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Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Dezinus posted:

Can't believe I've never thought of that before. I guess the TV show is basically Xcom with wormholes. I'd play the poo poo out of that in any case.

I see you havent read the SG-1 XCOM crossover :unsmigghh:

https://www.fanfiction.net/s/3631062/1/XSGCOM-Mirror-Image

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Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Does anyone know it https://sfx.thelazy.net/games/preset/4069/ would still work for xcom2? Im finding myself missing the bright colors.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



idonotlikepeas posted:

I decided to try my hand at this modding thing, with a little update that lets you buy upgrades to the Guerilla Tactics School that rank up rookies you train there (to a max of one below your max rank soldier). Feel free to give it a try and let me know if it crashes your game and deletes your ironman saves and curdles your milk and insults your mother:

http://steamcommunity.com/sharedfiles/filedetails/?id=630838743

This looks interesting, I wonder how it might play with https://steamcommunity.com/sharedfiles/filedetails/?id=623935276

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



So my household has restarted 30 campaigns and played 80 hours :v: I dont think we've even seen the midgame yet. Having too much fun tweaking mods and opening strategies.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Okay, so Im starting to encounter beserkers/muton centurions/shield pods, and I havent bought any upgraded weapons or armor. Ive researched up to gauss, but I havent been eager to get new weapons if I lose the old mods on the weapons. (Im using the 3 slot workshop thing).

Is it possible to upgrade the weapons and keep the mods? Or do I just push through it?

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



JVNO posted:

An 'ambush' is essentially setting most of your guys on overwatch and having the last guy huck a grenade at the pod. As soon as concealment is broken, your teammates will usually shred the stragglers and survivors. Multiple attacks would just be absurdly overpowered. It would be neat if concealment was preserved if you manage to kill an entire pod without being 'detected', though.

What I use is
https://steamcommunity.com/sharedfiles/filedetails/?id=619816174 and
https://steamcommunity.com/sharedfiles/filedetails/?id=623155292 (set for 2 rounds, individual)

It stops the timer if Im concealed, and conceals me after 2 turns of not being seen by pods. Gets a nice little fog of war thing going.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Dallan Invictus posted:

Yeah, I liked the idea of that mod when I saw it but I really wonder how it will play. I guess theoretically it would be pretty similar if pods don't teleport like that EU bug - instead of you coming to them, they move towards you at a slightly faster pace than you would have, and if you haven't killed the first group quickly enough then God help you.

I'll definitely have to try it once I've removed enough content mods that my game actually loads in less time than it takes to boil water :smith: (and maybe when someone has played it long enough to see whether it breaks scripted missions).

edit: also, how do you disable the launcher? I haven't seen an option for it anywhere (granted I won't be able to do it anyway until I can convince it to remember the mods I'm using rather than throwing that "file load error: cannot determine what mods were previously used" every time, but baby steps!)

This looks fun, Im going to stack it with the concealment mod and the bigger pod mod :)

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Pimpmust posted:

Some ideas:
Add something akin to security guards/local law enforcement, guys with stun-batons/riot shields/shotguns/SMGs for the early game. They can start out in small 1-3 man patrols sprinkled across urban maps or help guard objectives in larger groups, not so much threats on their own but they can easily walk in on any firefight and make it harder (without it being so *very* much harder that a second ordinary pod is). Local unmodified collaborators.
Reserve the ADVENT Troopers and crew for guarding really important objectives and for the ADVENT drop ship reinforcements early game, but increase their power and numbers (especially the vanilla ADVENT reinforcement feel weak as poo poo/tiny in numbers most of the time).
Late game the basic guards can upgrade to some form of SWAT.
Another idea is to have them and other ADVENT pods all activate and congregate once one of the pods are triggered, sorta lika a radio network (seen a mod that attempts something like this, but it's pretty crude). Allow hacking of ADVENT posts to delay it. Reinforcements are supposed to feel like ADVENT is reacting to you and pushing you to get to the evac point but you still get weird situations where you can be blowing up entire buildings just a few tiles away from a second pod and they don't activate (plus we can skip crude design shortcuts like dumping 50-75% of a maps pods right on top of the objective just to guarantee a fight). Put in some randomized turn-delay the further away a pod is for when it will activate and you can have a much more "natural" feeling time limit for missions than the arbitrary one we get now.
That and allow more than one drop ship / turn to show up on higher difficulties, you'd be a lot more "Oh poo poo" if two reinforcement flares popped in (or they just dropped off a second pod at an unmarked location on the highest difficulty).

