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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 when a Soldier runs up to a ladder and just superman leaps to the top of it.
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# ? Oct 15, 2017 00:25 |
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# ? May 31, 2024 02:40 |
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There was a mod that added jump boots and punching fists but sadly it hasn't been updated for wotc
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# ? Oct 15, 2017 00:27 |
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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?
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# ? Oct 15, 2017 00:32 |
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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 It's just a really fantastic design choice that I'm super glad they went with.
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# ? Oct 15, 2017 00:51 |
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Can I disable the gotcha mod now?
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# ? Oct 15, 2017 03:08 |
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# ? Oct 15, 2017 04:11 |
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Are those mods new?
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# ? Oct 15, 2017 04:16 |
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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 |
# ? Oct 15, 2017 05:16 |
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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. 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.
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# ? Oct 15, 2017 05:36 |
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SmallpoxJenkins posted:I think the auto alert is only when you have eyes on. 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. 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. RBA Starblade fucked around with this message at 06:03 on Oct 15, 2017 |
# ? Oct 15, 2017 05:58 |
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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 |
# ? Oct 15, 2017 06:57 |
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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 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 |
# ? Oct 15, 2017 07:49 |
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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.
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# ? Oct 15, 2017 07:55 |
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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. 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.
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# ? Oct 15, 2017 09:04 |
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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.
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# ? Oct 15, 2017 09:27 |
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Eraflure posted:Are those mods new? There are no mods going on there. Re: xcom not being xcom: loving lol, you old men
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# ? Oct 15, 2017 16:12 |
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Didn't think anybody was pining for EU interceptor gameplay...
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# ? Oct 15, 2017 16:17 |
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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.
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# ? Oct 15, 2017 16:49 |
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I like how Supply Raid Extractions missions on Legendary are just XCOM 2 telling you you're not getting predator armor for another month.
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# ? Oct 15, 2017 17:33 |
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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 |
# ? Oct 15, 2017 18:24 |
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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. 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.
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# ? Oct 15, 2017 18:45 |
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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? lmao
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# ? Oct 15, 2017 19:18 |
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S.J. posted:lmao 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 |
# ? Oct 15, 2017 19:20 |
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I would assume there is, but I've never messed around with console commands in this game. That really sucks dude.
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# ? Oct 15, 2017 19:30 |
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If I'm getting weird behavior after changing mod configurations, what's the main ini file I need to delete?
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# ? Oct 15, 2017 19:41 |
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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. RBA Starblade fucked around with this message at 21:58 on Oct 15, 2017 |
# ? Oct 15, 2017 20:11 |
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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-
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# ? Oct 15, 2017 21:27 |
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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?
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# ? Oct 16, 2017 01:46 |
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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.
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# ? Oct 16, 2017 01:54 |
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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
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# ? Oct 16, 2017 02:14 |
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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.
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# ? Oct 16, 2017 02:17 |
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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.
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# ? Oct 16, 2017 02:28 |
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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?
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# ? Oct 16, 2017 03:01 |
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Trying to find a console command that allows me to create or duplicate alien ruler suits, but I don't think it exists.
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# ? Oct 16, 2017 03:03 |
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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.
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# ? Oct 16, 2017 04:34 |
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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).
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# ? Oct 16, 2017 11:27 |
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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?
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# ? Oct 16, 2017 14:13 |
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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
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# ? Oct 16, 2017 14:20 |
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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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# ? Oct 16, 2017 14:26 |
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# ? May 31, 2024 02:40 |
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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. RBA Starblade fucked around with this message at 14:36 on Oct 16, 2017 |
# ? Oct 16, 2017 14:33 |