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BlazetheInferno posted:The only way to get the rulers to not appear at all is by uninstalling the DLC. By not integrating it, and un-checking the Alien Nest mission, all you've done is allow the Rulers to show up whenever they drat well feel like it. Those checkboxes you unchecked weren't what activates the rulers... they're what keeps them in check. Thanks. Nothing about this system makes any sense.
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# ? Oct 13, 2018 06:37 |
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# ? May 21, 2024 19:45 |
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The photobooth is the best feature I never knew I wantedNordick posted:I would really loving love it if unchecking mods in the launcher would actually, you know, turn them off. It sounds like you may be running into this. https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/guides/fix_duplicateactivemod
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# ? Oct 13, 2018 06:45 |
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Digirat posted:It sounds like you may be running into this. https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/guides/fix_duplicateactivemod Oh jeez. I checked my DefaultModOptions.ini and yeah, it's bloated as fuuhhhuuuuck. Managed to hunt down the TextFX plugin for 64 bit Notepad++, followed the instructions.... and Notepad++ crashes at phase 4. Welp. EDIT: Ok let's see if this works; I stuck all my mods into a workshop collection (thanks for that tip Blazetheinferno), unsubscribed from them all and wiped the .ini clean, then resubscribed to everything. Currently redownloading 6 GB of mods. EDIT 2: Alright, that worked. After redownloading everything, I ran the game with the mods all there in the launcher but unchecked, and lo and behold the vanilla save was actually vanilla. Then I did some testing: Ran the game with one mod active, it got added to the .ini ok. Unchecked the mod, ran the game again, mod got removed from the .ini. All fine. THEN I ran the game with all mods checked. They all got added to the .ini once. (for reference, the .ini was now about 130 lines. In its bloated form it was over 1000.) Again ran the game with all mods unchecked, and sure enough the problem started cropping up immediately, as around 100 of the mods stayed in the .ini. And running the game again with everything checked added them in the .ini as duplicates. Also, now that I see how this works, I realise that that whole song and dance about removing duplicate lines with the Notepad++ plugin is pointless. Just wipe the .ini file clean, whatever mods you have active when you next hit Play in the launcher will just get readded into it. I kinda hoped just fixing the duplicate problem would've also gotten rid of that Photobooth bug, but no such luck. Guess I can finally start what I was originally gonna do and start enabling mods one by one. EDIT 3: P.S: A million thanks for the heads up btw. Being aware of this issue will likely be hugely helpful in any future troubleshooting. EDIT 4: Fix your game, Jake Nordick fucked around with this message at 08:39 on Oct 13, 2018 |
# ? Oct 13, 2018 07:18 |
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Spacedad posted:The 7-mission runs seems like a fantastic way to get a nice shot of xcom throughout the week; either playing through all 7 missions in one go or doing one or two a day. The scoring system also lets you play basically in iron man but take a score penalty if you gently caress up and have to redo a mission. It makes for a fair system that challenges you to get better but doesn't ruin the gameplay fun of a run that you mess up in. i dislike the early bird bonus's implementation but that's really my only complaint. it's stupid to have so many points wrapped up in getting something done right now when is a thing. my 'i'm done' for tonight came when i missed a 98% shot to finish off a faceless and he swooshed two of my dudes in return, losing me a level of early bird and 2k in wounds. if i just had 2 turns per early bird decay or something that would be really drat appreciated and let me play the game sanely instead of mindlessly aggressively.
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# ? Oct 13, 2018 08:49 |
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Coolguye posted:my 'i'm done' for tonight came when i missed a 98% shot to finish off a faceless and he swooshed two of my dudes in return, losing me a level of early bird and 2k in wounds. You deserved it!
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# ? Oct 13, 2018 11:17 |
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Thank loving god, I found the mod causing the photobooth bug, and it's not even an imprtant one; Configurable Headshots, which just fixes soldier portraits having the unsightly fish eye effect. A minor cosmetic niggle that I can easily live with compared to the hassle the fix was causing. I even verified that it does it all by itself instead of via conflicting with something else. Now I'm gonna go get some sleep, and when I wake up I'm gonna make so many goddamn posters.
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# ? Oct 13, 2018 12:00 |
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Bird Decay
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# ? Oct 13, 2018 16:20 |
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Playing through the legacy missions it occurrs to me how situational the wotc-classes felt, and how little I ended up using them as a result. E: Especially the templars
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# ? Oct 13, 2018 17:32 |
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So I know nothing about mods, how does this look? Want mostly QoL stuff, not big balance changes, don't know how the "infinite starting items" would much the game or if it would be better to deactivate it and hack plus.
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# ? Oct 13, 2018 17:41 |
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Does Bladestorm make you immune to stun lancer melee attacks? The last 3 times stun lancers have attacked either of my Bladestorm rangers the stun lancer attack animation played but I didn't take any damage and then killed them with a Bladestorm counter attack. Also, there's nothing more satisfying than snake dude grabbing a Bladestorm ranger, getting killed by Bladestorm, and then the ranger having better cover than they started with.
