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Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
It's kind of weird to think about, but not only do we already know who the final force behind all this is (in a sense), we've already faced off with them. Hell, many of us probably already beat them. Watching the endgame cinematics in XCOM1 is so strange now because you see the Uber Ethereal in its moments of "Ah, our plan was solid, and we were so close!", only to realize we're a week away from plunging into this alternate universe where that rear end in a top hat won. Seeing that confrontation and knowing this is how things could have gone is so bizarre.

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Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Mr.Pibbleton posted:

#3 has a pretty solid grasp on human nature.
I mean, it worked right? Despite all the quality of life improvements and cool new features Vipers remain one of the most talked-about things in the whole game even after several months. And you can't deny they've garnered lots of attention the series might otherwise have missed.

In a way, we're already playing right into Ethereal #3's hands.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Megaman's Jockstrap posted:

"one of the most talked-about things" = "circle-jerked over by a handful of weirdos"
Do you really think the reaction's been limited to such small groups as this thread?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
What's this about pigeon guns?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Boy we're all gonna look stupid when the game comes out and the sex appeal of Vipers isn't even a major plot point or anything.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Just throw everything in. A huge XCOM modpack that adds guns and enemies and classes and everything else, from Warhammer40k, X-Files, HP Lovecraft, Delta Green, Darkest Dungeon, Alias, Batman, Mortal Kombat, Constantine, Carmen Sandiego, Nickelodeon GUTS, Sim City 2000, who loving cares. Throw it all in there. At the same time. Tony Hawk will do a skateboard drive-by on legions of Spider-Mans with his Star Trek phaser while burbling taunts in Simlish.
Bring on the XCOM singularity.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Four days has never felt so long. Well, okay, it has, but what I'm trying to say is

Solomonic posted:

*stares meaningfully into the distance* XCOM 2 is going to be really good and I want to play it

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

LightWarden posted:

Yup. He let the countdown start twice so far and shows no sign of stopping. As long as he's got a way to rewind the clock in his back pocket then he can surf forever.
I don't see why everyone's treating this like some game breaking exploit. Occasionally making strategic actions to push the doomsday clock back is the whole point, right? And it's not like the final grace countdown is there by accident.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Hey I'm sorry if this got answered in the tidal wave of posts on release, but does anyone know what the INI value is that I have to change to remove the "Beaglefix" they talked about? The one that gives aliens the opportunity to take a shot if they reveal you on your turn?

I don't plan on exploiting this and I really feel MORE vulnerable in concealment instead of less, because if a new pod finds me and I'm revealed, I have a chance to react, but if they find me in concealment I get to loving die instantly.
I'd really like to know how to undo that last minute tweak.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Elliotw2 posted:

It's actually that they have a chance to shoot you if they walk into an exposed soldier on the higher difficulties. So long as you aren't intentionally baiting it, you probably won't get shot at.
I'm just playing normal and it's already happened to me twice. I'd really like to just turn it off.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

kater posted:

Note that I have absolutely no idea what any of this means or any clue about anything, but you can find the CounterBeaglerush line clear as day in XcomAI.ini which is in Xcomgame/config, which leads to

Behaviors=(BehaviorName=ShootTargetChanceOnScamper, NodeType=RandFilter, Child[0]=SelectAbility-StandardShot, Param[0]=50)

And I bet changing that 50 to a 0 would do what you want. I mean I wouldn't bet a whole lot, but maybe.
Hey, thanks so much for this. I'd bet that's it too.

oh my god:

code:
Behaviors=(BehaviorName=CounterBeaglerushManeuver, NodeType=Sequence, Child[0]=IsAbilityAvailable-StandardShot, Child[1]=SelectFlankedEnemyTarget, Child[2]=ShootTargetChanceOnScamper)
It's even called "CounterBeaglerushManeuver".

Vib Rib fucked around with this message at 13:16 on Feb 5, 2016

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
gently caress I got my specialists confused and picked the wrong skill.

Is there a way to retrain perks later on or am I stuck?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
So I loaded my game this morning and of my custom soldiers, about 5 have somehow reset to default appearance. I have no idea how or why; if I load a game from the mission prior, their appearance is fine. But in my latest save, they lose the details I've given them and reverted to default. What the hell?

