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Do ABA+, especially starting with 8 dudes.
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# ? Dec 24, 2017 19:50 |
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# ? May 9, 2024 23:56 |
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Cool, thanks guys. Except for that Ironman suggestion, I'm not that crazy. Also, is it me or does the WOTC mod scene seem rather...underdeveloped? I recognize that the expack came out this year but I figured mods would be digging more into the guts of the game instead of the usual cosmetic stuff.
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# ? Dec 24, 2017 19:59 |
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It took a long time for that stuff to develop for the base game as well, and all the big overhaul mods are incompatible and some of the more prolific makers have lost interest on XCOM 2 modding (Grimy Bunyip, Long War etc) That being said there are a bunch of meatier ones. Reality Machina has a ton out I really enjoy. Some of my personal favorites are the ones that let you fulton extract stunned ADVENT (with a chance to deprogram them and get a hybrid soldier or intel) which also works with Allies Unknown (Makes a fourth faction that lets you recruit aliens and robots. Right now there are plugins for a bunch of Mass Effect Aliens including Geth, Twi'lek, HK units from KOTOR, the robot soldiers from one of the recent CODs and Hybrids which are normal dudes with Skirmisher customizations and the Advent Captain 'Mark Target' ability all of whom which use normal classes. Also Mutons, Vipers and Pectoids with unique classes. You can put in as many or few as you want) There's also an interesting classless system with random perks and a bunch of new ones called MINT I've been watching. Not all the changes are my cup of tea (Cannons can't move and fire any more for instance), but its really cool. Zore fucked around with this message at 20:34 on Dec 24, 2017 |
# ? Dec 24, 2017 20:30 |
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I think the most glaring part of it is that the available class mods for WOTC don't even fill up one page, which is kinda shocking to me. And of them, Richard's class pack is the only one that interests me because I want an infantry class, and a mod that separates Grenadiers into a cannon class and explosive class. But I guess it'll get much better over time, just like XCOM2 vanilla.
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# ? Dec 24, 2017 20:49 |
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Sparks and skirmishes both get bonus actions. I use sparks as breachers and skirmishes as finishers. Its important to understand that both take risks so I use them in place of risking other soldiers.
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# ? Dec 24, 2017 20:58 |
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Zore posted:Allies Unknown (Makes a fourth faction that lets you recruit aliens and robots. Which one does this? There's a lot of AU mods on the workshop so I'm having trouble finding it.
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# ? Dec 24, 2017 22:01 |
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I finally got the expansion and there's so much going on I'm feeling totally overwhelmed the entire time. So far it seems like covert ops where an Ambush is possible aren't really worth doing? At least maybe not early in the game where I have mag weapons and basic armor. My soldiers keep getting ambushed so I'll have two soldiers in a mission up against a Chosen, multiple Lost swarms and 2 Reinforcement pods dropping every single turn and the best outcome I can hope for is sprinting for the extraction point and losing one or both of them along the way (usually both). I can't even figure out how to beat these ambush missions while save-scumming. The very first Resistance defense mission I went to had a Chosen, 2 Faceless, Mutons and Mecs. In fact I think I've been fighting Mecs consistently since the third mission and in general it seems like enemy types are showing up 2ish months earlier than I'd expect them do. I'm playing on Commander which I had no problem with in Vanilla but I'm losing 1-2 soldiers on every single mission now On the other hand the game is vomiting credits at me and I've been able to buy/build everything I want right from the get-go without running out of resources.
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# ? Dec 24, 2017 22:17 |
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Yeah the series of mods that interact for capturing enemy units are great. Install MOCX and make a character pool full of villains set as dark vip and attempt to capture ones you like. Or just grab randos. Only thing that sucks is Richard's classes SWAT dudes have a stun thrower that doesn't count as legal stuns for Fulton purposes. Technician's gremlin stun works though. Using all those also adds a later where MOCX has the default classes you can't get without reneabling via ini so you can treat MOCX encounters like "hmm I don't have a vanilla ranger yet..." edit: sounds like LW2 Secondaries updated and maybe fixed this stun issue for arc throwers! Light Gun Man fucked around with this message at 00:20 on Dec 26, 2017 |
# ? Dec 24, 2017 22:21 |
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Lynx posted:Which one does this? There's a lot of AU mods on the workshop so I'm having trouble finding it. The basic Allies Unknown WotC does this. You then pick whichever species mods ala carte you want to recruit them in game.
