|
Iron Crowned posted:Oh yeah, I forgot to mention apparently your soldiers can't bond with sparks per that video need c3po for human cyborg relations
|
# ? Jun 29, 2017 15:49 |
|
|
# ? Jun 9, 2024 06:05 |
|
Iron Crowned posted:Oh yeah, I forgot to mention apparently your soldiers can't bond with sparks per that video BUT-COMMANDER-I-LOVE-HIM
|
# ? Jun 29, 2017 16:04 |
|
Iron Crowned posted:Oh yeah, I forgot to mention apparently your soldiers can't bond with sparks per that video I can't believe in this day and age Firaxis gets away with this blatant discrimination against robots.
|
# ? Jun 29, 2017 16:05 |
|
As long as I can self insert and bond with Van Doorn, that's all I need. THE DREAM IS TEAM!
|
# ? Jun 29, 2017 16:05 |
|
If the author of the mod that lets you recruit non-advent alien units doesn't add bonds with those when they update for the expansion we will know their cowardice.
|
# ? Jun 29, 2017 16:25 |
|
Pffft, Turians are already bonded with their rifles. A best you're looking at a Friend with (advent killing) Benefits.
|
# ? Jun 29, 2017 16:28 |
|
finally, this game will succeed where Mass Effect failed and let you kiss the geth.
|
# ? Jun 29, 2017 16:30 |
|
RoanHorse posted:If the author of the mod that lets you recruit non-advent alien units doesn't add bonds with those when they update for the expansion we will know their cowardice. Super Move: Viper tongue grabs a Ranger who reapers everyone along the path.
|
# ? Jun 29, 2017 16:40 |
|
Iron Crowned posted:they only mentioned the two I posted so far though. They've also mentioned a modifier called "Beta Strike" which significantly increases the HP of your units and the enemies so the game becomes less about alpha striking a pod before they can react. Relatedly, Jake has said they have increased the HP pool of late game enemies by a fair amount to compensate for the power spike at the late game with the new DLC stuff.
|
# ? Jun 29, 2017 17:11 |
Bolow posted:They've also mentioned a modifier called "Beta Strike" which significantly increases the HP of your units and the enemies so the game becomes less about alpha striking a pod before they can react. LW 2 1.5: Beta Strike has been enable on all Advent forces. Xcom units have had their HP halved to compensate.
|
|
# ? Jun 29, 2017 17:29 |
|
Heffer posted:Super Move: Viper tongue grabs a Ranger who reapers everyone along the path. The Tetherball Special!
|
# ? Jun 29, 2017 18:01 |
|
LordNat posted:LW 2 1.5: Beta Strike option re-enabled under Second Wave as "Itadakimasu". Alien unit HP now 3x (after default Beta Strike), XCOM HP unaffected.
|
# ? Jun 29, 2017 18:28 |
|
I want a day 1 mod that lets a sectoid mind control a soldier who then bonds with a SPARK
|
# ? Jun 29, 2017 19:10 |
|
What would I need to edit or what mod would I need to use to scale up supply awards?
|
# ? Jun 29, 2017 20:34 |
|
marshmallow creep posted:What would I need to edit or what mod would I need to use to scale up supply awards? YOu need to edit your ability to get good
|
# ? Jun 29, 2017 20:38 |
|
Yeah yeah, I've beaten the game several times but I want to play with more sparks and some of these projects in my modded game, but the limiter is resources.
|
# ? Jun 29, 2017 20:55 |
|
I think it's in the gamedata.ini where you can edit down the costs of building Sparks and related stuff, it's a lot easier than loving with mission rewards.
|
# ? Jun 29, 2017 21:58 |
|
marshmallow creep posted:What would I need to edit or what mod would I need to use to scale up supply awards? You could also try using a memory editor (or Cheatengine) to freeze/change your resource amounts. It takes a little trial and error tho. Still probably easier then altering the ini rewards tho.
|
# ? Jun 30, 2017 02:20 |
|
There should be a console command as well.
