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I move a ranger up to slash, it reveals a turret flanking the ranger (slashed the lancer dead though). No big deal, I'll shoot a grenade and drop it down. Oh, I'm not allowed to aim at it? I'm only allowed to aim at every tile that won't effect it? Why? Why is this a thing? e: Oh holy poo poo, when the game gave me free dragon's breath rounds, it was a brutal trap. The sectoid got caught on fire. That means it just gets to be more powerful and shoot you. gently caress you XCOM!
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# ? Feb 28, 2016 17:17 |
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# ? May 19, 2024 07:48 |
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Did you try saving and reloading? Have you never learned that pectoids are infinitely more dangerous when they can shoot?
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# ? Feb 28, 2016 17:21 |
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splifyphus posted:This happened to me with the last two avatars and they never showed up again. My crack squad got slowly whittled down by infinite reinforcements at the end of a four hour mission with a broken win condition. I was scanning a new comm tower and it went in to -5 days. I went in and out of the geoscape a few times and now all of the events triggered at once. I thought a patch was incoming?
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# ? Feb 28, 2016 17:21 |
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SpookyLizard posted:Did you try saving and reloading? Have you never learned that pectoids are infinitely more dangerous when they can shoot? It didn't occur to me what I had done. It was the first shot of the mission then I realized as it was moving what the sniper had just done. Saving and loading won't help, it's on every turret this mission. Also they can't miss! Cool! Rip ranger. e: Oh neat the music gets more somber the worse you do. No grins on the skyranger this time. RBA Starblade fucked around with this message at 17:33 on Feb 28, 2016 |
# ? Feb 28, 2016 17:23 |
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SpookyLizard posted:~/Steamapps/workshop/268500/ Right, found the files. Now to await a fix for the "load ever loving mod in RAM" issue.
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# ? Feb 28, 2016 17:34 |
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The sound design in this game is so good. I love how magnetic and plasma weapons have a short "wind-up" noise, like an inhalation, before they fire. It's another trick to build anticipation/dread: will the shot connect or will it not?
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# ? Feb 28, 2016 17:38 |
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As much as this game emphasizes the need to move on and keep momentum, burrowing motherfucking chrysallids seem to oppose all of that. I'm a baby and I just overwatch until they pop out and I can shoot them with 6 overwatches. I just did a story mission that had 15 enemies, where 3 of those were advent and the rest were chrysallids. 3 of those were an activated pod, the rest were burrowing patrolling shitheads. I'm pretty salty, yes. What is the answer? I guess putting a blademaster up front with heavy armour and hope he slashes through every charging chrysalid?
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# ? Feb 28, 2016 17:46 |
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Battle scanners/scanning protocol would be my answer to chryssalid ambushes. That said there's no time limit on that mission so you might as well over watch them to death, yes.
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# ? Feb 28, 2016 17:56 |
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Iceshade posted:What is the answer? I guess putting a blademaster up front with heavy armour and hope he slashes through every charging chrysalid? Once I have the Shadow Chamber built I take some combination of Battle Scanner/Scanning Protocol on every mission involving Chrysalids.
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# ? Feb 28, 2016 17:58 |
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I would appreciate it if the supply crates in supply raids would stop being invisible or at least start being highlighted again so I can stop accidentally blowing them up with grenades. e: Burning is the worst effect in the game. A Stun Lancer caught fire next to a burning truck and just ran back and landed shots through full cover. RBA Starblade fucked around with this message at 18:10 on Feb 28, 2016 |
# ? Feb 28, 2016 18:07 |
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Burning won't do anything to a stunlancer besides the DOT effect. It's kind of a bad effect becuase dudes on fire have no recourse besides medikits or standing there and waiting for the fire to go out. Because XCOM has never heard of Stop Drop and Roll. Honestly I'd trade the No Abilities effect for 'potentially panicking like a motherfucker' effect from EW's flamethrower. They should be LOSING CONTROL OF THE SITUATION" not looking for a puddle to stand in so they can reload.
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# ? Feb 28, 2016 18:17 |
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Poison is much better, lowers their mobility and their aim. And Gas Bombs have stupidly good range.
