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Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.
I could just spawn Archon Suits for people who I want to have it's not the same as a universal availability for the entire roster and being genetically modified. Both XCOMs have a couple things over the other, and watching your soldiers laugh and cackle maniacally as they leap over entire UFOs shooting douchedisks, launch blaster bombs and throw out Psionic attacks against the Aliens while Vahlen complains about using explosives against potential test specimens is a magical moment everyone should be able to experience.

It's also just :allears: when a Soldier runs up to a ladder and just superman leaps to the top of it.

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Light Gun Man
Oct 17, 2009

toEjaM iS oN
vaCatioN




Lipstick Apathy
There was a mod that added jump boots and punching fists but sadly it hasn't been updated for wotc

SmallpoxJenkins
Jul 9, 2012


Is there a mod that lets me build extra suits for my guys, or do I just have to gently caress with the command console?

Danaru
Jun 5, 2012

何 ??
I really can't express enough how happy I am that with WOTC you have the option to painstakingly create a perfect soldier if you don't mind how much time and resources it took. Not just because I'm a dork who absolutely will create multiple 'perfect' soldiers and send members of my A-team out on covert ops to get that sweet +3 to hacking, but because there were plenty of times in XCOM EW and vanilla XCOM 2 where I would just never take a certain skill because the alternative was so much better. You better believe I'm never loving taking Implacable instead of Bladestorm, but if I have the option to trade some XCOM Funpoints off to get it as well, absolutely :v: It's just a really fantastic design choice that I'm super glad they went with.

temple
Jul 29, 2006

I have actual skeletons in my closet
Can I disable the gotcha mod now?

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.

Eraflure
Oct 12, 2012



Are those mods new?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

What determines whether or not ADVENT pods auto-alert themselves when they see the lost? The last campaign they never did, this one they all did, meaning when they saw my SPARK I was using to draw things out/see the action they instant killed everyone with mec missiles. I just reloaded the game and chalked it up as a bug (that they were auto-alerted, not that they detected a flanked unit) but now I'm not so sure.

Also what counts as "flanked" for the SPARK? It's never actually in cover.

e: Also how close do enemies actually have to be for Volt to jump to a second one? I've never seen it happen and apparently 'one tile away' is too far.

e: Oh good this mission's not ending. I checked too, there are no lost hiding anywhere. It's just not going to let me leave.

RBA Starblade fucked around with this message at 05:35 on Oct 15, 2017

SmallpoxJenkins
Jul 9, 2012


RBA Starblade posted:

What determines whether or not ADVENT pods auto-alert themselves when they see the lost? The last campaign they never did, this one they all did, meaning when they saw my SPARK I was using to draw things out/see the action they instant killed everyone with mec missiles. I just reloaded the game and chalked it up as a bug (that they were auto-alerted, not that they detected a flanked unit) but now I'm not so sure.

Also what counts as "flanked" for the SPARK? It's never actually in cover.

e: Also how close do enemies actually have to be for Volt to jump to a second one? I've never seen it happen and apparently 'one tile away' is too far.

I think the auto alert is only when you have eyes on.
Cause I've seen lost like sharing a tile with advent boys, but no one actually gave a poo poo until I got LOS.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

SmallpoxJenkins posted:

I think the auto alert is only when you have eyes on.
Cause I've seen lost like sharing a tile with advent boys, but no one actually gave a poo poo until I got LOS.

Maybe it's random then, because I usually try to watch the lost beat the poo poo out of a sectoid but they still scattered when they detected me. :v:

I had to reload anyway because there was a lost stuck somewhere or something so I had to use a console command so whatever, but I guess next time I'll just not play around with it. Which is now, since I have a lost supply raid now. :haw:

RBA Starblade fucked around with this message at 06:03 on Oct 15, 2017

Pohl
Jan 28, 2005




In the future, please post shit with the sole purpose of antagonizing the person running this site. Thank you.
I've finished vanilla XCOM2, and now I'm on the victory lap of War of the Chosen. I'm incredibly bored, and I'm only going to finish the game through sheer determination. What I want to do is restart a new campaign of XCOM:EW, which was a hell of a lot more fun. XCOM:EW was a far superior game -- I was hyped as hell for XCOM2 but something is missing, though I can't express what exactly that thing is.

I finished XCOM:EU and XCOM:EW probably 20 times, but I'm struggling to finish this game twice... it isn't fun.

Pohl fucked around with this message at 07:01 on Oct 15, 2017

deep dish peat moss
Jul 27, 2006

Pohl posted:

I've finished vanilla XCOM2, and now I'm on the victory lap of War of the Chosen. I'm incredibly bored, and I'm only going to finish the game through sheer determination. What I want to do is restart a new campaign of XCOM:EW, which was a hell of a lot more fun. XCOM:EW was a far superior game -- I was hyped as hell for XCOM2 but something is missing, though I can't express what exactly that thing is.

I finished XCOM:EU and XCOM:EW probably 20 times, but I'm struggling to finish this game twice... it isn't fun.

