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Being on fire (and disoriented) prevents melee attacks.
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# ? Mar 5, 2016 06:40 |
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# ? Apr 29, 2024 01:11 |
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Such a beautiful piece of lumber, looking forward to it. Thanks.
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# ? Mar 5, 2016 06:49 |
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Just putting in a few tweaks like moving the bat's properties into the config and making the sheath hidable through it. Synthbuttrange fucked around with this message at 09:49 on Mar 5, 2016 |
# ? Mar 5, 2016 07:08 |
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That's amazing but you either gotta give the golf bag straps or get rid of it, because it hovering there is honestly more immersion-breaking than a baseball bat that just magically sticks to your back would be.
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# ? Mar 5, 2016 07:32 |
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Bushiz posted:Other news: after I wrap this campaign up I think I'm going to do a legendary Ironman run with xp leak, 5 supply rookies, half price equipment, and make pods as huge as possible. I want to hurl rookies and squaddies at doors to eat overwatch shots. I want a million faces on the memorial wall. Update: This is fun as hell. I have 5 people dead after three missions
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# ? Mar 5, 2016 07:43 |
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CapnAndy posted:That's amazing but you either gotta give the golf bag straps or get rid of it, because it hovering there is honestly more immersion-breaking than a baseball bat that just magically sticks to your back would be. It only looks like that mid-action otherwise it's stuck to the back just fine though. The base sheath suffers from the same thing. I've been trying to make the sheath visibility editable but goddamn this is beating me.
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# ? Mar 5, 2016 07:49 |
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I really don't remember that from the ending of the Bureau. I only remember liking the twist, and generally enjoying the various bits that weren't fully developed and that stuff, even if as a whole it didn't make the most sense. I gained a real appreciation for it watching McKilligan's LP of it with Silent W, and what I remember from that was both games were developed more or less independently and 2k Marin got access to the EU sectoid models and a general view of the assets, like the Muton, which previously was just different kind of big stompy soldier murdering monster. I don't remember any real, tangible connection to the either game from either game, besides having sectoids and mutons and two very different kinds of Etherals and Outsiders. I mean really if you changed the names and removed XCOM from The Bureau, it'd basically only have the sectoids and mutons in common. And kind of the four armed etherals. I don't even remember if they have four arms. Especially considering that EU and was produced pretty much wholly in separate from The Bureau and the biggest connection in EW is Carter's hat and that Carter is one of the cheat soldiers like Otto Zander. And you can maybe read the design of EXALT as based off vaguely the style of the bureau but I don't know if anyone from firaxis ever confirmed that. Honestly, if you read into the idea that all of the non failed campaigns were basically simulations being used by ADVENT to fight a war against the various hold out factions and resistance movements of the people of earth and XCOM, I do like the idea of the people of Earth being aided by a renegade etheral, who may or may not have been leaking information to the commander, helping his brain powers, or just sliding info to bradford and the Shadowy Council Guy. Except that the events of The Bureau are loving crazy and I can't swallow that people didn't get word of the outright crazy loving havoc wrecked upon the planet by the Outsiders on behalf of Mosiac. Did you play that game? a crazy amount of America gets wrecked to hell and back. The aliens are loving terraforming poo poo as their opening loving move
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# ? Mar 5, 2016 08:07 |
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SpookyLizard posted:Is there anything besides the use of the same IP that ties the games together? Y'know, other than Speedball's LP? The Mosaic chips are still in use-they're the things they're connecting the Advent together; the same chip they pulled out of you.
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# ? Mar 5, 2016 09:32 |
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Jesus christ I figured it out. it'll be ready soon :woot: Turns out I forgot some critical information in defining my config file.
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# ? Mar 5, 2016 09:38 |
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The mask gives this a serious Hotline Miami vibe.
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# ? Mar 5, 2016 09:43 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=638261867
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# ? Mar 5, 2016 09:49 |
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Bloodly posted:The Mosaic chips are still in use-they're the things they're connecting the Advent together; the same chip they pulled out of you. Is this supposition? Are they the same design or dud someone from Firaxis say this or is it just a friendly nod to a game that never got enough love?
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# ? Mar 5, 2016 10:01 |
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This seems like the best place to ask; is there any way to decouple hat color from primary armor color, possibly just for one item? Jacket/Richard doesn't look right with a bright white top, but a non-white mask isn't proper either.