https://steamcommunity.com/sharedfiles/filedetails/?id=619302232 Increased enemy squad size
https://steamcommunity.com/sharedfiles/filedetails/?id=625780621 more enemy squad size
https://steamcommunity.com/sharedfiles/filedetails/?id=619895445 double enemy squad size
https://steamcommunity.com/sharedfiles/filedetails/?id=625914499 fearsome sectopod
https://steamcommunity.com/sharedfiles/filedetails/?id=628401700 advent sniper
https://steamcommunity.com/sharedfiles/filedetails/?id=622778878 patrol when revealed
https://steamcommunity.com/sharedfiles/filedetails/?id=626109271 more dark events
https://steamcommunity.com/sharedfiles/filedetails/?id=618390218 improved AI
https://steamcommunity.com/sharedfiles/filedetails/?id=624558467 stronger Advent
https://steamcommunity.com/sharedfiles/filedetails/?id=626617018 call reinforcements
https://steamcommunity.com/sharedfiles/filedetails/?id=617993180 remove aim assists
https://steamcommunity.com/sharedfiles/filedetails/?id=622133088 smarter sectoids
https://steamcommunity.com/sharedfiles/filedetails/?id=577474474 muton centurion
https://steamcommunity.com/sharedfiles/filedetails/?id=631501691 all pods active
https://steamcommunity.com/sharedfiles/filedetails/?id=628352640 advent psi
https://steamcommunity.com/sharedfiles/filedetails/?id=626321555 tougher turrets
https://steamcommunity.com/sharedfiles/filedetails/?id=629997737 smarter turrets
https://steamcommunity.com/sharedfiles/filedetails/?id=626067667 persistent zombies

Have fun :unsmigghh:

Loel fucked around with this message at 22:09 on Feb 25, 2016

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



SeaTard posted:

Re: Timer chat

I think more of the missions with timers should act like the UFO recovery mission, where the timer doesn't start until you make contact with the aliens. Certainly all the ones where you start in concealment because they don't know you're there should be like that.

I saw a few mods that are supposed to do that, but I haven't actually tried any of the timer mods yet.

I use 'timer doesnt start until contact' and 're-enter concealment after 2 turns'. Its been fun so far.

As an aside, I'm working on a master list of mods that seem to come up a lot in this thread:

https://docs.google.com/document/d/15Sr1fnNST5xwhkIGuHixQrbA4uu2bSS0eDVBES-tRM8/edit?usp=sharing

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



So here's what I have for my mandatory mod list, goal being XCOM2/LW :

quote:

Quality of Life/UI:
stop wasting my time
instant avenger menus
restart mission button
no startup movies
upgrade reminder
overwatch all
evac all
in game clock
ignore missing content
quick start, ignores first mission
engineer to scientist
quiet bradford
upcoming events in hours
mission time remaining
start with flash and smoke
show health values
show shot breakdown
grenade damage fall off
grenade throwing tweaks
non-tile snapping psi
hazmat fix
strip primary weapons
fire fix
AWC fix
techtree
more maps
different maps

dollhouse stuff:
Capn Bub’s Accessories
full character customization

Gameplay tweaks:
more squad size upgrades
patrol when revealed
beatdown skill
commander+ difficulty

Does that seem like a good list? Should I add any of the following?

quote:

Less challenging:
No squadsight penalties
No AP cost hacking
Flamethrower mod
Bleedout mod
Energy shields
Squad concealment
True Concealment
All soldiers gain XP

More challenging:
Increased enemy squad size
Fearsome sectopod
Advent sniper
Smarter AI
Smarter Sectoids
Stronger Advent
Call reinforcements
Muton Centurion
All pods active
Advent Psi
All pods active
Smarter turrets
Remove aim assists
Alien aim assists

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Vincent posted:

The fact that you didn't add this one is a cardinal sin https://steamcommunity.com/sharedfiles/filedetails/?id=627246704&searchtext=bob+ross (bob ross voice pack)

What other voice packs and character pools do you guys reccommend?

