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Lunethex posted:I can't tell if it's a mod but some of my troops just seem immune to Poison/Acid for no reason and others aren't. Might be the SITREP mod doing some weird things.
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# ? Sep 5, 2017 23:04 |
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# ? May 21, 2024 18:01 |
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The aliens just got 5 pips on the doom timer to start the countdown. Luckily they removed the region that locks me out of stopping half of it! I got a facility lead and that's it so hope the king doesn't show back up or I lose! That went 0 to 60 real quick. RBA Starblade fucked around with this message at 23:08 on Sep 5, 2017 |
# ? Sep 5, 2017 23:06 |
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RBA Starblade posted:Well mercifully the King left before the rest of my guys died but the mission's unwinnable, so I lose my new radio and my contact, 200 bucks, 80 intel, and I lost my best specialist. At least I recovered the bodies and run. Plan A is reaper with a superior clip and banish, as banish is one action. Killed that fucker real good, first time he fled immediately, second time ended it
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# ? Sep 5, 2017 23:10 |
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Nordick posted:Carrying a medkit does that, which I personally sometimes forget about. drat IT. I've been throwing more medikits around now that Specialists are so vital that this is definitely the case. I don't know how I was forgetting this detail for so long it's embarrassing
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# ? Sep 5, 2017 23:13 |
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Sloober posted:Plan A is reaper with a superior clip and banish, as banish is one action. Killed that fucker real good, first time he fled immediately, second time ended it Thanks, my reaper's probably about to level since it's been a while since I've seen the Assassin and I'm in her turf for a supply raid right before the facility raid. If I pull it off I can upgrade a Spark finally, maybe build a second, then get the serpent suit and salvage things. Fortunately I got a last minute avatar timer reduction, but on the downside the desperate squaddie rangers I sent to do it are probably hosed. This is really fun. The timing of the Archon King immediately arriving really screwed things but I wouldn't mind replaying to this point tbh.
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# ? Sep 5, 2017 23:13 |
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What order are people building their facilities in? e.g. Guerilla Tactics School -> Resistance Ring-> Infirmary-> etc… How are people placing those buildings? GTS top middle, Resistance Ring top left, Infirmary top right. And how quickly do you start digging down? What are people’s Research order? Anything critical to beeline to? What weapons / armor should you have by certain months and milestones? How aggressively are people expanding their territory? How soon do people get their first continent bonus?
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# ? Sep 5, 2017 23:34 |
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Apparently tactical analysis breaks Gatekeepers if it doesn't have any targets nearby. Had one sit still opening and closing its shell repeatedly. It did that about 6 times, then the game crashed.
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# ? Sep 5, 2017 23:43 |
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I'm gonna admit, I don't really build with a plan in mind. My avenger right now is probably crazy unoptimized, save for the shadow chamber on a coil
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# ? Sep 5, 2017 23:44 |
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Personally I've gone GTS - Ring - Training first. Then probably proving grounds, power and contact facilities depending on whether I get any of either from the strategy layer. I honestly don't think the exact build order is a huge deal though. Placement only matters if you're going to build a workshop, which isn't a given anymore with how much it costs now. The gremlins are a nice boost in the beginning, but before long I had more engineers than I had slots for anyway, so the workshop ended up useless. Power coils are another factor, you'll want to put the most power hungry buildings or a power conduit on top of those. So as for exavating, you'll want to dig towards the power coils before too long, otherwise just go with whether you need supplies (debris) or alloys (machinery). You do want to be always excavating though, imo, if you can spare the engineers. You should get new weaponry and armour whenever you feel like you're about to fall behind on those, nevermind some dogmatic milestones.
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# ? Sep 5, 2017 23:56 |
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Had an influx of engineers, built room upgrades so shen would shut the hell up
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# ? Sep 6, 2017 00:03 |
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Is there a mod that organize saves? It's always a pain trying to figure out what's what
DrManiac fucked around with this message at 12:44 on Sep 6, 2017 |
# ? Sep 6, 2017 00:10 |
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Oh my God this supply raid is a bug hunt. It is an ugly planet A human planet
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# ? Sep 6, 2017 00:10 |
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DrManiac posted:I wish the alien hunter weapons worked like before. With everything that goes on in the beginning of a campaign there's no way it's worth the research time + building a foundry + spend resources and more time for a quirky side grade weapon. Frost Grenades are one of the most powerful tools in the entire game, and you need a Proving Grounds for other whole game mvp items like the ammos anyway so Yeah it kinda is.