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# ? Dec 25, 2017 01:24 |
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What's the one that adds the fourth faction that's super shoddily implemented and I hate looking at. I just wanna have salarians and combat droids in my game without having THE SPECTRES standing next to the canon factions.
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# ? Dec 25, 2017 03:15 |
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Bogart posted:What's the one that adds the fourth faction that's super shoddily implemented and I hate looking at. I just wanna have salarians and combat droids in my game without having THE SPECTRES standing next to the canon factions. They changed it so the faction is now called 'The Liberated' and has a picture of a Viper
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# ? Dec 25, 2017 04:35 |
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Just get rid of it!
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# ? Dec 25, 2017 04:55 |
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I feel I can advertise this now in the spirit of good cheer - in the International Voice Pack mod, I V.A.'d the Scottish English voice pack.
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# ? Dec 25, 2017 09:05 |
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Is there a mod that works for WOTC that I can skip the intro mission And a squad size mod
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# ? Dec 25, 2017 18:45 |
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ZenVulgarity posted:Is there a mod that works for WOTC that I can skip the intro mission Robojumper's squad select has a menu option that lets you change the starting squad size anywhere up to 10. You run into some issues if you bump it too much though since soldiers will start spawning inside objects and on top of each other. I play with a starting size of 6, goes up to 8 with the 2 AWC upgrades, and haven't had an issue.
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# ? Dec 25, 2017 18:49 |
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I just got the xcom2 expansion yesterday, and it was great. they fixed a lot of the graphical glitches and the long loading times that made xcom2 really hard for me to play, and the new units seemed cool. today, the game keeps crashing whenever i load a save game (tried 3 separate games, all the same problem), despite the fact that i could do so yesterday. anyone encountered this bug, or know how to fix it?
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# ? Dec 25, 2017 18:53 |
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Zore posted:Robojumper's squad select has a menu option that lets you change the starting squad size anywhere up to 10. You run into some issues if you bump it too much though since soldiers will start spawning inside objects and on top of each other. Yeah I just wanted to start at six, thanks. Are there any good compendiums of mods that are cool and good right now? Someone just gifted me WotC and I wanna dive in with some extra stuff too.
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# ? Dec 25, 2017 20:05 |
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ZenVulgarity posted:Yeah I just wanted to start at six, thanks. I have about 87 cosmetic mods that I can suggest
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# ? Dec 25, 2017 20:32 |
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ZenVulgarity posted:Yeah I just wanted to start at six, thanks. Start with ten, curbstomp Gatecrasher, then dial the squad count back down. It's as close to skipping that mission as you're gonna get and you do get a couple of teams worth of squaddies to boot.
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# ? Dec 25, 2017 20:37 |
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ZenVulgarity posted:Yeah I just wanted to start at six, thanks. Its really up to personal taste. I'm running about 125 right now, but I probably need to cut back on the cosmetic ones since my load times have suffered.
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# ? Dec 25, 2017 20:45 |
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Captain Foo posted:I have about 87 cosmetic mods that I can suggest I'd love to know some!
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# ? Dec 25, 2017 21:19 |
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Easiest way to go through Gatecrasher quick is to start at Reaper HQ and end up with a stealthy boy to scout for you and throw extra-strength exposives.
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# ? Dec 25, 2017 22:16 |
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ZenVulgarity posted:I'd love to know some! http://steamcommunity.com/sharedfiles/filedetails/?id=1243924119
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# ? Dec 25, 2017 22:19 |
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Samovar posted:I feel I can advertise this now in the spirit of good cheer - in the International Voice Pack mod, I V.A.'d the Scottish English voice pack. Merry Christmas, and well done voicing Sgt. Duncan Deadmeat. Does XCOM have a tartan?
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# ? Dec 25, 2017 22:22 |
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Here's my modlist for anyone interested. Big old mixbag of everything http://steamcommunity.com/sharedfiles/filedetails/?id=1243960371
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# ? Dec 25, 2017 22:59 |
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As long as you use the Alternative Mod Launcher you can go pretty hog wild with mods. I just recentely finished up a game with like 350+ mods going. Load times may suffer, but they seem to do that as campaign length drags on anyway. edit: here's a quick export of stuff I was playing with. Not everything worked 100% or completely bug free but it was a good time and successfully finished the game. https://pastebin.com/34Wanvvu Light Gun Man fucked around with this message at 00:25 on Dec 26, 2017 |
# ? Dec 26, 2017 00:14 |
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Played a couple of missions and saved. Tried to play again, crashes, Disabled all mods, crashes File integrity check, crashes Guess I should just reinsall now? gently caress if I know.