https://steamcommunity.com/sharedfiles/filedetails/?id=632537892

So here's where Im at :D

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



RBA Starblade posted:

e: Now that I've beaten it vanilla I'm ready for mods. I haven't really been paying attention to them, throw me some cool customization ones! I've got Capnbeeb's helmets, Evac All, and Overwatch All so far.

https://steamcommunity.com/sharedfiles/filedetails/?id=632537892 :D

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Holy crap but https://steamcommunity.com/sharedfiles/filedetails/?id=631501691&tscn=1456353560 is a nightmare. Tried it once on my next mission (train supply raid) and saw 349850924850943 ayys run towards me. Thankyouverymuchno.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Odd. I was playing with my mods, as I do, and running the game. Finish the train mission, return to base, buy the 8th squad slot. Get a new mission, go to it - and the game crashes (error 41) whenever it tries to load the mission. Base works fine, skyranger flies fine, but the landing crashes the game.

I've restarted the computer, verified the game cache, and tried running only 7 guys. Same results.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



So I unsubbed and resubbed all my mods, and then XCOM2 said it was getting a 700mb patch. I also verified everything, and took out the new crysalid mods I was trying.

Now it crashes at the load save screen, even before I get to a map :v: I think Im going to move my saves elsewhere and do a fresh install.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Okay, so. XCOM2 - Goon JihadiSwarm.

Here's the basic idea. We set recruiting cost to 10 (maybe 5?). We max out the aliens. More of them, smarter, tougher, they shoot better, everything. Then we strap on suicide vets on our army of fanatics, and send them running in :D Thats it. That's the plan. (I think maybe making 8 people squads the default, with no expansion, might be ideal). With the super cheap hordes we are buying, most will be trash (due to the randomization of character generation). We vest them, and keep a tiny core of survivors we hope might make it. :v:

The key interaction (along with alien buffs) is the concealment/activate all pods. We start concealed, we make contact. All pods activate. We run in a suicide bomber or two, and lose enemy sight. We enter concealment again. Its a race between our suicide bombers and their hordes of elite troops. And don't forget, they can call for more reinforcements :unsmigghh:

Eventually Id like to get this down to 4-5 super mods. Combine the first quote box as 'goon jihad mod' or whatever. Second box is impossible nightmare mode. And so on.

quote:

Essential gameplay changes - enemy:
https://steamcommunity.com/sharedfiles/filedetails/?id=619302232 more mobs
https://steamcommunity.com/sharedfiles/filedetails/?id=632036075 different mobs
https://steamcommunity.com/sharedfiles/filedetails/?id=631509676 sassy viper
https://steamcommunity.com/sharedfiles/filedetails/?id=624558467 stronger advent
https://steamcommunity.com/sharedfiles/filedetails/?id=628401700 advent sniper
https://steamcommunity.com/sharedfiles/filedetails/?id=628352640 advent psi
https://steamcommunity.com/sharedfiles/filedetails/?id=625914499 fearsome sectopod
https://steamcommunity.com/sharedfiles/filedetails/?id=577474474 muton centurion
https://steamcommunity.com/sharedfiles/filedetails/?id=622778878 patrol when revealed
https://steamcommunity.com/sharedfiles/filedetails/?id=622133088 smarter sectoids
https://steamcommunity.com/sharedfiles/filedetails/?id=618390218 improved AI
https://steamcommunity.com/sharedfiles/filedetails/?id=626109271 additional dark events
https://steamcommunity.com/sharedfiles/filedetails/?id=626617018 call reinforcements
https://steamcommunity.com/sharedfiles/filedetails/?id=632565258 more chrysalids
https://steamcommunity.com/sharedfiles/filedetails/?id=631302779 smarter chrysalids
https://steamcommunity.com/sharedfiles/filedetails/?id=632303896 tougher chrysalid
https://steamcommunity.com/sharedfiles/filedetails/?id=631501691 all pods active
https://steamcommunity.com/sharedfiles/filedetails/?id=617993180 remove aim assists
https://steamcommunity.com/sharedfiles/filedetails/?id=626218821 alien range bonus

Loel fucked around with this message at 23:29 on Feb 26, 2016

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



I present to you... The Goonsurgency https://steamcommunity.com/sharedfiles/filedetails/?id=633229131

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



idonotlikepeas posted:

If you're trying for swarm tactics, consider the mod I did: http://steamcommunity.com/sharedfiles/filedetails/?id=630838743

Added :D If anyone can slap together a tiny mod that changes prices of recruits to 5, I think we'll be in business :unsmigghh:

SynthOrange posted:

I've been trying, oh god I've been trying. I'm pretty sure that physics bones are only active on hair. I've tried rigging up physics assets on the horse's snout and other things but it doesnt seem to work at all.

