Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
vorebane
Feb 2, 2009

"I like Ur and Kavodel and Enki being nice to people for some reason."

Wrong Voter amongst wrong voters

Maluco Marinero posted:

Soldier Animation Sets are used for all sorts of meshes that don't have facebones, you'll be fine. As it stands the animation work has actually been pretty well done in terms of making as much stuff reusable as possible. I don't have it in front of me but the stasis suit is almost guaranteed to be using the AS_Body animation set, which means it'll support exactly the same bones used in the rest of the soldier's animation sets.

This is all really easy to test in the XCOM2 Editor anyway, choose your AnimSet and Skeletal Mesh and test away at random. You'll just need to hook them up with a new Archetype to get the animations working in game. Looking at the scripts in Playable Advent mod makes it sort of clear how it all works so you should be able to follow it, or you can take a little gander at my mod on Github and look into CharacterTemplates.

Awesome I will give this a try, thank you.

Adbot
ADBOT LOVES YOU

monster on a stick
Apr 29, 2013
Mod idea: make Advent Burger into loot which will remove Shaken from a soldier.

GodFish
Oct 10, 2012

We're your first, last, and only line of defense. We live in secret. We exist in shadow.

And we dress in black.
Every time I skulljacked an enemy for the plot it was in the middle of a Retaliation Strike because I am an idiot.

monster on a stick posted:

Mod idea: make Advent Burger into loot which will remove Shaken from a soldier.

Sets Will back to normal, but at a permanently lower number.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?


They're adorable.

Dude make a mod with little skyranger drones that buzz around and murder the poo poo out of aliens. They can be the shiv replacements.

Loel
Jun 4, 2012

"For the Emperor."

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



Psycho Landlord posted:

They're adorable.

Dude make a mod with little skyranger drones that buzz around and murder the poo poo out of aliens. They can be the shiv replacements.

In a similar way, can we have it so we can launch multiple skyrangers gets at once? :D

GodFish
Oct 10, 2012

We're your first, last, and only line of defense. We live in secret. We exist in shadow.

And we dress in black.
Replace GREMLINs with mini Skyrangers.

TheParadigm
Dec 10, 2009

LowellDND posted:

In a similar way, can we have it so we can launch multiple skyrangers gets at once? :D

I'm not sure how to handle that since you only ever have one mission at a time, but building or buying more to handle more dark-event counters seems appropriate.

Kinda wondered how hard it would be to extract the raven model from enemy within. Ideas, but well, just ideas.

Loel
Jun 4, 2012

"For the Emperor."

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



GodFish posted:

Replace GREMLINs with mini Skyrangers.

And then replace all sky rangers with Thomas the tank engines :D

Sombrerotron
Aug 1, 2004

Release my children! My hat is truly great and mighty.

GodFish posted:

Replace GREMLINs with mini Skyrangers.
Replace everything with mini-Skyrangers.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
Grenade launcher that shoots skyrangers. The "skyranger grenades" quote firebrand randomly while in the air.

Feels Villeneuve
Oct 7, 2007

Setter is Better.
Replace pigeons with mini-skyrangers and replace the skyranger with a giant pigeon.

Moola
Aug 16, 2006

GodFish posted:

Replace GREMLINs with mini Skyrangers.

replace skyranger with ENORMOUS gremlins

Literal Nazi Furry
Jan 27, 2008

Swastika - Helvetica - Ikea
Last night I dreamt of Adolf searching for Anne.
I lay on my back
standing alone in the corner watching the girls dance.

I'm on crystal meth.
I piss in my pants.

Alain Post posted:

Replace pigeons with mini-skyrangers and replace the skyranger with a giant pigeon.

just make the skyranger a giant pigeon please

Alucard
Mar 11, 2002
Pillbug
Turn skyranger into a series of normal sized gremlins arranged like a skyranger.

MorsAnima
Nov 29, 2010
I just feel completely shit on. These changes won't make a cat in hell's difference.
In non-mod related talk, Gatecrasher is absolutely horseshit on legend. 5th retry, because why accept anything less than flawless when it's literally mission 1.

dyzzy
Dec 22, 2009

argh
My legendary gatecrasher strategy is to cling to rooftops like gargoyles and hope none of the inevitable shots on my soldiers connect. Height advantage is what tips the scales when a lot of scenery in that map is resilient to grenades.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Turn skyranger into another skyranger that looks exactly the same.

Synthbuttrange
May 6, 2007

No.

GuardianOfAsgaard
Feb 1, 2012

Their steel shines red
With enemy blood
It sings of victory
Granted by the Gods
YES

Sombrerotron
Aug 1, 2004

Release my children! My hat is truly great and mighty.

THE XCOM IS GOOD.

THE ALIEN IS BAD.

*vomits a squad of XCOM soldiers at an alien patrol*

FrickenMoron
May 6, 2009

Good game!
Is there any way to mod the music in the game yet? I want to get the tracks from EU/EW added as additional combat tracks.

Loel
Jun 4, 2012

"For the Emperor."

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




No loving way

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

MorsAnima posted:

In non-mod related talk, Gatecrasher is absolutely horseshit on legend. 5th retry, because why accept anything less than flawless when it's literally mission 1.

Eh, the game isn't a complete tank if you take an injury or two. I mean, yeah, it'll be harder, but the long term strategy game of Legend is much more forgiving than you think as long as you're not making abysmal decisions.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester


We're losing altitude left and right out here Commander!

