization stuff? I like to customize my dudes after they get promoted, and the vanilla options are kinda sparse.
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# ? Jan 11, 2017 16:58 |
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Sounds like it's time to ditch this tutorial and dive in. I really like how a message is displayed in mission when a unit is promoted. Do units have anything like an experience bar I can see?
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# ? Jan 11, 2017 16:58 |
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^^ Not to my knowledge. Three kills is usually a promotion, and two missions will probably get you there too.deadly_pudding posted:Oh, also! Is there a list of recommended mods for clothing and customization stuff? I like to customize my dudes after they get promoted, and the vanilla options are kinda sparse. Capnbubs and the Fancy Dress Party.
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# ? Jan 11, 2017 16:59 |
deadly_pudding posted:It pretty much is. The Energy Pod is also a tutorial mission, technically. There's also an escort mission that it throws at you. Now you tell me. I savescummed the gently caress out of the blacksite and that entire team is wounded. My organization is pretty heavily attrited as it is and the highly suggested missions keep coming. Time for a restart
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# ? Jan 11, 2017 18:51 |
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What's the "you lost" mechanic in this game? 1 had panic and too many countries leaving. Seeing as how i cant see what's up with the rest of the world what's keeping me from taking my sweet time with research/missions/ignoring the story? Is it that avatar research the aliens have? Does that go up in any specific increment?
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# ? Jan 11, 2017 19:03 |
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Basic Chunnel posted:Every time I quit out of XCOM 2, the next time I restart it loses track of my mod list and I have to start it up again without mods and then restart again before it finds them again, and I have to manually enable them every time. Anybody else have this issue? It keeps doing it to me, but write-protecting the XComModOptions.ini in %USER%\Documents\My Games\XCOM 2\XCOMGame\Config seems to have worked to force the game to load the mods.
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# ? Jan 11, 2017 19:05 |
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If the avatar progress bar fills up, a countdown clock starts. If you haven't managed to bring it back down before it runs out, the aliens finish their plans and you lose. Even on Commander the story missions and facilities to reduce avatar progress are really easily accessible, so there's not really any time pressure. The only way to lose is if you death-spiral so hard you can't actually finish the facility missions any more, and then the doom clock itself is just a formality. Legendary might be a bit different though.
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# ? Jan 11, 2017 19:08 |
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The way pods work in this is a god drat mystery to me. I just had to abandon a mission where the objective was to hack a computer that located in a building. Using the scanner protocol I knew there was an inactive pod on the roof and another behind the building. So i went in with my stealth ranger and hacked the computer which ended up blowing his concealment and brought in reinforcements. Somehow just the reinforcements arriving woke up all 3 pods, one of which contained 4 dudes because of one shitebag who ran away at the start. Queue me trying to handle 10 enemies surrounding me including those big daddy acid fucks, advanced mecs and 2 soon to be 4 loving codexes. I nearly pulled through too thanks to my sniper who had serial and an advanced auto reload mod and aced about 6 dudes in a single turn. Is there an actual reliable way to tell if a pod is going to become active? Should i just be taking them out instead of trying to sneak around them?
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# ? Jan 11, 2017 19:40 |
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Leyburn posted:Should i just be taking them out instead of trying to sneak around them?
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# ? Jan 11, 2017 20:08 |
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Tl;dr: The game draws a line between the middle-point of your team and the objectives. Enemy pods have a tendency to move towards that line, so they will get in the way. This is not meant to be a stealth game. Stealth is meant to be a tool to give you a foothold on the map and get some space you know is secure, without needing to overwatch-crawl out of the skyranger like before.
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# ? Jan 11, 2017 20:10 |
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deadly_pudding posted:Oh, also! Is there a list of recommended mods for clothing and customization stuff? I like to customize my dudes after they get promoted, and the vanilla options are kinda sparse. There are a few options you can use to expand your dress-up options. There's a suite of mods called Progressive Armor Options adds Kevlar options to Predator and Warden, for instance. I use that one and have used this one in the past: http://www.nexusmods.com/xcom2/mods/626 so I'd recommend either of those!
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# ? Jan 11, 2017 20:48 |
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Bogart posted:Yeah, and once you're done this playthrough, grab the Skip First Mission mod. Gatecrasher is cool, but there's only so much of the same map and the same team set-up I can take. Do you have the name of this mod? I searched for "Skip First Mission" on the Workshop, but nothing. I found one called "Quicker Start" that does that, but it crashed my game in the process.
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# ? Jan 11, 2017 21:41 |
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Yeah, it's Quicker Start. The original 'Quick Start' was pulled off the shop for whatever reason. Unreliable, but try it again and it should work after the first crash.
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# ? Jan 11, 2017 21:49 |
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Dancer posted:Tl;dr: The game draws a line between the middle-point of your team and the objectives. Enemy pods have a tendency to move towards that line, so they will get in the way. This is not meant to be a stealth game. Stealth is meant to be a tool to give you a foothold on the map and get some space you know is secure, without needing to overwatch-crawl out of the skyranger like before. To add on to this, almost every mission type will trigger a "alert" on your squad's position when you complete the objective. This will tell every remaining enemy "YO GO OVER HERE". So yeah don't try playing it like a stealth game, that way lies pain and misery without a substantial overhaul to back it up.