If we're doing requests, obviously fake santa beard? :D And/or groucho marx mask.

Thyrork posted:

It'd be the work of mad gods, but having a tool that hooks into your mod choices and yells :siren: CONFLICT DETECTED BETWEEN MODS X AND Y :siren: would be an extremely good tool.

And making it sooner rather then later means less work but I'll be hosed if i know where to start. :v:

At the very least, having some uniform standard & a spreadsheet to show what mod alters what might help.

good lord, that would be goddamn amazing. Im reinstalling my game right now cuz the saves broke so bad. :negative:

Bakalakadaka posted:

They should have given avatars swords so they could be full Raiden.

Know what I really want to see? Chainswords like 40k, or bayonets. Especially ones you could put on crew served weapons or grenade launchers.

And, of course, the dream of chainsaw bayonets is eternal.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Speedball posted:

wait does that say "fissions mailed?"

Its the AYY LMAO mod.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Thyrork posted:

I rather suspect that its the Ayy lmao mod. :allears:

E, f, b. Mines better because it has a link. :colbert:

Ive posted hundred of links, no one clicks them :v: 8 views for my goonsurgency pack? Cmon now :cheeky:

As an aside, is there an XCOM 2 commanders choice mod yet?

edit: second aside, where can I modify the cost of buying new troops?

Loel fucked around with this message at 19:00 on Feb 27, 2016

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Moola posted:

I wish there was a GTS mod that let you retrain soldiers to a different class after they promote from Rookie

Really annoying getting one of your Pool characters on the first mission, and then they promote to the wrong class :argh:

Console command :D Like, 3 posts up.

Okay, I got the goonsurgency down to ~70 mods. https://steamcommunity.com/sharedfiles/filedetails/?id=633856430 Most of them are minor tactical or gameplay tweaks. At some point I want to sit down and turn them into 'gameplay fix pack' 'AI fix pack' and so forth.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



K, so here's what Im working on. It presumes we're a poo poo tier resistance group using hordes of angry but inexperienced and ill-equipped people versus the best security regime ever built. Human wave suicide bombing is expected and encouraged.

I have no idea how to mod, but at least now I know what I want to do :D And this is mostly just combining existing mods.

quote:

https://steamcommunity.com/sharedfiles/filedetails/?id=633856430

Player tweaks - weapons
Ranger swords: 100% hit chance
Swords receive hunters instinct
Ammo as weapon upgrade, not utility (includes pistols)
Can equip energy shields
Any class any weapon
Added flamethrower weapon
beatdown skill
SMG mod applied

Player tweaks - grenades
Start with smoke and flash grenades
Grenade damage fall off
Grenade throwing tweaks
Grenades can be carried in multiple slots
Experimental grenades are permanent once researched

Character pool changes
Soldiers cost 5 instead of 25
Soldiers start with suicide vests
Soldiers start with AK-12s (4-6 damage)
Soldiers start with 1911 pistol
Soldiers start with AYY ISIS flag
Soldiers start with MGSV name style
Soldiers start with Exalt voice
Soldiers start with Resistance armor
Soldiers will start with random stats
Soldiers will promote with random stats
Soldiers will gain stats through use
Soldiers will lose stats through injuries
Soldiers gain 20% XP when not deployed
Soldiers can be rush promoted in exchange for supplies

Better upgrades/loot
Enemies can drop supplies, alloys, weapon mods and PCS
Timed loot +1
Weapon mods are improved:
    Laser Sight (+5/+10/+20) [Crit,]
    Scope (+5/+10/+20) [Aim]
    Expanded Mag (+1/+2/+4) [Clip Size]
    Hair Trigger (+5/+10/+20) [Free Action Chance]
    Autoloader (+1/+2/+4) [Free Reloads per Mission]
    Stock (+1/+2/+4) [Damage on Missed Shots]
    Repeater (+5/+10/+20) [Instant Kill Chance]

