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Ilustforponydeath posted:Wow the technical aspects of this game. How can a game so long in development feel so rushed? It just really needs an optimized driver
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# ¿ Feb 5, 2016 23:36 |
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# ¿ May 21, 2024 17:38 |
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Grapplejack posted:Man squadsight loving sucks now, I gotta get a mod to give my snipers SMGs yeah I think that's going to be my first mod, eliminating the squadsight range penalties. e: line 1688 of defaultgamecore.ini still not sure how to properly publish .ini edits :C
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# ¿ Feb 6, 2016 00:53 |
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Got two mods up so far! Any Class Any Weapon, which does exactly what it says on the tin. Any class can equip any weapon, including rookies. Animations all work fine too! http://steamcommunity.com/sharedfiles/filedetails/?id=617733366 No Squadsight penalties, which eliminates the aim and crit penalties from squadsight. This is already a super mobile game, and honestly sharpshooters need a little bit of a buff as is. http://steamcommunity.com/sharedfiles/filedetails/?id=617712294
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# ¿ Feb 6, 2016 21:33 |
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New mod up: Accurate Swords, which does what it says on the tin and makes it so that ranger swords can no longer miss. http://steamcommunity.com/sharedfiles/filedetails/?id=617795921
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# ¿ Feb 6, 2016 22:27 |
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Dongattack posted:I have never modded a game and had uninstalling a mod flat out render the savegame unavailable. If you are extremely poo poo at modding Skyrim you can brick your save, but not have it flat out be unavailable by design in a game touted to be mod friendly lol, give me a break. yeah it's super lovely. Fortunately you should be able to simply delete the files inside the mod while still technically "loading" it, for stuff like the free camera mod or various .ini edits. Not sure how that'd work for more advanced stuff however.
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# ¿ Feb 6, 2016 23:59 |
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SpookyLizard posted:You mean unlike the TES/Fallout games by Bethesda, AKA the most moddable games? Because while some of them are okay with taking mods out, it can result ina pile of bugs and Skyrim loving hates you and your entire family if you try to load a save without all the ms enabled. You have to manually install the redistributables from the binaries folder in the SDK
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# ¿ Feb 7, 2016 00:01 |
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hey have a mod that eliminates the avatar project It should make it so the doom bar never increases. http://steamcommunity.com/sharedfiles/filedetails/?id=618059450&searchtext= Don't forget you can't remove mods from a save
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# ¿ Feb 7, 2016 04:24 |
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so is there any way to strip down ant farm buildings? Because I built one too many power conduits and don't have enough room for everything else I need
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# ¿ Feb 7, 2016 08:47 |
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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?
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# ¿ Feb 7, 2016 09:20 |
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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.
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# ¿ Feb 8, 2016 01:30 |
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Space Skeleton posted:The mod I was using the allow any weapons on my soldiers suddenly updated into a cheat mod allowing 5 upgrades on all weapons and of course you can't remove mods without bricking saves. It also seems to have broken the Salvo ability now. this is why you should use my allow any weapons mod instead http://steamcommunity.com/sharedfiles/filedetails/?id=617733366 I can guarantee you that there won't be any feature creep. FWIW you can unload mods with, ironically, another workshop mod: http://steamcommunity.com/sharedfiles/filedetails/?id=619141883&se Make sure you unequip any non-native weapons first of course.
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# ¿ Feb 9, 2016 02:59 |
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along the way posted:Hooly poo poo, Haywire Protocol owns. by far the best specialist ability, bar none. The amount of poo poo ADVENT MECs have soaked up for me is crazy. Their rockets are poo poo, but hey, that's an extra layer of armour shredded.
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# ¿ Feb 9, 2016 03:18 |
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Musluk posted:Sure on the opportunity cost, but I feel like the opportunity cost of Vulture upgrade (plus early squad size) is bigger than losing the workshop bonuses. It doubles your starter engineer, sure. It will also double your 2nd engineer, but the upgrade will require supplies I feel better spent on squad size or resistance comms. Not sure if the gremlin #3 and #4's bonuses to excavation will cover that cost. downloaded mods from the workshop always go in the workshop. However, they will also load from the mods folder as well. The devkit has nothing to do with it (beyond serving as a uh, devkit). E: Editing .inis - you should edit the XCom______.inis instead of the Default_____.inis as they take precedence.