Assuming this is a bug I can't do anything about... Is there any way to "load" or import a custom look onto an existing character from the pool, or do I have to remake them manually?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

DeathSandwich posted:

Grenades are a lot safer to use in this game compared to EU/EW/LW anyways because you don't have to worry about loosing out on drops near as much. This is especially nice for timed missions because it allows you to go all Rolling Thunder against enemies to get you to your objective faster.

Also: Don't underestimate flashbangs. They are quite possibly more important to start with than medkits.
Seconding both of these. I didn't use explosives much in XCOM1 because it would destroy all equipment AND the corpse. In this it just reduces (removes?) the chance for a weapon mod drop, but you still get the corpse.
Flashbangs have an enormous radius and disorientation is incredibly powerful. Plus it can drop mind control!

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Jack Trades posted:


I'm so sorry but there was no other way. :(
Wait, how are you guys getting nicknames on rookies and squaddies?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Furnaceface posted:

Download the mod to extend timers. 4 extra turns made the game go from tedious to really fun.
Also I learned to overwatch BEFORE breaking stealth to maximize pectoid slaughter. And to always be grenading.
I only learned this from reading the files but apparently overwatch on concealment breaking does not have an aim penalty, unlike all other overwatching. So definitely capitalize on it.

Red Mundus posted:

Sectoid mind-control is making me feel conflicted. If we started with maybe 5 rookies it wouldn't be so bad but 3 squaddies with 1 mind-controlled is just really hard to counter.

Killing the sectoid is the obvious one but in some cases that can't be done quickly/efficiently and it can get annoying playing ring around the rosy with joe the mind controlled rookie.

I don't hate it but I think early sectoids should just be able to berserk soldiers and then after the first month or something give them mind control. It worked in the original xcom but that game relied on clown car tactics so it fit a little better early on there.
I always save a flash grenade for this. It drops MC instantly.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Pomp posted:

man i hecka don't like the new health bars. I couldn't begin to tell you how much health that sectopod has
Yeah, we really need a mod that clears up the UI a bit, like just put a number over healthbars, at least. And maybe more clarity on buffs/debuffs.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

MisterBibs posted:

I heard talk that you can edit certain files to accomplish the same thing, is this correct? So you can pull a System Shock 2 and say "No, weapon degradation timed missions are not fun, what is wrong with you?" to the game?

Fargin Icehole posted:

I think i'm screwed because I bought this off GMG, i doubt they do refunds. I'm thinking about just kicking the turns to x2 or x1.5
It's a singleplayer game, and designed to be moddable. It's entirely your business how you play. So if the timers annoy you so much you want to return the game, expand them or just take them out. The only wrong way to play the game is one that you don't enjoy.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Speedball posted:

Oooh, just a note, the "Reisistance Kevlar Armor," while really nice for cosmetic options, counts as some sort of special armor for programming purposes and will not automatically upgrade to Predator armor like regular Kevlar will.
Even more importantly, and maybe this is just me, but the "make armors available" button on the loadout screen seems to remove the resistance kevlar and replace it with normal kevlar.
To make it worse, when it does this to my troops, it apparently removes their custom appearances until I put the resistance kevlar back on, reverting them to their buzzcut rookie look.

At least I finally figured out what was causing it.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

khy posted:

gently caress
...
SNAKE
...
women.
Good to see this thread starting to get back on track.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
For people who might like to enjoy the endgame (or the game at large) a bit longer, there's a mod I might want to try on a second playthrough: it turns off the avatar project clock.

Obviously the entire thrust of the strategic layer is heavily built around this so yes, it's very much a cheat, but hell, I figure anything goes if you want to slow ride and just enjoy the battles.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Turns playing out as simultaneous actions would reduce my ability to blow a hole in a wall, then have my sniper shoot through it. I could probably still do that but not without having to wait it out in real time and eat a lot of bullets in between.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

The Iron Rose posted:

actually forreal after that one advent officer what can you even do with skulljacking because I equipped it on my sniper and don't even have the option to skulljack anyone. Do I have to get that skullmining upgrade? What's the difference?