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# ? Oct 13, 2018 17:54 |
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ditty bout my clitty posted:Playing through the legacy missions it occurrs to me how situational the wotc-classes felt, and how little I ended up using them as a result. I always end up sticking my Skirmisher on the B-team, but Templars are really good in different ways throughout the game, and while Reapers are sort of niche initially they're absolutely loving insane by endgame.
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# ? Oct 13, 2018 18:04 |
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LLSix posted:Does Bladestorm make you immune to stun lancer melee attacks? The last 3 times stun lancers have attacked either of my Bladestorm rangers the stun lancer attack animation played but I didn't take any damage and then killed them with a Bladestorm counter attack. I'm no expert but I think it happens in that the Lancer's stun attack is considered similarly to a Ranger slash, so like, it has to play that animation regardless, even if Bladestorm interrupts it. Seems like you're just lucky.
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# ? Oct 13, 2018 18:06 |
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Animations can get weird when multiple things happen at once. Saw one last night where a pod got proxy mined then activated with the team on overwatch. between the time stops for overwatch and the time stops for score counting up, you had stuff like a muton getting shot for 3 damage, "dying", just hanging there in the air while other stuff plays out for everyone else, THEN the bomb went off for the rest of its hp. https://clips.twitch.tv/AntsyFlirtyNarwhalPJSugar ignore the audio, one of the hallmarks of Jadestream is people reading horrible stuff in their entirety instead of saying "this was bad, let's move on with our lives" Bruceski fucked around with this message at 18:40 on Oct 13, 2018 |
# ? Oct 13, 2018 18:30 |
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Templar have a really weird phase where they can't reliably kill enemies (sometimes even sectoids!) on their own and so struggle to build focus which continues to hamper them throughout the mission., but their damage eventually ends up respectable. They also activate a ton of pods and while Parry/Deflect/Reflect are nice, they won't save everyone else on a team. IMO, they're also much more reliant on XCOM skills: a Templar that gets Bladestorm and Fortress is a very different one from one who doesn't. They also don't really have any great Focus spenders until Colonel, so you're heavily reliant on Rend anyway. Skirmishers are just generally solid all around. Reflex is a bit of a poo poo skill, but they're flexible, mobile, and can do a lot in a turn when you need them to. Reapers, as mentioned, start off kind of weak and then break the game over their knee.
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# ? Oct 13, 2018 18:31 |
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I didn't play UFO Defense. This soundtrack is something else. The music for the first load screen alone was super intense.
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# ? Oct 13, 2018 18:46 |
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I like templars in Legacy for the high accuracy on their attacks and the chance to help out with Amplify while still doing something. With good scouting you can still use them quite safely. Still sucks that on the final campaign you are so starved for long range damage though.
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# ? Oct 13, 2018 18:47 |
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The Templar is useful in the Sea legacy mission since Rend is a reusable Grenade and most Chryysalids get one shot.
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# ? Oct 13, 2018 19:11 |
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marshmallow creep posted:I didn't play UFO Defense. This soundtrack is something else. The music for the first load screen alone was super intense. The soundtrack should be titled "A treatise on how late 80's and early 90's synth music would sound if made with modern computing." Because that's basically what it is, and it's AWESOME.
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# ? Oct 13, 2018 20:28 |
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Campaign 3, Mission 6 Okay are you kidding me. You have 5 turns to get to the other side of the map and engage the Sectopod and Gatekeeper pods before you lose. Tight time limit but I guess it's doable. But no I just got game over on this mission because the unactivated Sectopod decided to take its 4th shot, and then get up and walk through the memory core to destroy it. What the actual gently caress.
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# ? Oct 13, 2018 21:14 |
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Can you revive Central if he is killed, since he is marked as unconscious?
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# ? Oct 13, 2018 21:27 |
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PlasticAutomaton posted:Campaign 3, Mission 6 The only way I was able to get through intact was to take control of the first mech you meet with Lily ASAP and then beeline it to the core getting everything's attention. It's sturdy enough to tank a bit and you should have enough firepower to take down the sectopod in a turn or two and then the gatekeeper on followup (Lily's AOE vs robots helps a ton) Ironically mission 7 is MUCH easier.
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# ? Oct 13, 2018 21:35 |
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Lowen SoDium posted:Can you revive Central if he is killed, since he is marked as unconscious? Yup!
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# ? Oct 13, 2018 21:44 |
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PlasticAutomaton posted:Campaign 3, Mission 6 Same thing happened to me. Objectives that count as destructible objects when it comes to large characters moving through them has been an irritation since day 1, sadly. Given the nostalgia-fest that this DLC has been, I couldn't help but laugh and just restart.
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# ? Oct 13, 2018 21:58 |
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lost swarms appearing out of thin air next to you on your turn is dumb as poo poo
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# ? Oct 13, 2018 22:07 |
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Quit using grenades in abandoned cities.
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# ? Oct 13, 2018 23:04 |
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Bogart posted:Quit using grenades in abandoned cities. While true, every once in awhile enough stray fire can hit a car or something that it goes up in flames, so it definitely could happen on your turn if you were spectacularly unlucky I guess.