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# ¿ Feb 10, 2016 01:15 |
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Musluk posted:Oh hey Iron Rose, got another modding question for you (since the download is gigantic and my data caps are tiny it's gonna take me a while to download it): workshop integration is an absolute shitshow and you need to wait for the SDK to download in order to upload anything to the workshop. On a related note, you also need to be exceptionally loving careful with your solution and project files, as without them you'll be unable to update your workshop mod even if you manually edit your modID and PublishedField.ID. Wrt the localization question, I assume you're referring to XComGame.int? Basically anything can be a workshop compatible mod, though you'll want to format your file properly so it's as compatible as possible. What changes exactly are you making?
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# ¿ Feb 10, 2016 01:37 |
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terrorist ambulance posted:Is there an anti save-scumming mechanic or something in the game the rng seed is baked into the save game and literally cannot change if you do the exact same actions in the same order
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# ¿ Feb 10, 2016 06:27 |
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put that in an actual quote tag instead of code though Anyways you can safely remove mods that alter .inis. You absolutely absolutely absolutely cannot ever remove mods that alter or extend unrealclasses, since those classes are now saved into the savegame and the game will freak out if they're missing. That means, for example, you can't remove the free camera mod because even though it only affects the control scheme and the UI it still extends a class, and accordingly can't be removed.
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# ¿ Feb 10, 2016 06:30 |
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Blast Padding would be significantly better if there were more items that provided armour. Assault biotanks in Long War were obscenely powerful due to damage reduction; I one stuck one out in a room full of a dozen aliens and they took less than half their health in damage. Though armour can be shredded in Xcom 2, there's still a niche for a very tanky soldier who just soaks alien fire like no one's business. Problem is, of course, that far from diminishing returns, you get increasing returns the more armour you have. If there were enough sources for your grenadier to get 5 or 6 armour that'd be one thing, but as is there is not. The other thing is, of course, that injuries don't work the same way they do in EU/EW. Because damage to armour still results in injury time, the utility of a heavily up-armoured tanky unit is significantly decreased. To make blast padding competitive you'd have to increase the amount of armour available from other sources so you could obtain a meaningful amount in the endgame, and ensure injury timers only trigger if you take health damage, not armour damage.
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# ¿ Feb 11, 2016 07:42 |
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after I finish my current commander game I'm gunna try an ironman veteran campaign, once the first patch is out. Figure that the added difficulty of ironman will offset the lowered combat difficulty.
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# ¿ Feb 11, 2016 08:53 |
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Peewi posted:I've uploaded the first version of my Numerical Health Display mod It's a fascinating concept, but I don't really like the look of it and the red numbering is hard to read. Definitely do away with the max health/shields information though, it really doesn't look good. One number might though. It's just a real shame the f1 information screen is gone.
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# ¿ Feb 11, 2016 10:00 |
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Vib Rib posted:Okay I have my doom clock running out because I put off hitting the bases I knew about and I really need to know if the (late-game story mission as a result of Blacksite success) mission reduces the avatar clock. Because I don't know if I have an alternative at this point. the missions you get as a result of the blacksite are definitely not lategame at all. More midgame really. You should do the blacksite early. They reduce the doom clock though. Wetwork isn't retroactive.
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# ¿ Feb 11, 2016 11:05 |
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so apparently the bleedout chances? 50 Will and below: 0% chance to bleed out. +1% Bleedout chance per Will above 50. Stay With Me upgrade doubles Bleedout chance. jesus no wonder you never see anyone survive getting shot to 0
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# ¿ Feb 12, 2016 00:45 |
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I would recommend doing the blacksite mission earlyish. It's very much an early game mission, I'd get mag weapons but do it quickly after that.
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# ¿ Feb 12, 2016 01:19 |
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I've actually never allowed a berserker to have an action. andromodons look scare but have a hilariously inaccurate punch, like 40% to hit. archons are shits but they're just stronger scarier stun lancers who have a delayed (and therefore useless) missile attack. mutons and gatekeerps and codexes now! They'll gently caress you up. psi witches too but once again, never let them have more than one turn.