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# ? Sep 6, 2017 00:18 |
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I normally play on Veteran difficulty without Ironman so that I can reload if my campaign gets imploded. This has become too easy and I want to make the game more challenging without it getting into turbo gently caress you mode. Which would be the next step up in difficulty; Veteran Ironman or Commander?
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# ? Sep 6, 2017 00:20 |
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Also SPARKs and all the proving ground poo poo is totally worth building early. Way more than anything save the GTS and Resistance Command imo.
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# ? Sep 6, 2017 00:20 |
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I'd like to pick the game up again after a loooong absence since there's a lot of new stuff included in the new add-on. Is there something essential to know before starting a new War of the chosen campaign?
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# ? Sep 6, 2017 00:21 |
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Zore posted:Also SPARKs and all the proving ground poo poo is totally worth building early. Way more than anything save the GTS and Resistance Command imo.
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# ? Sep 6, 2017 00:22 |
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Is there a section you can tweak in the .inis to be able to send faction soldiers on the increase combat intelligence operations? I wanna make my templar smarter. I took a look around and didn't find anything regarding restrictions.
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# ? Sep 6, 2017 00:23 |
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How to feel stupid: -prep to fight the Warlock by equipping your entire squad with mindshields -realize during the skyranger flight that you're raiding the Hunter's facility
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# ? Sep 6, 2017 00:39 |
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Internet Kraken posted:How to feel stupid: I brought grenadiers to a lost mission. With exo suits.
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# ? Sep 6, 2017 00:46 |
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Raiding the strongholds rules because by then you're totally ready for all the boss's bullshit. I haven't done the hunter yet but I absolutely clowned the other two without taking a scratch from them. (The rooms leading to them may have dinged me up a little)
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# ? Sep 6, 2017 00:47 |
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Well guys, time for me to settle in with the cast of Game of Thrones for my first run into this new expansion.
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# ? Sep 6, 2017 00:48 |
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Internet Kraken posted:How to feel stupid: Mindshields still would provide a benefit, I believe, because then you don't have to worry about him throwing a flashbang at any two or more soldiers too close together.
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# ? Sep 6, 2017 00:49 |
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has anyone figured out what causes some troops to be tired more than others? I feel like ive noted a correlation between sprinting/double moving and it but not much else
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# ? Sep 6, 2017 00:54 |
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This game doesn't have a supply dump anymore, oddly enough I think it was a gap from when they removed the main HQ which let you buy stuff with supplies. Kinda sucks.
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# ? Sep 6, 2017 00:56 |
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Verviticus posted:has anyone figured out what causes some troops to be tired more than others? I feel like ive noted a correlation between sprinting/double moving and it but not much else Everyone has different base will which affe ts it. The biggest thing though is everything makes you more tired. Shooting, killing, moving, revealing an enemy etc all lower a soldier's will. So someone you lean on a lot to solo a bunch of stuff will gain more fatigue than someone who doesn't.
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# ? Sep 6, 2017 01:00 |
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Fojar38 posted:I normally play on Veteran difficulty without Ironman so that I can reload if my campaign gets imploded. This has become too easy and I want to make the game more challenging without it getting into turbo gently caress you mode. I guess I'd have to say Veteran Ironman is the harder one since any difficulty shouldn't be impossible if you are willing to save scum enough. There is a Bronzeman mod that let's you save while at the avenger but not during missions if that interests you at all.
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# ? Sep 6, 2017 01:08 |
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Internet Kraken posted:How to feel stupid: Mind Shields block dazed too. I brought them against the Assassin and didn't have to worry about it at all.
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# ? Sep 6, 2017 01:13 |
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Auto generated text. You do you, Julian.
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# ? Sep 6, 2017 01:19 |
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JT Jag posted:Well guys, time for me to settle in with the cast of Game of Thrones for my first run into this new expansion.
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# ? Sep 6, 2017 01:27 |
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I think it's time to give up on my first game and restart, I just had two complete party wipes in a row. The highlight was a viper, surrounded by lost, tongue grabbing my guy through full cover. The lost proceeded to do 5 damage in melee to my dude rather than the snake wrapped around him. Loving the changes to the game so far. The strategic layer is way cooler and the lost swarms actually add a ton to the tactical layer. I'm undecided on chosen vs rulers, on paper the rulers seem less fair but so far I've had way more trouble with the chosen than I ever did with any ruler, except the archon maybe. I didn't realise at the start that you needed to do the covert missions to uncover them in order to get rid of them for good, so I think I'll focus on that earlier next time and hopefully have to deal with them a few less times.