I agree. XCOM 2 is a great tactical strategy game but it's not an X-Com game, EW was a lot closer to the formula. XCOM 2 thematically feels like another spinoff in a series that has a bad track record with spinoffs.

I miss shooting down UFOs and fighting cliche space aliens like grays and reptilians and their ethereal overlords, now it's mostly guys in power armor :(

deep dish peat moss fucked around with this message at 07:51 on Oct 15, 2017

SmallpoxJenkins
Jul 9, 2012


It still scratches the itch, but it's lacking the sense of foreboding EW brought with every mission.
Avenger defense will never top the ayys hitting xcom base either.

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

RBA Starblade posted:

What determines whether or not ADVENT pods auto-alert themselves when they see the lost? The last campaign they never did, this one they all did, meaning when they saw my SPARK I was using to draw things out/see the action they instant killed everyone with mec missiles. I just reloaded the game and chalked it up as a bug (that they were auto-alerted, not that they detected a flanked unit) but now I'm not so sure.

Also what counts as "flanked" for the SPARK? It's never actually in cover.

e: Also how close do enemies actually have to be for Volt to jump to a second one? I've never seen it happen and apparently 'one tile away' is too far.

e: Oh good this mission's not ending. I checked too, there are no lost hiding anywhere. It's just not going to let me leave.

So for Sparks, basically they work in concealment like your other soldiers do. If they're next to full cover in the direction of the approaching pod it won't activate them unless you move the next turn like a regular soldier. Half cover doesn't work iirc since they're a big fuckin robot.

If they're out in the open they get seen.

Flubby
Feb 28, 2006
Fun Shoe
I think I'm just going to stop trying to rescue people. I'm no good at it. The sneaking ones that is. I just end up getting someone else killed trying to pull it off and fail to rescue my soldier anyway. Just a loss. I think I've just never been good at getting around patrols in games.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.

Eraflure posted:

Are those mods new?

There are no mods going on there.

Re: xcom not being xcom: loving lol, you old men

dyzzy
Dec 22, 2009

argh
Didn't think anybody was pining for EU interceptor gameplay...

Leyburn
Aug 31, 2001
I think Legendary is just too much for me. On my 4th mission and the first two pods are both a sectoid and two stun lancers, for a total of 26hp per pod. How are a bunch of rookies and squaddies meant to handle that.

Allowing a stun lancer to take a turn means a dead soldier. The only reason i beat the first group was cause i used my flashbang on em.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I like how Supply Raid Extractions missions on Legendary are just XCOM 2 telling you you're not getting predator armor for another month.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Did you know that VIPs are Chosen Allies for Teleport Ally? And also that if he does that while the VIP is in the car it's not physically possible to move the vip far enough away to not instantly die to a spectral stun lancer? Did you also know that if there is a VIP on the map, if you've seen it or not, the Chosen will totally ignore XCOM, even breaking mind control on your units, to make sure it murders them? Or that spectral stun lancers' melee attacks go through walls and don't need LOS or even proximity to work?

Goodbye scientist, specialist, grenadier, 122 intel, region income and blacksite

RBA Starblade fucked around with this message at 18:41 on Oct 15, 2017

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

Leyburn posted:

I think Legendary is just too much for me. On my 4th mission and the first two pods are both a sectoid and two stun lancers, for a total of 26hp per pod. How are a bunch of rookies and squaddies meant to handle that.

Allowing a stun lancer to take a turn means a dead soldier. The only reason i beat the first group was cause i used my flashbang on em.

Yeah this is the first major culling point for a legendary campaign. Having a reaper able to party start or claymore them before breaking concealment helps a lot. A skirmisher opening with hook+shoot can help too.

Just leave the sectoids and stay in cover so he doesn't plasma hopefully.

Legendary is the only good difficulty tho.

S.J.
May 19, 2008

Just who the hell do you think we are?

RBA Starblade posted:

Did you know that VIPs are Chosen Allies for Teleport Ally? And also that if he does that while the VIP is in the car it's not physically possible to move the vip far enough away to not instantly die to a spectral stun lancer? Did you also know that if there is a VIP on the map, if you've seen it or not, the Chosen will totally ignore XCOM, even breaking mind control on your units, to make sure it murders them? Or that spectral stun lancers' melee attacks go through walls and don't need LOS or even proximity to work?

Goodbye scientist, specialist, grenadier, 122 intel, region income and blacksite

lmao

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester


Also apparently something broke and excavating is increasing time on the the room being cleared, it's at 50 days and up now, and started at 30. I think the instant excavation breakthrough broke it. Is there a console command to fix that?

i'm losing control of the situation

RBA Starblade fucked around with this message at 19:29 on Oct 15, 2017

S.J.
May 19, 2008

Just who the hell do you think we are?

I would assume there is, but I've never messed around with console commands in this game. That really sucks dude.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

If I'm getting weird behavior after changing mod configurations, what's the main ini file I need to delete?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

S.J. posted:

I would assume there is, but I've never messed around with console commands in this game. That really sucks dude.

