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I decided to do one of those randomly generated mini-campaigns again. The first time I did one, the final mission was the Forge from the main campaign, and the people here that have talked about it got that one too. This time, I got the psi gate mission as the final mission. Has anyone gotten anything else?
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# ? Apr 5, 2019 06:37 |
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# ? May 10, 2024 15:09 |
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Long War of the Chosen's alpha is out. https://github.com/pledbrook/lwotc/wiki/Play-testing-Long-War-2-%5BWOTC%5D It's an early alpha, but playable.
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# ? Apr 5, 2019 23:04 |
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TK-42-1 posted:I dunno the hunter seems like a pretty cool guy "But let's be real. I just like to kill things." There should be an alternate solution to the Hunter Chosen that lets you convince him to join XCOM as long as you promise he gets to kill everything. He and Julian would get along great.
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# ? Apr 5, 2019 23:13 |
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the hunter's a cool guy but he talks. So. Much.. Decrease his barks by ... 30% and he's a pleasant opponent. Right up until he total party kills your group because gently caress you.
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# ? Apr 5, 2019 23:58 |
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FrancisFukyomama posted:Long War of the Chosen's alpha is out. wait, what? I thought the long war guys dicked off because firaxis stopped paying them to promote the mod workshop
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# ? Apr 6, 2019 03:43 |
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looking at that guy's github i'm 99% sure he was not involved in LW prior to this
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# ? Apr 6, 2019 03:49 |
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FoolyCharged posted:wait, what? I thought the long war guys dicked off because firaxis stopped paying them to promote the mod workshop They did. Various other people have been working to port it for a while though most fizzled out.
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# ? Apr 6, 2019 04:06 |
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I created a mod pack, do you guys think it's missing anything? https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1704471587
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# ? Apr 6, 2019 05:25 |
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Your link is either broken or the list is set to private. Either way, I bet you don’t have the “rename Bradford to Daddy” mod, so no, it’s not complete.
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# ? Apr 6, 2019 06:44 |
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https://steamcommunity.com/sharedfiles/filedetails/?id=1704471587 we do now.
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# ? Apr 6, 2019 07:06 |
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I guess it depends on what you want to have in there. There's a bunch of class additions in that list that in my opinion are not especially fun or good to use (Necromancer, LW Officer, Warden, Tank, SHIV), and I'm not convinced that if you downloaded and enabled all of the listed mods at once, the game wouldn't immediately crash.
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# ? Apr 6, 2019 07:23 |
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Bummer necromancer looked super cool, and yeah this is the list after I was able to get everything to launch. E: Trying to set something up for a let's play, but I want to make sure I get a huge list of stuff.
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# ? Apr 6, 2019 07:59 |
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loving hell the bowcaster turns a rookie into a murder machine
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# ? Apr 6, 2019 10:00 |
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Just started playing again and drat was I dumb for not always speccing my specialists to be healers.
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# ? Apr 6, 2019 14:10 |
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I always spec mine as healers first, and if I’ve got spare AP that gets dumped into the combat roles for them. Having 4-5 Specialist colonels with both their skills trees near-maxed is almost as much fun as taking 6 rangers into a mission
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# ? Apr 6, 2019 14:40 |
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I do think it's funny that all the assault rifle upgrades are labelled "squad upgrade" since it's always just my specialists using them.
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# ? Apr 6, 2019 16:30 |
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Bogart posted:I guess it depends on what you want to have in there. There's a bunch of class additions in that list that in my opinion are not especially fun or good to use (Necromancer, LW Officer, Warden, Tank, SHIV), and I'm not convinced that if you downloaded and enabled all of the listed mods at once, the game wouldn't immediately crash. XCOM is pretty mod-accepting, my current (and functional!) loudout I'm building up for my next game has 579 active mods
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# ? Apr 6, 2019 20:25 |
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Turtlicious posted:Bummer necromancer looked super cool, and yeah this is the list after I was able to get everything to launch. You’re aware that all the RPGO in combination with all the classes will make your level up screens a dang mess, right? I might suggest a bunch of al a carte classes just for the sake of your sanity plus the watchers’. It’s easier to conceptualize John the Samurai than John, the guy with Bladestorm, a pistol, a bonus against grounded targets, and Solace. E: very much aware. It is surprisingly resilient. It’s just when you have 100 mods installed and suddenly the game doesn’t work, that’s a lotta goddamn bug testing
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# ? Apr 6, 2019 20:34 |
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Yeah running a lot of RPGO add-ons will give you endless options, which is both cool and kinda a bit much. It gives you the freedom to get wacky and design very specific concepts but some stuff is just better than others and you'll end up taking the same stuff a lot. It's a user experience choice, really. I'm willing to put up with having hundreds of choices, others might get annoyed quickly with it.
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# ? Apr 6, 2019 20:40 |
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I think this sentiment has been voiced before, but if RPGO randomized a choice of three paths for a soldier to go down from all the installed modules, that’d be way better.
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# ? Apr 6, 2019 20:43 |
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I like it because if I feel like re-creating some specific character I can usually find something appropriate for them. Or if you just want to go really hard on one or two specific weapons you can keep stacking on more related skills. Its definitely a not for everyone kinda thing though. I guess the way I play it it would be good to be able to just like pick branches I plan to use and ignore the others, or maybe if it could move the ones you've already picked from up to the top of the list somehow?
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# ? Apr 6, 2019 21:04 |
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Oh I had never played with RGO and had assumed they were going to randomize everyone's skill tree. I took all the RPGO stuff out.
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# ? Apr 6, 2019 21:38 |
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Yeah. Sorry to burst your bubble.