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# ¿ Feb 12, 2016 01:40 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=621867595&searchtext= ahahahahahahahahaha So I posted on the mod page that that's not actually what the CIA calls its employees or what it's rank structure looks like and in response the author deleted my comments and blocked me agents are intelligence sources, not employees! Sorry this is a pet peeve of mine and I need to bitch
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# ¿ Feb 12, 2016 06:43 |
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Honestly I don't think a laboratory is even necessary on commander. It probably is on legendary since the research times are so large, but I finished the entire tech tree in like, early July without ever buying a scientist, a lab would've simply gone to waste. I was far more often struggling for supplies to buy new items unlocked by upgrades than I was waiting for upgrades
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# ¿ Feb 12, 2016 07:02 |
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so this is a most have mod: http://steamcommunity.com/sharedfiles/filedetails/?id=623051340&searchtext=
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# ¿ Feb 13, 2016 21:05 |
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Mr Scumbag posted:Is there a mod for this that thins out the loving interruptions you get CONSTANTLY? I can't advance the game more than a day or two before I get a critical mission or I get reminded of yet another site to investigate that I know the game will never let me get around to. I'm honestly kind of surprised that they thought that the amount of poo poo they throw at you is okay. good news, I have a mod just for you: http://steamcommunity.com/sharedfiles/filedetails/?id=618935868&searchtext= Requires a new game, but entirely prevents the avatar project from being initialized. You'll still want to hit facilities and the like though, if only to get Bradford to shut up. Anyways, finally beat the game! it was a lot of fun. Played it mostly honest, though since I only have 7 soldiers in my memorial I'm not sure where that 9 number is coming from. Now for an ironman run! also the final mission was tough, but not too bad since i mostly focus-fired the avatars down rather than focusing on the chaff. On the other hand I got to use reaper twice! The first time I had a good opportunity to use it all campaign The Iron Rose fucked around with this message at 10:58 on Feb 15, 2016 |
# ¿ Feb 15, 2016 10:41 |
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Retromancer posted:So armor doesn't protect against wounds anymore? I had a guy in predator armor get pinged for 1 pip after dodging a sectoid shot and then come back gravely wounded. there's a mod for that: http://steamcommunity.com/sharedfiles/filedetails/?id=623051340
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# ¿ Feb 15, 2016 10:47 |
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Samfucius posted:Just bought the game, played my third mission or so (one where you have to evac a scientist and your soldiers) and one of my soldiers is just... stuck. The turn before I posted her up at a door right below the evac point, the next turn everyone else got out (all the aliens are dead and I have plenty of turns left). She won't move. At all. She can send her little robot ripping around, she can go into overwatch, but she can't move. Use the console to teleport her to the evac? -allowconsole in launch options, hit ~, type ttc and the unit selected will teleport to your cursor
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# ¿ Feb 15, 2016 10:58 |
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Samfucius posted:Will this disable achievements or anything like that? Nope, you can use the console and mods all you like. Why does everyone ask that? Sorry you've been getting lots of bugs. I've only had two actual gameplay affecting bugs in my... 34 hours. If you mash the overwatch key too fast you can't uh, overwatch, and then one map the enemies literally did nothing. Like it would go to the alien turn, they'd sit around, nothing happened. Made blowing up that alien facility a cinch. Fixed itself with a game restart though. e: Samfucius posted:
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# ¿ Feb 15, 2016 11:05 |
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Oh, I forgot to mention what happened on a random "hack an ADVENT workstation!" mission! Was training up my b team, so everyone was majors with one captain, coolguy my psi warrior was out on a light wound. I hack a lamppost, get the "control a random enemy!" hack reward... it's a random lovely trooper who activated literally every pod on the map. Standing right next to a Gatekeeper, to add insult to injury. Everyone's out of position, there's four pods closing in on my position, lots of archons, andromedons, your standard gaggle of advent guys and gals, and a second goddamn gatekeeper. Two turns later everyone was a psi zombie, and my two living grenadiers were about to die from an adromedon's acid. I laughed, reloaded, and evac'd. Moral of the story is be careful when choosing your hack rewards! The Iron Rose fucked around with this message at 11:11 on Feb 15, 2016 |
# ¿ Feb 15, 2016 11:09 |
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counterfeitsaint posted:And now I am reminded why the steam workshop is bad. Apparently the guy who made the psi grenade decided to delete his mod and put up the same mod with a slightly different name, and my save file is borked. Is there any way to avoid idiots breaking poo poo on steam workshop? Copy the mod from your workshop folder to your mods folder. Alternatively, use the mod that allows you to load savegames without required DLC/mods. Pomp posted:why can't i get the delete building X to show up you have to click on the engineering button, then build facilities, then it'll show up
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# ¿ Feb 15, 2016 11:21 |
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peak debt posted:You can throw mines without dropping Conceal? Yes, actually.