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# ? Sep 6, 2017 01:41 |
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I actually built the Ring first, because Ops are some good poo poo and you can totally negate the need for a second Resistance Comms if you get enough +Contacts ops. GTS second, and Training third -- I figured I'd need to build up some AP and ranks before I could do any fun stuff with it. I guess Power and an Infirmary and the Proving Grounds sometime after that, and Psionics on the first available Power Core. Speaking of Psionics, could you generate a custom pool of AP picks in the ini for them the way Reapers/Skirmishers/Templars have their own pools? Put a bunch of gun-related skills in there, like Guardian/Covering Fire/Holotargeting/Lightning Reflexes/Shredder/Rapid Fire/etc etc? Same for SPARKs? They'd really benefit from Holotargeting with Overdrive. Or does it require a more extensive edit than just messing with ini files?
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# ? Sep 6, 2017 01:42 |
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MarquiseMindfang posted:I actually built the Ring first, because Ops are some good poo poo and you can totally negate the need for a second Resistance Comms if you get enough +Contacts ops. GTS second, and Training third -- I figured I'd need to build up some AP and ranks before I could do any fun stuff with it. I guess Power and an Infirmary and the Proving Grounds sometime after that, and Psionics on the first available Power Core. You just need to change AlllowAWC=False to True in the SPARK ini to give them AP stuff. I've been using it with mine to no ill effects.
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# ? Sep 6, 2017 01:45 |
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misguided rage posted:I think it's time to give up on my first game and restart, I just had two complete party wipes in a row. The highlight was a viper, surrounded by lost, tongue grabbing my guy through full cover. The lost proceeded to do 5 damage in melee to my dude rather than the snake wrapped around him. Lost are scripted to go after XCom 70% of the time, and ADVENT 30% of the time. There is a mod to make it a more fair 50/50, and I recommend it.
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# ? Sep 6, 2017 02:00 |
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Peachfart posted:Lost are scripted to go after XCom 70% of the time, and ADVENT 30% of the time. There is a mod to make it a more fair 50/50, and I recommend it. I like to think the list are still bitter xcom hosed things up the first time around.
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# ? Sep 6, 2017 02:04 |
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Zore posted:You just need to change AlllowAWC=False to True in the SPARK ini to give them AP stuff. I've been using it with mine to no ill effects. Huh, really? I think this and allowing bonds with spark just makes sense.
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# ? Sep 6, 2017 02:04 |
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SmallpoxJenkins posted:I'm gonna admit, I don't really build with a plan in mind.
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# ? Sep 6, 2017 02:06 |
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oswald ownenstein posted:Huh, really? Bonds don't do poo poo if you just enable them via ini. Or rather you can Bond them, but the SPARK doesn't get the bond abilities and the bondmate can't use their abilities on the SPARK because they're considered an invalid target. I don't know enough about modding to fix that currently.
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# ? Sep 6, 2017 02:07 |
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Fojar38 posted:I normally play on Veteran difficulty without Ironman so that I can reload if my campaign gets imploded. This has become too easy and I want to make the game more challenging without it getting into turbo gently caress you mode. My solution to getting turbo-hosed was to install a couple mods that give me a slight boost. Nothing crazy, for example the only balance-altering mods I'm using are one that allows you to put scientists in some of your facilities instead of engineers, and a mod that starts you with 1 engineer and 1 scientist. I feel like overall I'm pretty good in the tactical layer, not quite L/I good but enough to manage C/I without too many disasters, but I'm terrible in the strategy layer. I make tons of bad decisions that screw me over so having a little padding there has made C/I super fun for me. Unrelated note, is there a modlist of what beagle is using? Some of his UI addons look really useful and I wanna try them. I'm looking in the workshop and I'm not seeing anything that matches, specifically squad selection and the enemy info window in-mission.
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# ? Sep 6, 2017 02:12 |
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# ? May 21, 2024 18:01 |
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Lost are already a joke. You don't need a mod to make them even less likely to hurt you.
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# ? Sep 6, 2017 02:13 |