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# ? Feb 28, 2016 18:17 |
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Cool, civilians are invisible now too, so I got instantly spotted on a concealment mission.SpookyLizard posted:Burning won't do anything to a stunlancer besides the DOT effect. It's kind of a bad effect becuase dudes on fire have no recourse besides medikits or standing there and waiting for the fire to go out. Because XCOM has never heard of Stop Drop and Roll. Honestly I'd trade the No Abilities effect for 'potentially panicking like a motherfucker' effect from EW's flamethrower. They should be LOSING CONTROL OF THE SITUATION" not looking for a puddle to stand in so they can reload. Oh, well I guess it just chose to not do the useless option instead. Seriously, I've never been knocked out by one. quote:And Gas Bombs have stupidly good range. Gas bombs are amazing.
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# ? Feb 28, 2016 18:25 |
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When I get my proving ground up and running and churning out grenades, Acid and poison become mainstays for my grenadiers. Maybe with one or two regular plasma grenades. Because with upgraded explosives and the upgraded grenade launcher you can practically topple entire buildings with a few. My grenadiers tend to be kinda weak when they're just destryoing cover, but when they get acid bombs? That DoT effect can wipe entire pods.
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# ? Feb 28, 2016 18:28 |
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Someone parked a car inside a cafe.
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# ? Feb 28, 2016 18:29 |
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XCOM just did a terrorism and shot a grenade at some troopers standing in a crowd.SpookyLizard posted:When I get my proving ground up and running and churning out grenades, Acid and poison become mainstays for my grenadiers. Maybe with one or two regular plasma grenades. Because with upgraded explosives and the upgraded grenade launcher you can practically topple entire buildings with a few. My grenadiers tend to be kinda weak when they're just destryoing cover, but when they get acid bombs? That DoT effect can wipe entire pods. Right? I gave my grenadiers those and proxy mines and nothing was left standing or with armor. I love them.
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# ? Feb 28, 2016 18:30 |
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RBA Starblade posted:e: Oh neat the music gets more somber the worse you do. No grins on the skyranger this time. Except, ironically, if you complete a VIP mission, with only the VIP extracting and everyone else getting captured. Que happy music and a completely empty skyranger.
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# ? Feb 28, 2016 18:34 |
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The fact that special grenade dot damage seems to get buffed by volatile so it can tick for up to 5 is probably something they could tone down. Acid grenades in general are incredible because who needs cover damaged when they do like 13-18 damage in one turn cycle and remove armor. If you can hit an ADVENT/Sectoid/Faceless group with them you almost never need to shoot those mobs again. Mazz fucked around with this message at 18:53 on Feb 28, 2016 |
# ? Feb 28, 2016 18:47 |
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It's awesome how one good mission can turn things around. A flawless vip mission got me an extra engineer and enough intel to speed rush plated armor along with double-speed scanning, I got two shaken guys buffed up (mindshields are great but only useful for that one purpose really), got mag weapons, and once I beat this next mission everyone can be in predator armor.
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# ? Feb 28, 2016 19:20 |
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I once activated four pods simultaneously and with two acid grenades and a poison grenade and the entire set of dudes was dead.. The enemy was preoccupied shooting my mimics and I only had a few wounds.
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# ? Feb 28, 2016 19:30 |
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RBA Starblade posted:Cool, civilians are invisible now too, so I got instantly spotted on a concealment mission. they use the same fog-of-war rules that aliens do. i've tripped civs a few times before jumping off of buildings and falling past a window or something. just gotta be more cautious about clearing FoW, I spose playing on legendary really makes you paranoid about clearing FoW, esp in the early game
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# ? Feb 28, 2016 19:43 |
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vorebane posted:I have big dumb mod ideas for this game, but I do not know where the variable definitions are. I guess what I'm asking for what I do to tell the item in the array is a grenade, or inflicts stasis and what model it has. I am not even sure if I'm asking the right question here. Basically I'm confused and my latent programming classes are not expressing themselves. If you're looking for simple things, your INI files are in Documents\My Games\Xcom2\XcomGame\Config. Many of the numerical variables are externalized there and can be changed easily through those files without breaking anything else. I would still do it via mod so it's only active at runtime and can be switched off, but there's no harm in altering the real files if you save a backup of whatever INI you're screwing with. All of the other things you want to look at are buried in the source as various defined templates, events, and functions. You'll have to search the class files for that information and extend the required files to add your own stuff. If you're new to modding/programming, I would highly recommend ADDING your own stuff first before attempting to alter existing stuff. (Make a new weapon using available assets of existing weapons, rather than altering an existing weapon.) There are tutorial-esque example mods built into the SDK that you can open and see how basic mods work, and I'd recommend Kwahn's videos from within the below links for any newbie to UE3 modding. Overwriting classes to change default game functions is where you start to get into dangerous territory, because you can heavily break the existing game without knowing right away that you have done so (and you will certainly start to ruin compatibility between your own mod and others). Start here with installing the SDK and getting it functional: http://forums.nexusmods.com/index.php?/topic/3801885-proposed-sticky-thread-modding-resources/ Then go here for general information on the types of things you can do to mod the game. That dude's one of the guys from long war and he has a link to the UDK ini file definitions in his response, in case you don't already understand exactly how the INI files function and are modded. For a mod, you need to +/- information. For a manual edit, you just add whatever you want or change whatver you want in the existing format: http://forums.nexusmods.com/index.php?/topic/3775625-discussion-about-how-do-i-change-xxx-in-the-game/#entry34306880 Once you've got the SDK set up correctly, fire it up and follow this dude's advice for making a default, searchable reference copy of the source that you'll never save over and thus not gently caress up horribly: https://www.reddit.com/r/xcom2mods/comments/47dagk/kwahns_x2modding_tutorial_video_2_how_to_read/ His most important tip is CTRL+SHIFT+F. Cheers. Excelsiortothemax posted:I was scanning a new comm tower and it went in to -5 days.
