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Jabor
Jul 16, 2010

#1 Loser at SpaceChem
You need a vacuum cleaner and a can of compressed air.

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Apoplexy
Mar 9, 2003

by Shine
Considering the options available without active threads, someone should make a new thread when Long War 2 launches for the FiraXCOMs, Xenonauts, OpenXCOM (which owns), and anything else needing coverage. I know OpenXCOM used to have an active thread here, and that's the only reason I know about it. It's the best thing ever for someone who grew up on the original.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Jabor posted:

You need a vacuum cleaner and a can of compressed air.

See, I already went through four cans of compressed air cleaning it out, so I'm not sure exactly what else the problem might be.

But that's not really the point. I want to be playing right now, and it is out of reach.

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

Apoplexy posted:

Considering the options available without active threads, someone should make a new thread when Long War 2 launches for the FiraXCOMs, Xenonauts, OpenXCOM (which owns), and anything else needing coverage. I know OpenXCOM used to have an active thread here, and that's the only reason I know about it. It's the best thing ever for someone who grew up on the original.

Be the change you wish to see

Apoplexy
Mar 9, 2003

by Shine

marshmallow creep posted:

See, I already went through four cans of compressed air cleaning it out, so I'm not sure exactly what else the problem might be.

But that's not really the point. I want to be playing right now, and it is out of reach.

You can always do a fresh driver install or Windows reinstallation. The latter will probably fix your problem without any explanation as to what was wrong in the first place.

Coolguye
Jul 6, 2011

Required by his programming!
I really don't care if Xenonauts/LW2/etc get discussed here, in the past there basically hasn't been enough activity for two or more threads. Sure, there's some extraneous stuff around, but you at least have a thread that moves and people are having fun with, instead of two different threads that get so little activity that people forget they exist.

Obv if LW2 ends up being humongous and classic is getting exactly as much discussion as it is right now a separate thread for LW2 would probably make sense, but the open source XCOMs have dead threads for a reason.

Apoplexy
Mar 9, 2003

by Shine
Exactly. That's why I was thinking to make an X-COM megathread for all the subjects, since each alone are pretty dead, excepting XCOM2. Although it doesn't really matter too much. XCOM2 with Long War 2 should be awesome in another month!

Coolguye
Jul 6, 2011

Required by his programming!
Yeah, I put this at the bottom of the OP to cover that:

quote:

THREAD RULES:
- Talking about XCOM 1 is okay.
- Talking about XCOM 1 mods (like Long War) is okay.
- Talking about the technical aspects of modding XCOM 2 is okay.
- Talking about OpenXCOM is okay.
- Seriously, :justpost:. We are all friends in the XCOM thread.
- Please do not engage in zealotry either for or against your favorite or least favorite mod.
- Just be a reasonable, level-headed adult.
- So basically, no Junpeis.
If we've got some suggestions for things to add to that to make it more inclusive then I'm happy to add it, if we want a title change I'll request it too, np.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Are we allowed one Junpei?

Apoplexy
Mar 9, 2003

by Shine
Only one Van Doorn / Junpei slash fic posted per page.

Coolguye
Jul 6, 2011

Required by his programming!

Maluco Marinero posted:

Are we allowed one Junpei?

We agreed Junpei Hyde was that Junpei sorry friend

Leyburn
Aug 31, 2001

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.

Oh well that good to know. The only reason I didn't go after the group on the roof before hacking the objective was because they seemed kinda out the way and they had advantageous ground. From now on I'll prioritise dealing with the pods that I know about before the objective unless the timer is just about to expire.

I ended up reloading an autosave from the middle of that clusterfuck encounter and with some lucky hacking and a ridiculous Serial spree with my sniper I managed to scrape my way out without losing anyone. According to the tally at the end of the mission I took out 13 enemies in that single encounter (3 of which were codex clones I think). Lesson learned I suppose.

Edit: I've never used a mimic beacon yet. Who do you generally give it to?