|
# ? Jun 30, 2017 02:22 |
|
I mean there's also console commands, pop one and give yourself like 20 supply every time you successfully complete a mission or something iunno e: yeah what he said
|
# ? Jun 30, 2017 02:23 |
|
Alright. Thanks for the ideas.
|
# ? Jun 30, 2017 03:20 |
|
Any good QOL mods for EW that don't require LW?
|
# ? Jun 30, 2017 03:28 |
|
getresources is a little wobbly, though. Doesn't always work. Or it messes with your end-of-month drop.
|
# ? Jun 30, 2017 03:39 |
|
Yeah this is a fun gun
|
# ? Jun 30, 2017 04:35 |
|
This picture shows where a revealed soldier can safely move to without getting seen by the muton/sectoid pod: This picture shows where a revealed soldier cannot move to safely because they will activate the muton/sectoid pod:
|
# ? Jun 30, 2017 07:43 |
|
It's easier to crouch real low beneath two pieces of cover than just one.
|
# ? Jun 30, 2017 07:47 |
|
I assume it's a matter of visibility through the lower windows.
|
# ? Jun 30, 2017 07:50 |
|
Vib Rib posted:I assume it's a matter of visibility through the lower windows. I think so but the game doesn't always make it clear why an enemy pod was activated, especially if there is a lot of geometry in the way. Next a game: This is the LZ. See that square to the diagonal of the bus stop that my soldier can't move to? Guess why
|
# ? Jun 30, 2017 07:56 |
|
This is why the first mod I ever got was Gotcha Again.
|
# ? Jun 30, 2017 08:30 |
|
The mods in the thread's OP are the right amount of QoL without being too cheaty. The Overwatch All makes Rulers way easier, and you'll probably die less from EU aim rolls - still, those are pretty minor advantages.
|
# ? Jun 30, 2017 11:57 |
|
Hmm, with the Ruler changes in War of the Chosen, does that mean Rulers will no longer react to characters going on to overwatch? This sounds like a pretty good way to get in free hits.
|
# ? Jun 30, 2017 12:08 |
|
Fangz posted:Hmm, with the Ruler changes in War of the Chosen, does that mean Rulers will no longer react to characters going on to overwatch? This sounds like a pretty good way to get in free hits.
|
# ? Jun 30, 2017 12:15 |
|
You know, this game rules
|
# ? Jun 30, 2017 12:18 |
|
Has it been said how the expansion will work? Is it just a big DLC or a separate executable like EW.
|
# ? Jun 30, 2017 12:51 |
|
Bholder posted:Has it been said how the expansion will work? Is it just a big DLC or a separate executable like EW. Reports indicate that it's a separate exec, which probably will mean for modders maintaining two separate highlanders (so I guess I'm gonna have to figure that out). We'll probably see more clearly closer to release, but we aren't really the focus of the press work so who knows when we'll really know.
|
# ? Jun 30, 2017 12:59 |
|
I am not clear on what the highlander is in this context. A mod that makes other mods work, basically? What kinds of mods require it?
|
# ? Jun 30, 2017 15:15 |
|
marshmallow creep posted:I am not clear on what the highlander is in this context. A mod that makes other mods work, basically? What kinds of mods require it? Essentially with XCom 2 modding, there are two different categories of mods - stuff that only adds stuff to ancillary files (which you can generally have any number of as long as they don't try and mess with the same thing), and more intrusive mods that make changes to the core of the game (which is the only place you can change certain things). The latter is generally referred to as a "higlander" mod because there can be only one installed at a time
|
# ? Jun 30, 2017 15:28 |
|
I see. Thank you.
|
# ? Jun 30, 2017 15:30 |
|
I think the Community Highlander mod also provides hooks so that mods can place nice and share the previously unsharable parts.
|
# ? Jun 30, 2017 17:34 |
|
|
# ? Jun 9, 2024 06:05 |
|
So when your dudes end a move on the evac square is there any way to have them not leave? I was doing a rescue mission and had one of the squad move to high cover on a square in the evac. The VIP was about ten squares up from that point still in the van. I couldn't overwatch him, only have him leave. No other acTions for him were available.
|
# ? Jun 30, 2017 18:10 |