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# ? Mar 5, 2016 12:01 |
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It requires editing the material properties so that it'd come from the secondary instead of primary. Its possible, but not an easy switch that can be edited into ini. It'd have to be a separate hat I think.
Synthbuttrange fucked around with this message at 12:14 on Mar 5, 2016 |
# ? Mar 5, 2016 12:05 |
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Bushiz posted:Update: This is fun as hell. I have 5 people dead after three missions Can you link the exact mods you're using? I'd like to try that out.
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# ? Mar 5, 2016 14:40 |
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This is a drat good mod, it managed to save me against some Archon with it's stun.
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# ? Mar 5, 2016 14:45 |
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SpookyLizard posted:Honestly, if you read into the idea that all of the non failed campaigns were basically simulations being used by ADVENT to fight a war against the various hold out factions and resistance movements of the people of earth and XCOM, I do like the idea of the people of Earth being aided by a renegade etheral, who may or may not have been leaking information to the commander, helping his brain powers, or just sliding info to bradford and the Shadowy Council Guy. Except that the events of The Bureau are loving crazy and I can't swallow that people didn't get word of the outright crazy loving havoc wrecked upon the planet by the Outsiders on behalf of Mosiac. Did you play that game? a crazy amount of America gets wrecked to hell and back. The aliens are loving terraforming poo poo as their opening loving move No that was those drat commies that did that remember?
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# ? Mar 5, 2016 15:28 |
Just a quick check, since I've actually beaten the game (if with a small bit of savescumming): Ironman is actually possible this time around, right? or at least it's theoretically easier to deal with than, say, EU's Ironman Mode. I want to make sure that I'm not going to deal with -total- fuckery, just your standard issue fuckery.
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# ? Mar 5, 2016 15:33 |
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Monathin posted:Just a quick check, since I've actually beaten the game (if with a small bit of savescumming): Ironman is actually possible this time around, right? or at least it's theoretically easier to deal with than, say, EU's Ironman Mode. I want to make sure that I'm not going to deal with -total- fuckery, just your standard issue fuckery.
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# ? Mar 5, 2016 15:54 |
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gently caress Chryssalids!
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# ? Mar 5, 2016 16:57 |
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I've just got back from a talk that Julian Gollop was giving in London on the history of XCOM. No particularly major insights, but a few interesting points: - He's exactly as disdainful about Enforcer and Interceptor as you'd expect him to be, describing them as "the heretical XCOMs" - He's aware of the player's inability to accurately judge probabilities, and finds it hilarious - He's surprisingly aware of all the modding and indie stuff that's spun out of XCOM - he had strong praise for Xenonauts, Long War and Open XCOM, when frankly I'm impressed he even knows they exist - He wasn't fully prepared for the extent of XCOM 2's destructible terrain, and got half his squad killed when a Muton collapsed the floor of the building. I love that he was war-stories about these games the same as the rest of us.
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# ? Mar 5, 2016 17:12 |
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ZearothK posted:Can you link the exact mods you're using? I'd like to try that out. IESS+ Increased Squad size fast leveling All soldiers gain xp Grimy's loot mod Retroactive AWC Advanced modular weapons Beat down Smg Those are the big ones. I also hosed with inis to make pods and reinforcements have larger variety, made the sword an auto hit, and increased the number of rookies you get from the "rookies" scanning event reward to 10. I actually can't find where in the inis you adjust rookie recruitment cost, so I'm just using console commands to get the amount of supplies I need to make rookies cost 5. Then just play aggressive as hell. I'm still working on the balance of it, but reducing mission timers by two turns seems to put the pressure on for me, but I'm not really that good at the game.
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# ? Mar 5, 2016 17:22 |
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Strom Cuzewon posted:I've just got back from a talk that Julian Gollop was giving in London on the history of XCOM. No particularly major insights, but a few interesting points: So that's where the Gollop Chamber comes from. How does he feel about the remakes in general?
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# ? Mar 5, 2016 17:53 |
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Olive Branch posted:The mask gives this a serious Hotline Miami vibe. That's the vibe I got, and I'm sure it's intentional too. The creator of the mod uses a Hotline Miami avatar.
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# ? Mar 5, 2016 18:08 |
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Is the hellfire projector worth using over a rocket launcher?
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# ? Mar 5, 2016 18:13 |
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Geeeeeeet dunked on, ayys. RIP Solid Snake, my sister, and two random rookies I emergency hired. Your sacrifices were not in vain.
