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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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# ¿ Jan 29, 2016 14:48 |
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# ¿ May 7, 2024 00:55 |
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Mr.Pibbleton posted:#3 has a pretty solid grasp on human nature. In a way, we're already playing right into Ethereal #3's hands.
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# ¿ Jan 29, 2016 23:18 |
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Megaman's Jockstrap posted:"one of the most talked-about things" = "circle-jerked over by a handful of weirdos"
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# ¿ Jan 29, 2016 23:54 |
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What's this about pigeon guns?
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# ¿ Jan 31, 2016 03:15 |
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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.
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# ¿ Feb 1, 2016 03:54 |
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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.
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# ¿ Feb 1, 2016 10:24 |
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Four days has never felt so long. Well, okay, it has, but what I'm trying to say isSolomonic posted:*stares meaningfully into the distance* XCOM 2 is going to be really good and I want to play it
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# ¿ Feb 1, 2016 12:31 |
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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.
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# ¿ Feb 2, 2016 03:57 |
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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.
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# ¿ Feb 5, 2016 11:22 |
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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.
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# ¿ Feb 5, 2016 11:40 |
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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 oh my god: code:
Vib Rib fucked around with this message at 13:16 on Feb 5, 2016 |
# ¿ Feb 5, 2016 13:14 |
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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?
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# ¿ Feb 5, 2016 14:09 |
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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?
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# ¿ Feb 5, 2016 20:34 |
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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. Flashbangs have an enormous radius and disorientation is incredibly powerful. Plus it can drop mind control!
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# ¿ Feb 5, 2016 20:50 |
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Jack Trades posted:
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# ¿ Feb 6, 2016 02:42 |
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Furnaceface posted:Download the mod to extend timers. 4 extra turns made the game go from tedious to really fun. 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.
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# ¿ Feb 6, 2016 04:06 |
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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
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# ¿ Feb 6, 2016 04:44 |
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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, 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
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# ¿ Feb 6, 2016 04:46 |
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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. 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.
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# ¿ Feb 6, 2016 09:56 |
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khy posted:gently caress
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# ¿ Feb 6, 2016 10:11 |
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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.
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# ¿ Feb 7, 2016 05:48 |
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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.
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# ¿ Feb 7, 2016 06:17 |
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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. 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. 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.
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# ¿ Feb 7, 2016 10:51 |
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Hey heads up since I know a lot of people have been asking for it! 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.
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# ¿ Feb 7, 2016 17:12 |
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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). 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.
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# ¿ Feb 7, 2016 17:27 |
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Thyrork posted:
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# ¿ Feb 7, 2016 23:23 |
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The Iron Rose posted:Have a working version of the No Avatar Project mod! 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!" You got that fix out fast. So good work, good mods.
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# ¿ Feb 8, 2016 03:46 |
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Elliotw2 posted:Buy more loving soldiers then, do you only have 5 or something? They're only $25 in the recruit tab.
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# ¿ Feb 8, 2016 09:36 |
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ZenVulgarity posted:The Long War guys' SMG and Muton Centurion are so well integrated I can't take them out 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?
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# ¿ Feb 8, 2016 10:05 |
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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.
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# ¿ Feb 8, 2016 10:23 |
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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.)
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# ¿ Feb 8, 2016 11:08 |
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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?
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# ¿ Feb 8, 2016 11:21 |
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Insert name here posted:SteamApps\workshop\content\268500\[workshop ID folder #] 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.
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# ¿ Feb 8, 2016 11:52 |
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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.
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# ¿ Feb 8, 2016 12:57 |
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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.
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# ¿ Feb 8, 2016 22:32 |
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Bogart posted:3) Better scaling for sword damage, possible armor piercing for late-game swords.
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# ¿ Feb 8, 2016 23:48 |
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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.
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# ¿ Feb 9, 2016 05:25 |
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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.
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# ¿ Feb 9, 2016 08:32 |
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Magni posted:an extra loot container grabbed in the prison You mean like dropped items from a trooper, right?
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# ¿ Feb 9, 2016 11:29 |
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# ¿ May 7, 2024 00:55 |
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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. 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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# ¿ Feb 9, 2016 12:45 |