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# ? Jan 11, 2017 22:06 |
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Exposure posted:To add on to this, almost every mission type will trigger a "alert" on your squad's position when you complete the objective. This will tell every remaining enemy "YO GO OVER HERE". So yeah don't try playing it like a stealth game, that way lies pain and misery without a substantial overhaul to back it up. I can pretty much confirm this. I did an extraction mission the cautious way and entered the jail via the roof, bypassing a pod of guards by the front door. After reaching the prisoner and losing my concealment, I got into a firefight with the guys out back between me and the evac zone, and about 3/4 through that engagement, the front door guards waddled out of the fog and became active.
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# ? Jan 11, 2017 22:14 |
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Bogart posted:Yeah, it's Quicker Start. The original 'Quick Start' was pulled off the shop for whatever reason. Unreliable, but try it again and it should work after the first crash. If you don't want to gently caress around with unstable mods, you can also just enable the console, enter "PowerUp" at the start of the first mission, and kill everything with infinite moves and infinite ammo.
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# ? Jan 11, 2017 22:33 |
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Exposure posted:To add on to this, almost every mission type will trigger a "alert" on your squad's position when you complete the objective. This will tell every remaining enemy "YO GO OVER HERE". So yeah don't try playing it like a stealth game, that way lies pain and misery without a substantial overhaul to back it up. Hah it's funny you mention this. I hacked an objective from far away with my specialist. The next turn 3 pods walked in on my guys at the same time. I can't believe I got out of that with just one injured guy. Thank god for mimic beacons. Archons love 'em!
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# ? Jan 12, 2017 01:02 |
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Anime_Otaku posted:No, it is mentioned as a possibility but Central puts his foot down. It's all autopsies or breakdowns now, also explosions don't destroy corpses either, which you still use to build some items. it's actually Lily who tells Tygan 'don't even think about it' and it's a great moment because she is so totally done with the idea the instant it is mentioned
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# ? Jan 12, 2017 01:50 |
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"Yeah no, dad told me horror stories about that poo poo, veto-ing that thought RIGHT THE HELL NOW."
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# ? Jan 12, 2017 01:54 |
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Coolguye posted:it's actually Lily who tells Tygan 'don't even think about it' and it's a great moment because she is so totally done with the idea the instant it is mentioned To be fair, about the only worse thing he could have gone "What a remarkable specimen!" about would have been an actual Chrysalid. I know this is the XCOM thread and not the Xenonauts threat but the Xenonauts science officer has the right response to that game's version of a Chysalid. His response when you do the "Reaver 'interrogation'." can be basically summed up as: "OKAY, I'M NOT SURE EXACTLY WHY THE SOLDIERS WERE INSANE ENOUGH TO BRING ME ONE OF THESE ALIVE SINCE THE DEAD ONES ALREADY HAUNTED MY NIGHTMARES BUT SURE I'LL DO SOME SCIENCE! I DID SOME TESTS, GOT SOME NIGHTMARE FUEL RESEARCH FILM AND THEN INCINERATED THE SPECIMEN BEFORE ASKING! PLEASE TELL THE SOLDIERS I NEVER WANT TO SEE ANOTHER OF THESE AGAIN, KAY?"
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# ? Jan 12, 2017 01:58 |
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Finally got the game via humble. I had played a fair bit of XCOM EW (completed campaign on normal then hard) and ever a little bit of LW, but 2 hours in, I've had my biggest moment yet. Supply raid mission. I kill the first pod. A second pot gets activated, the pod includes the first viper of the campaign, they take cover around the supply convoy, so I decide to not use grenades, and instead just go into heavy cover and try to retreat so I bait them out. Viper tongues my dude ~~an explosIon~~ happens the moment the tongue grab ends(still dunno what it was. My theory is, even though they weren't highlighted, the other aliens had finished their actions, which were to overwatch, and some of my shots killing the first pod had set a car on fire that exploded the moment the alien turn ended). My guy dies to the explosion, as does the viper. A few more explosions happen. One of my dudes panics because of the death, and runs out to get one-shot overwatched by the ADVENT grunt. Another 2 dudes panic, and one of them activates another pod. My next turn starts with one single non-panicked squad member, with a 5% shot (because sniper, and far away). Proceed to squad-wipe . Edit: lol I got an achievement for killing a viper who's strangling a squadmate. Dancer fucked around with this message at 03:22 on Jan 12, 2017 |
# ? Jan 12, 2017 03:16 |
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Alkydere posted:To be fair, about the only worse thing he could have gone "What a remarkable specimen!" about would have been an actual Chrysalid. Yeah,that was pretty great. Is there even an actual Xenonauts thread? I haven't been able to find it if there is one.
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# ? Jan 12, 2017 03:28 |
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VolticSurge posted:Yeah,that was pretty great. Is there even an actual Xenonauts thread? I haven't been able to find it if there is one. There is/was but it's been pretty inactive for a while.
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# ? Jan 12, 2017 03:39 |
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# ? May 30, 2024 13:26 |
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I want to play Xcom 2, but for some reason it has started causing my video card to overheat like crazy. I can play seemingly any other game in my collection without such a temperature jump (even Witcher 3) but Xcom 2 starting this week will make my video card hit 110+ inside of ten minutes, and the whole computer shuts off to save itself.
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# ? Jan 12, 2017 03:40 |