Base changes
Engineer2scientist
More squadsize upgrades
Proving grounds - armed to the teeth
proving grouns can have another engineer
Makes Advent facilities be built more frequently and generate more 'Doom points'
Advent fortress (passive points) generate none.
slower research, faster building

Utility
Random nickname button
expanded nicknames
Evac All
Overwatch All
Unlocked all character customization
Ingame clock
Upgrade Reminder
Upcoming events in hours
skills can be seen in selection screen
mission time remaining
restart mission
stop wasting my time
strip primary weapons
show all perks

Gameplay
Combat starts concealed, will reveal all at once
At reveal, all pods will activate
After two turns of noncombat, will re-enter concealment
Will exit concealment on an individual level
Soldiers will not receive hidden aim bonus
hunkering puts out fires
additional map parcels

Bugfixes
Smoke grenade bugfix
Hazmat vest protects v acid
haywire bugfix for turrets
Fire fix


Individual AI tweaks
Advent will support/defend, stay further away
Advent troops receive more hp/armor/crit/damage

Advent officer:
Advent will shoot/flank before marking
Call reinforcements 1/mission if outnumbered
Will treat beacons as normal soldiers

Advent MEC:
Will treat beacons as normal soldiers

New Advent Classes:
[list]Advent Sniper
Advent Psi Operative
Advent Scout

Stunlancers:
If cant reach you, will throw grenades

Turrets will have more armor, damage, and enter overwatch more often

Sectoids:
Mindspin + mind control preferenced

Chrysalids have more armor, damage, crit and hit
Chrysalis cocoons can deploy in pods
Chrysalids deploy much earlier and have higher spawn rates

Beserkers spawn earlier and have more armor

Sectopod given more armor, hp, hack resist etc

Muton Centurion applied

Archons get more missiles, hp, and dodge

Andromedons, Codexes, Gatekeepers
Will treat beacons as normal soldiers

General AI tweaks
Additional Dark Events
Alien range bonuses
Pods set to 5
No max contact
AI will still patrol when revealed
AI will try to regroup with other squads
AI will entrench v overwatch
AI will value full cover
AI will take cover at further distance when surprised
AI will consider grenades against single targets

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Actually, know what I really really want? Mod profiles. My girlfriend and I have very different preferences in our mods, and scrolling through 200 mods to get the correct build takes forever.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



So I tried the Scout Advent someone asked about. They aren't too bad - they move stupid fast, are very hard to hit, and spend all their moves finding and flanking you - but they dont shoot you. So, if you've already killed their buddies, they are free kills :unsmigghh:

Oddly, on the same map one of my guys got mind controlled and stun lanced, and then when he got out of it he wouldn't move more than one tile. So he got captured by the ayys. Odd little bug.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



MorsAnima posted:

I haven't added any mods that would simply result in more mimic beacon usage. Includin that scout advent, or the psi advent and all the rest. No point adding more poo poo to cheese with the same tactics.

Ive added every new and improved mob I can find :v: I like seeing what the game comes up with.

As an aside, how hard would it be to give all Advent stormtrooper helmets? :D

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



BenRGamer posted:

New mod that might be interesting for people. Diablo/Borderlands style weapon drops.

http://steamcommunity.com/sharedfiles/filedetails/?id=634384547&searchtext=loot

That looks hella fun. I'm currently running 'better vanilla mods'/'timed loot+1' and 'enemy loot expanded'. Im guessing, just remove better vanilla mods and put in Grimy's loot mod? Do you think it would conflict with existing campaigns?

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Coolguye posted:

Sykic is already working on one.

If you want to contribute, find/extract the Tiny Tina lines - which apparently do not exist anywhere on the internet.

https://steamcommunity.com/sharedfiles/filedetails/?id=628321798 This one? :confused:

Also, I keep wanting to try the 'active all pods', but it terrifies me everytime it procs :v:

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



BenRGamer posted:

I'm playing it on my new Commander+ Game. It's... fun. It feels like that's what it shoulda been, when an alert goes up the other enemies aren't supposed to ignore it. Still really early game, just picked up Mag Weapons, working on AWC, but it's pretty neat.

Kinda fearing the arrival of the Advent Sniper mod and the other higher level enemies, though.