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# ¿ Feb 15, 2016 13:15 |
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StringOfLetters posted:One of my cosmetic item mods seems to have been updated to disable the enemy AI and give me 100% critical hit rate. That's nice. hahaha which one
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# ¿ Feb 16, 2016 00:58 |
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DatonKallandor posted:no clear indicators which abilities end turns. There actually is, there's a small right facing arrow on the uh, right side of the main bar when selecting an ability. Look right above the crit percentage. If that arrow is there the ability will end your turn, as hovering over that arrow will indicate
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# ¿ Feb 18, 2016 13:13 |
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stoasterwarrior posted:The final tier for Officers takes 16 days of training! Granted, the final perk is powerful (+1 damage to all attacks made by dudes in your command range, the other choice is poo poo), but still! Super irritating when my best sniper (and also self insert) was out of commission for the base defense because of that!
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# ¿ Feb 18, 2016 13:51 |
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Dancer posted:Hey so Iron Rose seems to not be very active in this thread anymore, so I figure this is best as an open question to the thread instead of PM to her. Can someone link me to a primer for modding Long War? I've heard too many bad things about vanilla LW and I don't want to be half-way through my campaign before realizing that I can't stand this grind any longer. I also had a recommended modlist in the op of the last thread, and I think it was meant to go in the OP of this thread but was lost somehow. Here's the link: http://forums.somethingawful.com/showthread.php?threadid=3529135&pagenumber=1040&perpage=40#post448151288 I recommend downloading those mods on the list you find interesting, my other LW mods, and my Easier Long War .ini as well, Also check this link out: https://www.reddit.com/r/LongWar101/comments/3xuw4j/long_war_101_mods_compatible_with_lw_10/ Both are out of date but generally have some good stuff in them, and I really doubt there have been that many new mods created in the last six months. Check out the Enemy Unknown Nexus' newly released tab if you're really curious I suppose. Long War is a very customizable mod in a lot of ways. Most variables are exported to DefaultGameCore.ini, and you can change a whole host of things just by editing that .ini file. However, other aspects of the game are hardcoded and are not exported to the .ini, and in order to change them you have to edit the .upk files. Once you move beyond .ini editing, modding Long War is a gigantic pain and i do not overly recommend it. Nonetheless, here's a couple things to read. The main programs you care about are PatcherGUI, UE explorer (make sure you get version 1.2.6! The link is here: http://eliotvu.com/forum/showthread.php?tid=92), and UPKutils. Honestly I haven't modded anything for LW in around a year or so, though I will say most basic UPK mods are fairly friendly to savegames, if complicated to make. The long and short of it is that PatchUPK is windows console application to patch upk files using specific set of commands. PatcherGUI is a GUI wrapper around this utility. Read both UPKUtils and PatcherGUI readme files to better understand what these do. Modding process of XCOM is not that easy. You Unreal Engine Explorer to decompile scripts and then various patching utilities to change them. UPKUtils allow you to get some low-level information about upk objects, but still you need to understand hex codes in order to write your own upk patches. Read this wiki article about editing upk files, which has almost everything you want/need to know: http://wiki.tesnexus.com/index.php/Hex_editing_UPK_files Anyways basically what you're going to be doing is finding a function you want to change in UEExplorer, dumping it with the hextopseudocode command line tool from UPK utils. For example: you might run: HexToPseudoCode.exe XComStrategyGame.upk XGFundingCouncil.UpdateSlingshotMission > XGFundingCouncil.UpdateSlingshotMission.txt This will create XGFundingCouncil.UpdateSlingshotMission.txt with decompiled pseudo-code inside. Open it up in notepad++, set up your ALIASes for easy customization, make your changes in the pseudocode, patch with PatcherGUI, and test. I recommend taking a look at my Assorted Long War Gameplay Modifications, Customize Unique Soldier Stats, and Customize the Air Game to basically deconstruct your average patchergui mod. Here's the code for Customize Unique Soldier Stats: http://pastebin.com/rw3Yrp7X - note this is just copied/pasted from the text file in the download, I just want to go through it and it's too large to quote in text. Anyways, here's the important bits: code:
The OBJECT file tells patcherGUI what function to patch. You can have multiple object files in a given text file. ALIASes and other labels and the like do not persist across multiple functions. Note how I have two OBJECT tags in this mod! I'm editing the .BuildMission and .GiveCustomSoldier functions. Now, I want to specify all my ALIASes at the top of the mod so that users (and myself) can edit them easily without having to scroll down to the bottom of what's a very long and complicated looking text file. How do I do that? Simply enough, by ensuring that you write your ALIASes before specifying any specific function to modify. i.e. write them before your OBJECT line, not after. Anyways, that digression aside, the main difficulty with modding LW upk files is that your pseudocode, while still disassembled, makes heavy use of tokens. Tokens are how unrealscript takes hex code and turns it into actual scripting, a token is one byte in length. Again, reference Hex Editing UPK files for the (scant) information available as to what token corresponds to what. by way of example, if you see 2C in your pseudocode it means that the next byte is an integer, 25 is a "0" token (fantastic for saving space over using 2C and an integer), 0B is a "null" byte (great for using up space), and so on and so forth. You generally want to be quite conservative in how much you're changing the filesize of a function, because that can end up being a huge headache. By way of example, one of my mods was eliminating the ITZ damage penalty. If I remember correctly, I spent a huge amount of time rewriting the entire function to excise that portion, and more time just overwriting it with null values. What ended up being simplest, and easiest, was just changing a single "greater than" token to a "less than" token, so the function only took off damage if a soldier had less than one kill (an impossibility) in a round. Bad practice for a published product, but for a tweak mod it was the quickest, simplest, and most effective solution. Another hint, the dissassembled token view option in UE Explorer v1.2.6 will quickly become your best friend. It takes the code you see in the function and, well, disassembles it into hex code. It's remarkably convenient. you can obviously do lots more stuff than changing a few numbers around, but for the types of changes you're looking for knowing how to change a few hardcoded integers should probably be sufficient. Honestly, the fastest way to figure out how to mod long war is to open up that customize soldier stats mod, open up the functions in question, and then honestly just compare and contrast between the code and the function to see what was changed. The Iron Rose fucked around with this message at 17:14 on Jun 20, 2016 |
# ¿ Jun 20, 2016 17:09 |
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Coolguye posted:I'm on my way out the door now, but I'll see about digging up the old recommended list from the last thread when I get back. I didn't realize that got missed. no worries - i linked it in my above post! also make your chess move Dancer posted:Oh God I feel really bad now. I wasn't asking how to create my own mods, but which mods were recommended to apply. I apologize that your effort-post will be mostly wasted on me (though the first bits are definitely hugely appreciated!). No worries! For applying mods, well, it's still neat to know how they were made, but basically you download patcherGUI and a text file with the code for a given patch and then just run patcherGUI. It's really self explanatory, but if you want more info then just check out reddit.com/r/LongWar101
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# ¿ Jun 20, 2016 22:00 |
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alright, i have 152 mods downloaded, ready to start playing the game! i'm tempted to get back into xcom modding but on the other hand i don't actually have a spare 60 gigs on my ssd
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# ¿ Jul 5, 2016 08:31 |
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# ¿ May 21, 2024 17:38 |
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Monathin posted:So I haven't touched this game since launch, since I wanted to wait for all the DLC to hit before I do a second run. Two quick questions for people before I dive into the game again. here's the 175 mods i'm running: http://steamcommunity.com/sharedfiles/filedetails/?id=718267335 smattering of additional customization options, voice packs, armour and the like. Also around a hundred small-large scale tweaks, additional enemies, the rare additional class, some bugfixes, some buffs and some nerfs.
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# ¿ Jul 5, 2016 21:02 |