Sunday Morning
Apr 7, 2007

Easy
Smellrose

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 :v:

Search the Steam Workshop for Set HQ Location. I don't always use it since I kind of like the rng aspect, but sometimes I just want to play a game starting from someplace specific and this always works fine.

Exposure
Apr 4, 2014
So a new class was revealed for Long War 2:

Basically reuses the heavy weapons for secondaries, but you have all probably noticed a certain status on that soldier.

Wonder if it's going be straight up ported EXALT with capnbubs added assets.

edit: Another note about classes from their forums - the LWPP ones have been integrated and have all been revamped so they all have different secondary weapons. (And SPARKs have also been revamped if you have that DLC.)

Exposure fucked around with this message at 16:43 on Jan 12, 2017

Andre Banzai
Jan 2, 2012

Exposure posted:

So a new class was revealed for Long War 2:

Basically reuses the heavy weapons for secondaries, but you have all probably noticed a certain status on that soldier.

Wonder if it's going be straight up ported EXALT with capnbubs added assets.

edit: Another note about classes from their forums - the LWPP ones have been integrated and have all been revamped so they all have different secondary weapons. (And SPARKs have also been revamped if you have that DLC.)

Hhhmm... Nothing not seen in dozen other mods. I'm more curious about the gameplay elements they're gonna change and hopefully they'll introduce interesting new aliens. So far the reveals are pretty "meh" imho. Still hopeful for LW2 though. But they could have released cooler LW2 stuff, bland features so far.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!


hahahaha MORE RNG

Exposure
Apr 4, 2014
Heck there's even RNG on the blaster launchers now. :v:

amineri on reddit posted:

I've reworked the mechanics for how rocket scatter works in Long War 2 to better suit the more tile-oriented mechanics in XCOM 2. There is now a max scatter. Scatter amount increases after moving, and is affected by soldier aim and abilities. In the new iteration, scatter also affects blaster launchers, even though they can target locations via pathing (no direct LOS).

I've also changed up how explosive falloff works too compared to previous Long War. Since a typical grenade only affects a few tiles, applying a straight damage penalty worked out to be too severe. Instead, explosive damage falloff (to units) now only affects the minimum damage, but not the maximum. So at the edges, it's still possible to hit for a lot of damage, but it's also possible to hit for a lot less.

Also something else mentioned is that the technical class has some of the heavy weapons exclusive to them now: other classes can only use what they call "gun-type" heavy weapons when equipped with an EXO/WAR suit (presumably plasma blaster + the shredder guns at the least)

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

Did they talk at all about turning all the terrain into solid diamond

quote:

Also something else mentioned is that the technical class has some of the heavy weapons exclusive to them now: other classes can only use what they call "gun-type" heavy weapons when equipped with an EXO/WAR suit (presumably plasma blaster + the shredder guns at the least)
fuckin lol

Basic Chunnel posted:

Why have one thing that's good at two things when you can have two things to choose from? Classes, grenades, all that poo poo

Basic Chunnel fucked around with this message at 18:03 on Jan 12, 2017

Bogart
Apr 12, 2010

by VideoGames
Ughhhhh.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

I'm getting anxiety just imagining how the thousands of active abilities and equippables in XCOM 2 can be split into ten thousand equippables

Here are some other spaces on my bingo board:
- heavier armor reduces mobility
- You can only use GREMLINs in the manner of their class spec (eg medics have to be a tile away to hack anything and hackers have to be a tile away to heal)
- You have to invest supplies in individual weapons in order to stick mods onto them
- Morale system. Engineers need time off or else they quit. Using all your engineers? Bad idea
- Revised economy in which the only means of acquiring supplies are the monthly drops, 3-month Avenger excavations and once-per-cycle purchase via the black market, sale of all equippables and corpses gets you intel rather than supplies.
- You have the option of spending intel at the start of a non-escort/retaliation mission. If you don't, you start out of concealment.
- RNG roll for every enemy seen by a concealed soldier, loss means they notice you (ranger spec to negate the rolls)
- SPARKS are even worse
- Decoys are persistent but have a per-round RNG roll to turn sentient and attack you like a summoned elemental in D&D

Basic Chunnel fucked around with this message at 18:18 on Jan 12, 2017

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

Another good idea is to split the Specialist into four classes instead of the two - Medics who heal damage, medics who can cancel active effects / revitalize dudes who are bleeding out, hackers who cause damage, hackers who hack. There, now you need 10 soldier slots to field a capable party and you can balance enemy numbers, HP and abilities on the assumption that they'll be facing 10 guys. The mod makes itself

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Okay, long story short, I seem to have fixed my issue and can play the game again.