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# ? Feb 28, 2016 20:10 |
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Are the first few missions rigged? I'm on my Commander Ironman run and I had to hack a workstation in a train (first time doing that in this run) and the train walls were impervious to my grenades. That was literally my plan, to blow up the walls and have my gremlin fly in for the hack, but those walls did not take any damage at all. I had to bail the mission but I really could have gotten the objective.
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# ? Feb 28, 2016 20:38 |
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Burning stops abilities like stunlancing. It's far from worthless. Stuff it's good against: -mutons can't melee or nade -archons can't melee -stunlancers can't stunlance Stuff it's bad against: -anything mechanical, unfortunately -stuff that is just going to shoot you It would be a lot better if it still applied the 'no abilities' stuff to units like the codex.
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# ? Feb 28, 2016 20:58 |
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The fire grenades do more upfront damage as well, which is nice. And they do burn down cover - it just takes awhile. I think all of the grenade types are pretty great and well-balanced, except maybe flashbangs. They're okay against sectoids and codex, but that just isn't enough.
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# ? Feb 28, 2016 21:03 |
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Flashbangs are great against anything with special abilities. It cancels any already in use, like mind control, zombies, panic, debuffs aim and movement. It's great.
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# ? Feb 28, 2016 21:09 |
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Revitalized posted:Are the first few missions rigged? I'm on my Commander Ironman run and I had to hack a workstation in a train (first time doing that in this run) and the train walls were impervious to my grenades. That was literally my plan, to blow up the walls and have my gremlin fly in for the hack, but those walls did not take any damage at all. I had to bail the mission but I really could have gotten the objective. It's not entirely consistent which pieces of cover are destructible either. Sometimes even a tree can survive multiple plasma grenades and shredderstorms unscathed.
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# ? Feb 28, 2016 21:14 |
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Exodee posted:Nah, some pieces of cover are simply indestructible, even if it shows up as red in the targeting interface. I know exactly which train cart you're referring to as well, since I've had the same issue with it. (Turns out, the identical looking panel right next to it is destructible ) Wonder if there's a mod for that. It's extremely critical to know which walls will shatter and which won't in some scenarios, especially in races against time.
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# ? Feb 28, 2016 21:31 |
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quadrophrenic posted:they use the same fog-of-war rules that aliens do. i've tripped civs a few times before jumping off of buildings and falling past a window or something. just gotta be more cautious about clearing FoW, I spose It was behind a wall apparently, so it's just los bugs as usual. I'm glad I'm not playing Ironman. quote:Wonder if there's a mod for that. It's extremely critical to know which walls will shatter and which won't in some scenarios, especially in races against time. Some walls happened to have indestructible metal tiles inside them, like VIP prisons.
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# ? Feb 28, 2016 21:38 |
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SynthOrange posted:Flashbangs are great against anything with special abilities. It cancels any already in use, like mind control, zombies, panic, debuffs aim and movement. It's great. Yeah, even later in the game, nothing really compares when it comes to area of effect denial of special abilities. That said though, it's kinda necessary that the ayyys live through the turn for it to be useful, so it makes much more sense in higher difficulties where a pod has a chance to survive a turn, and there are higher numbers of contacts in general.