Alkydere posted:

Yup, you need to get the Skullmine upgrade for it to be of any use after the storyline required jack. The upgrade also makes it grant Specialists +25 hack strength.
Boy I sure wish I knew this before I let an advent advanced captain live to try and get my specialist close only to find skulljack mysteriously grayed out. Two dead!

toasterwarrior posted:

Also: you can only build one Workshop. So don't stress yourself about placement, except probably for Power Relays since the bonus from putting them on exposed power conduits is huuuuge.
I think you can probably get by with just two power conduits if you build the second on a coil and upgrade the first one to max, yeah?

This makes me realize I haven't build a single lab yet. I guess I just always had bigger priorities. That and holy gently caress I spend my supplies the second I get them and there's never enough.
I probably stymied myself with this hard because I'm in loving late May and only just now finally built a comm relay so I can have more than 3 territories. I just wanted my ACW/Guerrilla School/Proving Grounds so badly. And then I needed power, and a workshop... In retrospect, this may have been my biggest mistake so far.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
:woop: Hey heads up since I know a lot of people have been asking for it! :woop:

http://steamcommunity.com/sharedfiles/filedetails/?id=618347691
This mod just came out and it lets you make your Tier 2 and/or 3 armors look like Tier 1 armors, in case you don't like how they look, or you prefer the kevlar stuff's variety, or you just want to show off your sick arm tattoos, or whatever. Now you don't have to be stuck in the final tier visually. Also I'm not sure but maybe you can mix and match so you can have some guys in future armor and some guys in turtlenecks. I haven't tried that yet.

http://steamcommunity.com/sharedfiles/filedetails/?id=618316725
This is apparently a version that works for the Resistance Pack extra options, too.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Harrow posted:

The worst part is that I'm pretty sure I'd be able to put up with all of it if there wasn't a fail-state time limit (Avatar Project, not the turn limits in missions, I'm okay with those).
...
Like, I get that's not the point of this game. On paper, I actually love the idea that there's some concrete thing that I have to get off my rear end at work to stop. It's just that mixed with everything else--and I can't even really blame bugs for the things that are pissing me off--it's just one step too far. It pushes the game from "tense" into "actually stressful" and that's no longer fun.
I don't know, I kind of feel the same way. The idea of the Avatar Project, the premise that unifies and drives the game, I get it. But it doesn't add anything for me. And that's what mods are for, right? I'd say no one will judge you but I'm pretty sure the thread's full of people who will judge you. But hey, gently caress it. It's a singleplayer game. So if that's the one thing that, more than anything, is hampering your enjoyment of the game, just get rid of it.

There's a mod that removes the avatar project clock entirely but it's not quite working as intended yet, apparently the author messed something up but it should be an easy fix. I'd give it another few days. I'm probably going to use it on my second playthrough.

I don't think removing the doom clock going to actually change how I play the game. I'm still going to assault facilities to stop enemies from growing out of control in power, I'm still going to have to choose my targets carefully, and the tactical game is still going to be just the same. It's just a little less sword of damocles hanging over my head, and knowing my fuckups are more direct.
Hell, this is the most spineless player thing I could probably say, but I like the idea of an XCOM2 that has no hard fail state. That no matter how badly you gently caress up on the larger metagame, you can always claw your way back up. That would be part of the fun of it, if anything. But you'd really have to work for it.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Thyrork posted:

This is pretty great! Are you insane enough to extend it to letting Tier 3 look like Teir 2, and do the same with guns? :unsmigghh:

No really, that'd be hella cool.
E: Now I'm not sure if you made them Vib. :shobon: Nevermind!
Yeah, sorry, I'm not the author and I didn't mean to imply I was. I was just very excited.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

The Iron Rose posted:

Have a working version of the No Avatar Project mod!

http://steamcommunity.com/sharedfiles/filedetails/?id=618935868

Requires a new game, as I had to extend an XComGameState unrealclass, which are serialized into gamesaves. That is to say there's no way to update it on an existing savegame.

I mean you can use it on an existing save, but it will only eliminate the doom meter gain from dark events.
Hey, just wanted to say thanks for this and you're cool for making it, will probably use it for my second campaign when I just want to victory lap/stomp aliens for literally forever.
I saw a bunch of neat larger gameplay rebalance mods like this with your name on 'em and I was like "hey, I know who that is!" :dance: You got that fix out fast.