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# ? Dec 26, 2017 04:38 |
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Have you deleted the mod config files? Also definitely use the alternative mod launcher.
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# ? Dec 26, 2017 04:45 |
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dyzzy posted:Have you deleted the mod config files? Also definitely use the alternative mod launcher. Oh, right, nuking the config folder Thanks! edit: That did it edit 2: Or not. Crashes post the logos now, so progress! edit 3: Nuked the savedata and config, ran through another mod launcher, still crashes at going to the menu. ZenVulgarity fucked around with this message at 05:09 on Dec 26, 2017 |
# ? Dec 26, 2017 05:01 |
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So, after all this time, I've just now noticed something in the Avenger's bar. They have loving cupcakes in the bar. BlazetheInferno fucked around with this message at 09:38 on Dec 26, 2017 |
# ? Dec 26, 2017 06:56 |
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You not respecting the troops or something, BlazetheInferno????????
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# ? Dec 26, 2017 08:14 |
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I am! I am! I look in the bar all the time! Which makes it all the more baffling that I've missed this critical piece of information until now! I am ashamed!
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# ? Dec 26, 2017 08:34 |
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Prop Wash posted:Merry Christmas, and well done voicing Sgt. Duncan Deadmeat. Does XCOM have a tartan? Alas, I know of no tartan which incorporates black/teal/light blue in the pattern, but glad you enjoy it. The mind-controlled lines and psychic power lines were the most fun to record, and yet also the least Scottish. They were certainly the most hammy.
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# ? Dec 26, 2017 10:47 |
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BlazetheInferno posted:So, after all this time, I've just now noticed something in the Avenger's bar. Iirc that's a "thank yous" to some fans who sent Firaxis cupcakes during the development of xcom 2
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# ? Dec 26, 2017 14:04 |
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...I forgot the most important mod for my list. A squad size mod. Whoops. And apparently the only squad size mod that's WOTC compatible is one that adds two more squad upgrades up to 8? I was hoping for a "start at 6, upgrade to 8" mod...
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# ? Dec 26, 2017 15:27 |
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After loving reinstalling the game all the mods work.
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# ? Dec 26, 2017 19:00 |
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toasterwarrior posted:...I forgot the most important mod for my list. A squad size mod. Whoops. And apparently the only squad size mod that's WOTC compatible is one that adds two more squad upgrades up to 8? I was hoping for a "start at 6, upgrade to 8" mod... Robojumper's Squad Select UI mod works with WOTC and has a Preferences option to set starting squad size anywhere between 3 and 10 (while leaving the two GTS squad size upgrades alone).
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# ? Dec 26, 2017 19:06 |
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Dallan Invictus posted:Robojumper's Squad Select UI mod works with WOTC and has a Preferences option to set starting squad size anywhere between 3 and 10 (while leaving the two GTS squad size upgrades alone). Oh cool, thank you. Thought it was just a UI adjustment; you'd think someone into so many games with big modding scenes would be more thorough when reading mod descriptions.
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# ? Dec 26, 2017 20:17 |
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lol got an Advent supply raid with 25 enemies including Sectopods and Andromedons with a surgical sitrep, rip western Europe.
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# ? Dec 26, 2017 22:24 |
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# ? May 9, 2024 23:56 |
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I just got gifted the vanilla version of this game yesterday and I was wondering if there were any quick reference type resources which give a fast overview of what various techs and proving ground projects actually do. I want to move up to a harder difficulty level and I assume that I'm going to have to stop being so wasteful of resources on the strategy level - I'd rather not have to get a tech tree and then write little notes all over it saying "tier 2 armour unlock, costs 150 supplies" or whatever, since I haven't actually memorised all this poo poo yet. Also am I missing something or are the individual unit upgrade armour suits pretty poor value for money? They have to be researched first and then you have to buy them invidually, and the first tier suits seem to have a fairly narrow period during which they're actually viable before you replace them with tier 3 of the 'standard' body armour - is there some way to upgrade them into the upgraded (WAR / wraith suits)? For a new game is there any upgrade path better than rushing the tactics school and then weapon and armour upgrades? The various minor upgrades are cool, but nearly everything costs supplies on top of the research cost and it feels like I don't have any to spare on top of upgrading the basic abilities of my units.
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# ? Dec 27, 2017 00:40 |