New issue: Long War Toolbox seems to be broken. I read up that my decision to activate Mod Config Menu may have broken it. So I unsubscribed from MCM, unsubscribed and resubscribed to LWToolbox, and then regenerated the files in my XcomGame Config folder per the instructions on the Long War Toolbox page. Still doesn't work. Won't work for games that had already used it fine, and won't work on new games either.

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

Basic Chunnel posted:

I'm getting anxiety just imagining how the thousands of active abilities and equippables in XCOM 2 can be split into ten thousand equippables

Here are some other spaces on my bingo board:
- heavier armor reduces mobility
- You can only use GREMLINs in the manner of their class spec (eg medics have to be a tile away to hack anything and hackers have to be a tile away to heal)
- You have to invest supplies in individual weapons in order to stick mods onto them
- Morale system. Engineers need time off or else they quit. Using all your engineers? Bad idea
- Revised economy in which the only means of acquiring supplies are the monthly drops, 3-month Avenger excavations and once-per-cycle purchase via the black market, sale of all equippables and corpses gets you intel rather than supplies.
- You have the option of spending intel at the start of a non-escort/retaliation mission. If you don't, you start out of concealment.
- RNG roll for every enemy seen by a concealed soldier, loss means they notice you (ranger spec to negate the rolls)
- SPARKS are even worse
- Decoys are persistent but have a per-round RNG roll to turn sentient and attack you like a summoned elemental in D&D

Quoting this for when they actually do any of this

Roobanguy
May 31, 2011

i cant wait to play longwar 2, sequel to longwar, a mod i enjoyed.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Basic Chunnel posted:

Another good idea is to split the Specialist into four classes instead of the two - Medics who heal damage, medics who can cancel active effects / revitalize dudes who are bleeding out, hackers who cause damage, hackers who hack. There, now you need 10 soldier slots to field a capable party and you can balance enemy numbers, HP and abilities on the assumption that they'll be facing 10 guys. The mod makes itself

Agreed. I'd like to see:

Ranger (SwordsConcealmentMan/Assaulty TankMan)
Grenadier (RocketMan/Grenade Launcher TankMan)
Specalist (HackMan/MedicMan)
Sharpshooter (PistolFreeShotMan/Sniperman)

Psi and SPARK should be OP'd but expensive classes.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

In all honesty I really enjoyed the way EW's new additions had a low cost of entry but were mutually exclusive. SPARKs are less powerful or fun than MECs and are more expensive, given how valuable elerium cores are and how only one can be repaired (very slowly) at a time.

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
Trained up a psi guy and although he can't seem to hit anything with his rifle he pulled off a low-percentage Dominate on an archon that caught my whole team out of position. Spent the rest of the map wiping up the enemies with their own dude. Psi guy you're alright with me.

Do I need to do anything to use special ammo other than dropping it in a utility slot? One dude has dragon ammo and I've yet to see it catch anyone on fire. Thought I might be missing a step.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

Nope, if it's in a utility slot all your bullets are affected by it.

DoctorTristan
Mar 11, 2006

I would look up into your lifeless eyes and wave, like this. Can you and your associates arrange that for me, Mr. Morden?

Dick Trauma posted:

Trained up a psi guy and although he can't seem to hit anything with his rifle he pulled off a low-percentage Dominate on an archon that caught my whole team out of position. Spent the rest of the map wiping up the enemies with their own dude. Psi guy you're alright with me.