So good work, good mods. :thumbsup:

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Elliotw2 posted:

Buy more loving soldiers then, do you only have 5 or something? They're only $25 in the recruit tab.
Seeing chat like this makes me realize my supply drops in late May should probably be bigger than $222.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

ZenVulgarity posted:

The Long War guys' SMG and Muton Centurion are so well integrated I can't take them out

The officer training school seems like butts though. If it worked like the Psi Ops training I might like it.
Yeah how is that by the way? SMGs I understand well enough from LW, but what's the Centurion like?
And is the Officer School worth it, for anyone who's tried it?

As long as we're talking mods I really want one that retools that T3 sword. Burning is not good enough to replace a 2-turn stun that even works on mechs. Sorry.

...actually, what exactly does burning do?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

keyframe posted:

Is there a gremlin mk3 by any chance? Otherwise yea I don't think I have succeeded in a hack either. Still haywire protocol is a life saver in many occasions.
How does haywire help you if you never succeed with it?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
https://gfycat.com/PreciousOffbeatArcticwolf
I was wondering about this for a long time but now it seems confirmed: Repeaters CAN activate their execution ability off of 'graze' stock shots.
(Apparently they also roll to trigger every time a poison or burning debuff they've inflicted ticks off.)

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
So I'm trying to wrap my head around a basic sword improvement mod using Iron Rose's as a template but I have no idea where downloaded mods are saved to. What folder should I be looking in.
Alternately, are there any guides for making mods that implement simple INI changes, like tweaking weapon stats?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Insert name here posted:

SteamApps\workshop\content\268500\[workshop ID folder #]

Making simple ini edits is easy: just go into your documents\my games\XCOM2\XComGame\Config and find the appropriate ini file to edit. To publish a mod on the workshop though I think you need to go and install the dev tools though.
Awesome, thanks. Mostly I just needed to know the syntax mods needed when overwriting specific features, so I could toggle my sword fixes on and off.
Would armor piercing or shredding be better for swords? Maybe one for T2, both for T3? And I may swap out burning for keeping the stun chance in, too.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Taear posted:

Hacking is only good if you manage to get your support lots of +20 hacking skill results from crates and such. I have three support characters and the one who has done that can do some amazing stuff whereas the other two can barely do poo poo.
I don't think it's a good mechanic, too opaque.
What crates? This isn't the first time I heard those mentioned but I have no idea what you're referring to.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
In regards to build order questions, would building a workshop first be a practical option? It took me over a month to get a second engineer so popping a workshop early on for a bonus engineer slot seems like it might be worthwhile.
Barring that the order I think might be best for maximized long-term income and control might be GTS -> Comms -> Power -> ACW, branching out from there.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Bogart posted:

3) Better scaling for sword damage, possible armor piercing for late-game swords.
I think it's pretty easily doable. Would shred or pierce make more sense? Or a bit of both for the final tier? Would increasing aim help?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

The Iron Rose posted:

[Haywire protocol is] by far the best specialist ability, bar none. The amount of poo poo ADVENT MECs have soaked up for me is crazy.
Too bad it goes up against revival protocol, right? I found that one particularly alluring. Especially since as far as I know it's the only thing that can cure unconsciousness, which can utterly gently caress up a mission, especially if it happens early on.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

MikeC posted:

-Its too bad the end game where you can field multiple colonels and have the crazy experimental and heavy gear to kit them out is so short. Early game is fine but feels RNGish where as the final 1/4 to 1/5 of the game is where the game can activate multiple pods on your rear end but your killer squad has all the tools it needs to get out of the jam.
This is why I'm looking forward to doing another playthrough with no Avatar clock. Just fly around stomping on aliens as long as I want until I get bored.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Magni posted:

an extra loot container grabbed in the prison
What
You mean like dropped items from a trooper, right?

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Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Magni posted:

Nope. Sometimes there's unmarked chests with loot in ADVENT buildings. They've got muted yellow lights on top. You get a marker for opening them when you hover your movement cursor on a tile next to them, just like with doors. The one in that missione had an ADVENT container in it. Haven't yet checked what that translates into or what it's good for.
What the gently caress? Why have I literally never seen this mentioned in-game?

When you open them do you get loot right away like dropped weapon fragments, or is it added to the end-mission loot tally?

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