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# ? Oct 13, 2018 23:12 |
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Angry Diplomat posted:I always end up sticking my Skirmisher on the B-team, but Templars are really good in different ways throughout the game, and while Reapers are sort of niche initially they're absolutely loving insane by endgame. Templars strike me as a liability until you get upgrades. You can usually count on rend to trigger another pod, and the ranged damage is downright miserable, so please please give me another ranger instead. E: dammit, what Ravenfood said. Ravenfood posted:Templar have a really weird phase where they can't reliably kill enemies (sometimes even sectoids!) on their own and so struggle to build focus which continues to hamper them throughout the mission., but their damage eventually ends up respectable. They also activate a ton of pods and while Parry/Deflect/Reflect are nice, they won't save everyone else on a team. IMO, they're also much more reliant on XCOM skills: a Templar that gets Bladestorm and Fortress is a very different one from one who doesn't. They also don't really have any great Focus spenders until Colonel, so you're heavily reliant on Rend anyway.
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# ? Oct 13, 2018 23:19 |
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Is there a mod that adds a unique cannon, drone, and grenade launcher? It sucks that the chosen equipment leaves so many gaps.
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# ? Oct 14, 2018 00:17 |
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Enemy in LOS of sniper Blow up his cover with demolition No longer in LOS of sniper
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# ? Oct 14, 2018 00:46 |
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Lost Spawn Further Away https://steamcommunity.com/sharedfiles/filedetails/?id=1129671250 Makes Lost swarms spawn 30 tiles from the players units, vs 18 tiles. keeps em from spawning right on your face.
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# ? Oct 14, 2018 01:05 |
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Digirat posted:Enemy in LOS of sniper This is one of the more unintuitive things about XCOM is that units in cover lean. So you have a unit positioned like either of these: code:
HOWEVER once you destroy that cover and the unit is completely uncovered doesn't lean. He just sits there with his rear end out in the wind and LOS only considers the unit on the tile its standing on. So if you destroy a unit's last piece of cover, you collapse his quantum waveform and he exists only on that specific tile. Alkydere fucked around with this message at 01:10 on Oct 14, 2018 |
# ? Oct 14, 2018 01:07 |
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Not sure what caused this bug. My entire evac volume appeared in unselectable terrain. Thankfully, when I tried to TATC on top of it to see if that would let me evac, it generated a new one and I finished the mission.
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# ? Oct 14, 2018 03:17 |
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Okay which one of you came up with Tygan's nickname.
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# ? Oct 14, 2018 04:19 |
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Man, that third mission in Lazarus. Narrow road filled with explosive cars. Cramped packs likely to aggro multiples at once. If you hack the mech the priest stasises it killing the hack. Then, once you make it through all that, the final pack is positioned to ONLY AGGRO WHEN YOU STAND ON THE X4 SPOT, and has two flame guys. You know, just to make sure any cars you *haven't* blown up yet get their chance to kill you. Honestly I haven't a clue how I made it through with no deaths. Dumb luck.
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# ? Oct 14, 2018 06:10 |
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Uhh, this is interesting. Turn around, guys! We found your twins!
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# ? Oct 14, 2018 06:55 |
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Bruceski posted:Man, that third mission in Lazarus. On that mission I ended up going way wide left, scouting the whole way with my reaper. The double zerker pod decided to wander over and join the Advent group that it spawns nearby, so I used my claymore on the giant pile of 6 aliens. The reaper you get doesn't have good claymore skills so no one actually died, but it put one of the berserkers in a blind rage, and he proceeded to kill the rest of the pod one by one, without me even revealing. I was loving dying laughing, I've never seen that happen before at all. I think I nuked the purifier pod next to an exploding car, sharpshooter-> one purifier exploded->car exploding-> other purifier exploding, all dead.
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# ? Oct 14, 2018 07:15 |
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So apparently the "fear of vipers" thing can trigger on an ally seeing a snake, the guy doesn't actually have to see it himself at any point, making him panic and shoot in stealth he is afraid of the mere concept of snakes
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# ? Oct 14, 2018 07:29 |
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On the final mission of the first Legacy Op, the goddamn Spectre apparently sauntered off onto one of the platforms behind the dam and just sat there the entire mission, oblivious to anything going on around it. Got to the end, killed the last pod, didn't get the mission complete screen. Figured it was the Gatekeeper I'd dominated, shot it, nope. Spent a good minute walking back to the beginning of the map to shoot the drat idiot coward Spectre. Truly an excellent throwback to EW maps where one Sectoid would retreat and hide in gently caress knows where, forcing you to wander around the map and find it.
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# ? Oct 14, 2018 07:37 |
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Must be Irish.
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# ? Oct 14, 2018 07:43 |
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# ? May 21, 2024 19:45 |
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Digirat posted:So apparently the "fear of vipers" thing can trigger on an ally seeing a snake, the guy doesn't actually have to see it himself at any point, making him panic and shoot in stealth I work at a haunted house and a customer tonight kept asking me if there were REAL SNAKES?? and I'm like no there are not real snakes BUT THERE ARE SNAKES?? yes there are fake snakes BUT DO THEY TOUCH YOU and so on
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# ? Oct 14, 2018 07:44 |