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# ? Mar 5, 2016 18:16 |
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Is there a way to have the rookie pool only pull from the Import Character list initially? I got a list of names I'm trying to put in, but everytime I start a new game I get random pubbie names in my team as well. That and not every name appears in the Recruitment list. (And yes, everyone is marked as can appear as a rookie)
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# ? Mar 5, 2016 18:20 |
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I'm nearing a first finish of XCOM2 and while I recognize that it's a really cool game with legs, I'm not seeing myself play it all that much again, because it's currently unoptimized (Hopefully all that can be fixed!) but more because it definitely feels rife with what was pointed out earlier by some game designer on his blog, the "snowball effect" of either getting your rear end kicked at the start and never recovering, or kicking rear end and kicking rear end forevermore. In this game I've been kicking rear end on normal difficulty to an insane degree (savescumming rarely beyond glitches or deceptive UI or cursor slip mistakes) and I'm going into the endgame with maybe 18 colonels and 6 full magus psychics and 10k+ supplies and every item in the game. Is there a mod set at this early juncture that balances this swingy power curve out somehow?
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# ? Mar 5, 2016 18:22 |
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Strom Cuzewon posted:I've just got back from a talk that Julian Gollop was giving in London on the history of XCOM. No particularly major insights, but a few interesting points: Always feels nice to relate to someone.
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# ? Mar 5, 2016 18:31 |
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Well, imean, you're on the easiest difficulty. Now that you know how the game systems work, try a new play through on commander or veteran.
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# ? Mar 5, 2016 18:32 |
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Does the 'Assorted Loot' scan simply not work? Every time I complete it I check my inventory and I've gotten nothing.
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# ? Mar 5, 2016 18:35 |
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Does this game makes your rolls better behind the scenes (IIRC) like it used to do in EU in the second (from easiest to hardest) difficulty?
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# ? Mar 5, 2016 18:38 |
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Mystic Stylez posted:Does this game makes your rolls better behind the scenes (IIRC) like it used to do in EU in the second (from easiest to hardest) difficulty? In everything but legendary, yes, it fudges rolls for you. Legendary remains 'Because gently caress you this is how probability works - if that shot's not 100% you gonna miss, child'
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# ? Mar 5, 2016 18:40 |
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That's weird, nobody in my squad got attacked or shot at or ran into a hazard, but my ranger is listed as wounded in the post-mission screen. e: Hellfire's not too shabby btw. Definitely the weakest of powered weapons though.
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# ? Mar 5, 2016 18:46 |
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Dexanth posted:In everything but legendary, yes, it fudges rolls for you. Legendary remains 'Because gently caress you this is how probability works - if that shot's not 100% you gonna miss, child' I kept telling myself that when on commander I missed the 90% shot then got a hair trigger re-do and missed again.
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# ? Mar 5, 2016 18:48 |
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Is the radio tower bonus that should complete ammo / grenades instantly bugged as heck? I've had two games now where it just doesn't seem to have done anything. Maybe something to do with getting it before I actually built a proving ground?
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# ? Mar 5, 2016 19:03 |
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You are doing "Great Works." I just wanted you to know that.
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# ? Mar 5, 2016 19:09 |
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I downloaded the baseball bat mod
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# ? Mar 5, 2016 19:20 |
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Basic Chunnel posted:I'm nearing a first finish of XCOM2 and while I recognize that it's a really cool game with legs, I'm not seeing myself play it all that much again, because it's currently unoptimized (Hopefully all that can be fixed!) but more because it definitely feels rife with what was pointed out earlier by some game designer on his blog, the "snowball effect" of either getting your rear end kicked at the start and never recovering, or kicking rear end and kicking rear end forevermore. In this game I've been kicking rear end on normal difficulty to an insane degree (savescumming rarely beyond glitches or deceptive UI or cursor slip mistakes) and I'm going into the endgame with maybe 18 colonels and 6 full magus psychics and 10k+ supplies and every item in the game. Modding it so that squad size progression goes from 6 to 8 instead of 4 to 6 and generally increasing enemy count to a high enough degree might help out in ironing out the difficulty curve to make more bearable in the beginning and more interesting in the late game.
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# ? Mar 5, 2016 19:21 |
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# ? Apr 29, 2024 01:11 |
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I lied the plasma caster is the shittiest power weapon.
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# ? Mar 5, 2016 19:22 |