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# ? Apr 6, 2019 21:45 |
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kidkissinger posted:I do think it's funny that all the assault rifle upgrades are labelled "squad upgrade" since it's always just my specialists using them. That's to label that all assault rifles are now mag rifles. It's on every major upgrade. In every other xcom you'd have to craft tier 2/3 guns and armor individually the same way that skeleton/war suits work in xcom 2
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# ? Apr 6, 2019 21:59 |
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How do these new Xcoms play on consoles? Thinking about double dipping.
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# ? Apr 6, 2019 22:16 |
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sponges posted:How do these new Xcoms play on consoles? Thinking about double dipping. I really wouldn't, one of the great things about xcom2 for me is the incredible amount of ways you can mod it
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# ? Apr 6, 2019 22:24 |
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They don’t play great, unfortunately. Horrible load times that only gets worse the deeper in you are to a game.
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# ? Apr 6, 2019 22:28 |
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Bogart posted:I think this sentiment has been voiced before, but if RPGO randomized a choice of three paths for a soldier to go down from all the installed modules, that’d be way better. That's the way I felt about it. Like it's a great concept for variety but it's just way to open ended.
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# ? Apr 6, 2019 22:48 |
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Here's the mod list I was curating for a while. I think it's a solid start. All this stuff works together, and I don't think it negates anything else. And it makes Sparks fuckin cool as poo poo https://steamcommunity.com/sharedfiles/filedetails/?id=1533592868 Bogart fucked around with this message at 23:07 on Apr 6, 2019 |
# ? Apr 6, 2019 23:04 |
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I wish there were a Cold War/WW2 era cosmetic pack. I want my dudes to look like the terrified, poorly trained reservists they are and not scifi TACTICAL OPERATORS.
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# ? Apr 7, 2019 05:47 |
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Just give them the twitchy personality and you'll be ready to send them to their deaths in no time
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# ? Apr 7, 2019 06:47 |
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Turtlicious posted:Bummer necromancer looked super cool, and yeah this is the list after I was able to get everything to launch. Please choose the International Voice Pack and make a Scottish male soldier for a surprise! Yours truly stars
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# ? Apr 7, 2019 12:22 |
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FrancisFukyomama posted:I wish there were a Cold War/WW2 era cosmetic pack. I want my dudes to look like the terrified, poorly trained reservists they are and not scifi TACTICAL OPERATORS. The Metal Gear cosmetics packs work pretty well for this honestly.
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# ? Apr 7, 2019 16:46 |
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Canuck-Errant posted:The Metal Gear cosmetics packs work pretty well for this honestly. I'm sorta surprised no one's done a Colonial Marines pack for that Space 'Nam look. There was an M1 Helmet mod a whiles back but it was broken by WOTC.
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# ? Apr 7, 2019 19:37 |
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Canuck-Errant posted:The Metal Gear cosmetics packs work pretty well for this honestly. They're the best if you want just a group of soldiers with gunz rather than an elite squadron of mercenaries. There's even an Exalt generic weapons pack if you want to eschew the Super Cool Alien Weapons.
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# ? Apr 8, 2019 05:38 |
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If you want to splice weapon packs together, I've been playing with Iridar's Weapon Skin Replacer. Haven't done anything too fancy with it yet other that 1-for-1 replacements, but it's immensely powerful.
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# ? Apr 8, 2019 13:21 |
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Tier 1-2 weapons and armor have the best aesthetics IMO. Out of curiosity, are there any mods that change weapon progression and enemy stats in a way where different projectile types affect different enemy types and armor sets differently, to the point that at higher tiers there's no "perfect" weapon available? I'm playing Vanilla WOTC and the changes and additions so far are great. Still bummed that there aren't any EXALT references in any parts of XCOM 2 I've noticed besides that one bandana.
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# ? Apr 8, 2019 19:51 |
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I don't think the game really supports multiple armor types; the best I can think of would be granting everything armor of various quantities and giving some weapons higher base damage and some weapons higher Armor-Piercing? Maybe could do some shenanigans with organic/mechanical and fire/bluescreen rounds reworked, but that might have knock-on effects.
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# ? Apr 8, 2019 20:18 |
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Captain Foo posted:I don't think the game really supports multiple armor types; the best I can think of would be granting everything armor of various quantities and giving some weapons higher base damage and some weapons higher Armor-Piercing? Maybe could do some shenanigans with organic/mechanical and fire/bluescreen rounds reworked, but that might have knock-on effects. Well, I sort of mean "different armor" as in the extra HP from equipping it rather than the yellow hexagons, but yeah, I'm not sure if soldier armor types can be tweaked to add/reduce specific damage types. The game already has certain enemies take more or less damage from different weapons (sectoids and swords for example), but what I'm thinking of would require a total overhaul of all alien types and items which would be a headache for mod compatibility. A system that has a single "tier 1" of conventional equipment types, and then a whole bunch of "tier 2" equipment types that are side-grades of each other suited for different enemies, and no real or easily available "tier 3" would change things up a bit. IIRC, XCOM: UFO Defense had something similar, but Plasma was still the overall best weapon type. Maybe the tier 1 ballistics could also later equip those special ammunition type items as a free slot, if the mod wanted to make all tiers a credible choice.
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# ? Apr 8, 2019 20:43 |
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# ? May 10, 2024 15:09 |
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Spiderfist Island posted:Well, I sort of mean "different armor" as in the extra HP from equipping it rather than the yellow hexagons, but yeah, I'm not sure if soldier armor types can be tweaked to add/reduce specific damage types. The game already has certain enemies take more or less damage from different weapons (sectoids and swords for example), but what I'm thinking of would require a total overhaul of all alien types and items which would be a headache for mod compatibility. The graphical resources are certainly out there, but you're definitely talking about a major enemy and weapon and strategy overhaul.
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# ? Apr 8, 2019 20:48 |