Ah, Im still playing at Commander :v: Working my way up.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Vib Rib posted:

For my second campaign I've bumped up both XCOM and alien squad sizes, but I also wanted to mess with pod composition. I've mixed the normally split groups of terror/not-terror, so now Faceless, Chryssalids, and Berserkers can spawn in non-Terror missions. Further, the standard "boss" pool now includes Berserkers and Faceless, which were normally restricted to being Terror bosses. Then I've made all the instances that normally pull from these separate pools instead pull from this new omni-pool. So outside of "purely advent" pods, you can pretty much run into anything anywhere.
I'm debating scratching the "advent only" pool entirely, so you can have dropships loaded with faceless or vipers, or a reinforcement pod of chryssalids and andromedons or something. Haven't done that yet, but considering it.

Finally, I've added avatars to the boss pool as well. :unsmigghh:

Neat! Ive been dealing with early Chrysalids with this mod https://steamcommunity.com/sharedfiles/filedetails/?id=631302779 but I would love to be seeing some Faceless on other maps. You posting the mixed pods mod somewhere? :D

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Uncle Jam posted:

Does reduce beginner VO actually turn off any VO? I'm getting sick of bradford telling me civs are getting massacred every other time one bites a bullet.

I believe the mod 'quiet bradford' works, and its also plugged into 'stop wasting my time'.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



PantsBandit posted:

Well, I did it. I beat the XCOMs. I had to save-scum like crazy to do it but I've never beaten an XCOM campaign before so I'm pretty pumped.



Gratz!

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



BenRGamer posted:

Never do it without scum :v:

Someone needs to make a strategy game like this where savescumming is worked into a literal mechanic to use within the game itself.

Planescape Torment :v:

Also, Ill go as far as Bronzemode. Ironman is just ridiculous :v:

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Melanion posted:

On Legendary a 'lightly wounded' can put your guys out for 20+ days. AWC is decidedly non-optional.

I wanted my L/I to be as pure as possible, so while I'm using loads of QoL/bugfix mods the only thing I'm using that affects gameplay is Engineer2Scientist, which changes the staffing positions in the AWC and Psi Lab to scientists. With diminishing returns on scientist research bonuses being what they are, they quickly became almost useless in the late game. Plus playing nurse and watching people stack blocks with their minds seem more scientist-y than engineer-y. :colbert:

I did that, but Im also using 'Bleedoutmod' , 'itsjustascratch' and 'less gravely wounded'. Im starting to wonder if they are overkill. As it were.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



BenRGamer posted:

Gotta disagree.

Wound timers are so long that without a staffed AWC there's a good chance you'll literally run out of troops, on the higher difficulties, at least. Once you get later on with more skills, better armor and weapons, etc, that'll stop happening and the AWC will be less useful and not need to be staffed 24/7--but experimental grenades will still be useful.

How many soldiers are people running usually? I buy ~10 new ones at the start of the game and then just grab mission rewards. For Commander+, how many is a good pool?

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



PantsBandit posted:

I had To Serve Mankind (recruits cost 10 supplies instead of 25) as one of my early continent bonuses so I basically ran a skeleton crew until I could lock that down. Once you have that you can just recruit like crazy and even midnight raids don't hurt that much.

Any idea how to make that a starting perk? :D

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Got a bug just now where mods wont show up in the launcher, and the launcher takes an exceedingly long time to load. Any ideas?

edit: Aha. I took a nap and when I got back the launcher was showing the mods. I guess it just takes time :v:

Loel fucked around with this message at 21:28 on Feb 29, 2016

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



BenRGamer posted:

Look at this chump who mods cheaper rookies.

On Commander+ they cost 40. I can't afford to buy more than one after starting to build the GTS.

There will never be a time when suicide vests make tactical sense in this game :(

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Gharbad the Weak posted:

Actually, screw this, does anyone know like the max size of units into enemy pods? I want literally all the aliens. Like, at what point do things start to break.

I recommend either IEE+ or double pod mod. https://steamcommunity.com/sharedfiles/filedetails/?id=633218387


Next campaign I plan to :D

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Gharbad the Weak posted:

I used IEE+ already, is double pod mod more?

It ... might be? The little pods of 2 might go to 4, but the 4s will go to 8s. So.

Edit: Id say add 'all pods active' 'call reinforcements' and 'enemy buff'.

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Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



So how do I make Faceless appear on all maps? Or, what file should I be looking in?

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