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# ? Feb 28, 2016 21:49 |
Thank you EvilSlug for the resources!
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# ? Feb 28, 2016 21:49 |
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Well I just had two missions go bad; just two and my iron man game is a lost cause. First I had a mission where, if the enemy hit, they landed crits. This led to a death that started a panic chain that ended with one of my snipers blowing up one of my rangers and my sniper, then a specialist getting crit in full cover from full health to dead. Bottom line, half my A-team gone in a stroke, and the other half in critical condition. Okay, I think, I can probably pull this off with a bit of care. Start the next mission with the B-team, and near the objective. The map is in my favor! I just need to get across the street, and I can snag the objective and bail on the mission in probably four turns tops. I just need to stay quiet until it's time to pop the pod on the roof. And then, when I'm trying to move the last person on the team to a tile that won't break concealment, the cursor jumps to a completely different tile just as I confirm. Suddenly two pods become aware of me--because LoS bugs, I don't know, they weren't visible before and were behind the pod I could see--and wipe half of this team before I get to move because everyone was in "get ready to move for next turn" cover and not "go-time" cover.
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# ? Feb 28, 2016 21:54 |
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Maluco Marinero posted:Yeah, even later in the game, nothing really compares when it comes to area of effect denial of special abilities. That said though, it's kinda necessary that the ayyys live through the turn for it to be useful, so it makes much more sense in higher difficulties where a pod has a chance to survive a turn, and there are higher numbers of contacts in general. Incendiary bombs stop things from using special abilities as well, in addition to doing a poo poo ton of direct and DoT damage. If you want the movement speed reduction and extremely lackluster accuracy penalty, gas has got you covered. I just don't see a whole lot of point in flashbangs once you start getting other, better options. There are some situations where they'd be nice, but not enough to justify using one of your very limited utility slots.
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# ? Feb 28, 2016 22:04 |
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I finally loving did it. On my 16th attempt, RNGesus smiled upon me and gave me a good Gatecrasher. The temptation is so, so strong now to back up the save and use it to start my next L/I attempt when this one inevitably goes up in flames twenty missions in.
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# ? Feb 28, 2016 22:07 |
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If anything is more satisfying than launching a proxy mine into 4 pods of chrysalids, all stacked on top of each other, I don't know what it is.
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# ? Feb 28, 2016 22:10 |
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Goddamn, Coolguy, I hope you stay alive. Because you're a goddamn asset. Of course, not as much as Elliotw2 saving my bacon, as usual, with clutch hacks on turrets, ADMECs, Andromedon suits and this goddamn radar tower resetting everybody's action points on a 35% shot. I swear, some of the goons turn out to be the best.
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# ? Feb 28, 2016 22:11 |
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The dodge mechanic can go suck a fat cock. Starting Ironman Commander run #21. That's... X-com... baby.
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# ? Feb 28, 2016 22:14 |
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Dinictus posted:Goddamn, Coolguy, I hope you stay alive. Because you're a goddamn asset.
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# ? Feb 28, 2016 22:19 |
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Ravenfood posted:Do you have a link/name to the health icon change mod you're using? That'd be our own Peewi's Numeric Display mod. Might wanna tag it as UI, by the way, mate!
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# ? Feb 28, 2016 22:23 |
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# ? May 19, 2024 07:48 |
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Pimpmust posted:Deployment ideas These are all great. You could even add onto that sort of point buy system with some pre-mission modifiers, say "you got hosed recently so in desperation your troops cost X ranks less to deploy" or "in this mission rookies cost half as much" or whatever. You could even work in similar things to what the game already has in place with that story mission, where you can spend resources to have in-mission effects. Instead of basic strategic resources, have it be a pool specific just to deployment (different from troop choice). That way you could have missions feel more unique and have alternate ways to influence mission strength besides "bring more colonels". Continuing down that train of thought, you could even give labs/scientists more of a purpose by having proving grounds style jobs that let you buy more pre-mission benefits (reduced deployment, extra vision, airstrike, whatever). Maybe you normally get one buff choice per mission, but have a second slot that you have to build yourself? On the flipside, negative mission modifiers could also be a thing, perhaps even having some mini dark events that only last for that one mission and you can pay to remove some (but not all) at the cost of the same pre mission buff choice pool. You could even have a choice to turn off a current active dark event for one specific mission.
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# ? Feb 28, 2016 22:24 |