Do I need to do anything to use special ammo other than dropping it in a utility slot? One dude has dragon ammo and I've yet to see it catch anyone on fire. Thought I might be missing a step.

Just drop it in there. It's a random chance to set things on fire (Bots are immune), but it will also do +1 damage to everything.

shitty poker hand
Jun 13, 2013

Lunethex posted:

Quoting this for when they actually do any all of this

ftfy

Bacon Terrorist
May 7, 2010

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022
Managed to get through a few hours before losing my first guy, a Scottish guy nicknamed Doc who had been with me since the beginning :negative:

Last shot of the mission by a Muton with 1hp after the entire team failed to finish him off :xcom:

Mandatory Assembly
May 25, 2008

it's time to get juche
Lipstick Apathy

Basic Chunnel posted:

- Decoys are persistent but have a per-round RNG roll to turn sentient and attack you like a summoned elemental in D&D

Legit LOL'd at this one

Dancer
May 23, 2011

Mandatory Assembly posted:

Legit LOL'd at this one

As someone who isn't far into the game, so I don't know a lot of fluff, can this be justified by saying a codex got in and hacked it so now the decoy is a codex :v: ?

Bogart
Apr 12, 2010

by VideoGames
I was thinking of a lil boost for the Decoy Beacon. When it's destroyed, it should make a little EMP effect around it. Support my gently caress The Long War patreon and I'll learn how to mod for more fun mods like this.

Chef Boyardeez Nuts
Sep 9, 2011

The more you kick against the pricks, the more you suffer.
This is my first Xcom experience, so could someone explain what Long War did? I presume it created a lengthier campaign, but I'm curious about what made it good and bad.

Also, are there mod tools that are reasonably accessible to an English major? I really, really want to create a Starship Troopers "this place crawls" homage mission that starts out looking like a standard one only to abruptly shift gears to a surviving waves of the ararchnids.

dud root
Mar 30, 2008
My squad is approaching steamroller status, so I can do silly things like deliberately split 3 codexes before cleaning up all 6 of them with Faceoff

Hunt11
Jul 24, 2013

Grimey Drawer

Chef Boyardeez Nuts posted:

This is my first Xcom experience, so could someone explain what Long War did? I presume it created a lengthier campaign, but I'm curious about what made it good and bad.

Also, are there mod tools that are reasonably accessible to an English major? I really, really want to create a Starship Troopers "this place crawls" homage mission that starts out looking like a standard one only to abruptly shift gears to a surviving waves of the ararchnids.

Long War was a mod for the previous Xcom game with the goal of trying to make a more challenging game that had a more constant difficulty curve. Some would say they succeeded in making the game a more tactically rewarding experience whilst others will complain about how it was artificial difficulty that made everything into a boring and frustrating slog.

Bogart
Apr 12, 2010

by VideoGames
They added some features that make sense. Like, why build up more than one super team to face roll over the enemies? Well, now soldiers get tired, and can be injured by overexerting themselves, so you're incentivized to shuffle your squad.

I just don't think that's a fun feature.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Bogart posted:

They added some features that make sense. Like, why build up more than one super team to face roll over the enemies? Well, now soldiers get tired, and can be injured by overexerting themselves, so you're incentivized to shuffle your squad.

I just don't think that's a fun feature.

Honestly, I think that was actually one of the best parts of LW. Base XCOM was very all-in - you had your A team, and then if one of those died you were just kind of screwed unless you'd gone out of your way to train up more rookies. The fatigue mechanic forces you to train up a whole lot of people (and the game progression is - theoretically - balanced around you doing that instead of stacking an A team as fast as possible). This has the upside that losing one or two troopers is only a setback rather than being campaign-killing.

Of course XCOM 2 solved it in a much more player-friendly way by just giving you backup high-level soldiers as mission rewards and purchases, but the LW way was good too.

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Chef Boyardeez Nuts
Sep 9, 2011

The more you kick against the pricks, the more you suffer.
The Avenger is pretty cool and all but picking up the rebellion to airlift these six assholes to Australia seems a poor use of resources.

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