I fixed it, though it reset to that 50; if you get the instant excavation breakthrough, stop all other excavations, choose a new one to begin (this is the free one). Take everyone off the empty rooms then put them back on after a reload. It'll count down again. Alternately just guesstimate the original time to finish, there are commands to add supplies and alloys, and commands to build facilities, but none to just empty the room I could see.

This campaign's a real kick in the balls. :v:

RBA Starblade fucked around with this message at 21:58 on Oct 15, 2017

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Captain Foo posted:

If I'm getting weird behavior after changing mod configurations, what's the main ini file I need to delete?

it's everything in Documents\My Games\XCOM 2\XComGame\Config\ according to -bg-

Light Gun Man
Oct 17, 2009

toEjaM iS oN
vaCatioN




Lipstick Apathy

Captain Foo posted:

it's everything in Documents\My Games\XCOM 2\XComGame\Config\ according to -bg-

I still don't get this, all this stuff gets regenerated if it's gone, or what? Does the mod launcher handle that or the game?

Mystic Stylez
Dec 19, 2009

The lost sitrep mission where you have to find a single one hidden in a corner in order to neutralize all enemies is dumb. I don't even know exactly what counts towards the objective, is it pre-spawned lost pods, is it special lost like the brute, what? It should at least stop sending hordes at you.

SmallpoxJenkins
Jul 9, 2012


Mystic Stylez posted:

The lost sitrep mission where you have to find a single one hidden in a corner in order to neutralize all enemies is dumb. I don't even know exactly what counts towards the objective, is it pre-spawned lost pods, is it special lost like the brute, what? It should at least stop sending hordes at you.

I think it counts everything that was present before the hordes came in.
I've never had this happen to me personally, but it's what I infer from what other people in here have said

temple
Jul 29, 2006

I have actual skeletons in my closet
IDK know the answer either but I notice that some lost have names and others don't. I assume the named lost are the ones I have to kill. I've had a few unactivated lost on a map that I hunted down and it ended the mission.

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

Light Gun Man posted:

I still don't get this, all this stuff gets regenerated if it's gone, or what? Does the mod launcher handle that or the game?

Normal behavior is it's all regenerated next time you launch the game, yes.

Light Gun Man
Oct 17, 2009

toEjaM iS oN
vaCatioN




Lipstick Apathy

marshmallow creep posted:

Normal behavior is it's all regenerated next time you launch the game, yes.

Neat. Does the mod loader keep any manual changes you've made? It stores the mods separately so I'm guessing maybe?

SmallpoxJenkins
Jul 9, 2012


Trying to find a console command that allows me to create or duplicate alien ruler suits, but I don't think it exists.

Taffer
Oct 15, 2010


temple posted:

IDK know the answer either but I notice that some lost have names and others don't. I assume the named lost are the ones I have to kill. I've had a few unactivated lost on a map that I hunted down and it ended the mission.

It's all the ones that were spawned at the beginning of the map, even the normal ones.

Leyburn
Aug 31, 2001

Taffer posted:

It's all the ones that were spawned at the beginning of the map, even the normal ones.

Even if they spawned inside of a shipping container with no door (and you didn't bring explosives cause it was a lost mission).

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

This is the edge casiest question but if I send in a reaper solo to a facility (or not and just don't move the rest of the squad, whatever) with an alien ruler, don't break Shadow, and remote start, will it activate the ruler? Will it ruler react to anything or start the timer for it to leave?

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Light Gun Man posted:

Neat. Does the mod loader keep any manual changes you've made? It stores the mods separately so I'm guessing maybe?

if you delete that directory everything reverts to its defaults

dyzzy
Dec 22, 2009

argh

RBA Starblade posted:

This is the edge casiest question but if I send in a reaper solo to a facility (or not and just don't move the rest of the squad, whatever) with an alien ruler, don't break Shadow, and remote start, will it activate the ruler? Will it ruler react to anything or start the timer for it to leave?

Not sure, but in my experience aliens that get hit by a reaper in stealth "activate" but behave like headless chickens without anything to fight. Also, a ruler doesn't react to stuff a reaper does so long as it remains in shadow.

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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

dyzzy posted:

Not sure, but in my experience aliens that get hit by a reaper in stealth "activate" but behave like headless chickens without anything to fight. Also, a ruler doesn't react to stuff a reaper does so long as it remains in shadow.

Thanks, wasn't sure what the interactions were. I can't actually go find out for another 20 days because my reaper got hosed up by some faceless (shadow doesn't work against them btw, they have a hidden increased sight range in civvie mode, and there's a bug where if you walk past a civ you instant-reveal them even if you don't get in their little radius; I admitted defeat and reloaded the game when both of those happened at once) but I was wondering if I should even care. I think I'll wait for her in this case.

Luckily I've got two reduce avatar progress timers to go send squaddies to die on. :haw:

RBA Starblade fucked around with this message at 14:36 on Oct 16, 2017

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