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen


:staredog:

dyzzy
Dec 22, 2009

argh

RBA Starblade posted:

We're losing altitude left and right out here Commander!

Lmao

ModernMajorGeneral
Jun 25, 2010
Confirming my constant thought of "good thing I don't play ironman" I just lost the avenger base defense when my squad spawned on the opposite side of the map from the ramp, and a gatekeeper walked onto the ramp on turn 1. :xcom:

Captain Hair
Dec 31, 2007

Of course, that can backfire... some men like their bitches crazy.
It's like Seaman all over again, except with Bradford rather than George Takai.

Loel
Jun 4, 2012

"For the Emperor."

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



Can it be vahlen? :D

Pipski
Apr 18, 2004

Problem: A while back I installed a mod that just made every hack attempt guaranteed to succeed. I've uninstalled it now, but for some reason my hack chance is still set to 100%. I need to fail a few hacks in order to test something. Is there any easy way to undo whatever's been done without reinstalling? I can't spot anything obvious in the ini files, though I'm still hunting.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Tonight I conquered evac delays, which as far as I'm concerned is the final part of the puzzle so I can start balance testing and working with the rest of the reinforcements and maps.

To celebrate I tried out Gatecrasher as if I was starting a campaign, and it was fuckin' awesome. I didn't hang around for a protracted firefight but just having that pressure changes the approach and I think it'll keep tactical a lot of fun without having to fundamentally change the game mechanics as far as skills, grenades etc.

I recorded a vid so I can show off what it's about and how it plays (encoding now), but is anyone interested in play testing it, and more over, should I wait til I've modded every mission before putting it out there, or would people be interested in trying it out regardless?

Moola
Aug 16, 2006

Pipski posted:

Problem: A while back I installed a mod that just made every hack attempt guaranteed to succeed. I've uninstalled it now, but for some reason my hack chance is still set to 100%. I need to fail a few hacks in order to test something. Is there any easy way to undo whatever's been done without reinstalling? I can't spot anything obvious in the ini files, though I'm still hunting.

It seems like if you mod anything that references the default ini files, then you pretty much are permanently modding those files, rather than creating copies that reference them. Which is like, not how any other game I've seen treats ini mods.

I'm pretty sure deleting the files that were modified (so probably GameDataCore?) should force the game to rebuild a fresh one on launch.

Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki

Maluco Marinero posted:

Tonight I conquered evac delays, which as far as I'm concerned is the final part of the puzzle so I can start balance testing and working with the rest of the reinforcements and maps.

To celebrate I tried out Gatecrasher as if I was starting a campaign, and it was fuckin' awesome. I didn't hang around for a protracted firefight but just having that pressure changes the approach and I think it'll keep tactical a lot of fun without having to fundamentally change the game mechanics as far as skills, grenades etc.

I recorded a vid so I can show off what it's about and how it plays (encoding now), but is anyone interested in play testing it, and more over, should I wait til I've modded every mission before putting it out there, or would people be interested in trying it out regardless?

You can evac on Gatecrasher?

Reik
Mar 8, 2004

Vox Nihili posted:

Decided to do ironman commander for my first playthrough without spoilers. Just tried to skulljack a codex while engaged in combat, instant game over. Great!

I lost my entire squad on June 23rd in a retaliation mission because of very low rolls. I rolled with a bunch of squaddies and rookies and eventually made a comeback and finished the campaign. It's rough but very rewarding.

EDIT: Should I even try an Ironman Legendary run or will I just hate myself for it.

dyzzy
Dec 22, 2009

argh
Yes and yes

Reik
Mar 8, 2004
My current composition is 1 ranger, 2 specialists, and as many grenadiers as I can fit. I think I can drop one of the specialists since getting shot is pretty much dying in an Ironman run. Does Squadsight give you the weapon range and flanking bonuses of the person giving you sight, or are those still calculated from the Sharpshooter's position? I haven't used Sharpshooters in my last 2 runs because Grenadiers are just so strong with the guaranteed damage/shredding, but running a Phantom Ranger behind 3 guys and letting my sharpshooters clean them up does sound useful.

Tha_Joker_GAmer
Aug 16, 2006

Reik posted:

I lost my entire squad on June 23rd in a retaliation mission because of very low rolls. I rolled with a bunch of squaddies and rookies and eventually made a comeback and finished the campaign. It's rough but very rewarding.

EDIT: Should I even try an Ironman Legendary run or will I just hate myself for it.

legendary is pretty tedious, i'd suggest commander with mods that make the game a bit more difficult

Pipski
Apr 18, 2004

Moola posted:

It seems like if you mod anything that references the default ini files, then you pretty much are permanently modding those files, rather than creating copies that reference them. Which is like, not how any other game I've seen treats ini mods.

I'm pretty sure deleting the files that were modified (so probably GameDataCore?) should force the game to rebuild a fresh one on launch.

That's good thinking - thanks, will give it a go.

e; nooop, didnae work. Oh well, might be quicker to reinstall everything than try to work out where that parameter is.

Pipski fucked around with this message at 17:52 on Mar 25, 2016

Sombrerotron
Aug 1, 2004

Release my children! My hat is truly great and mighty.

Reik posted:

My current composition is 1 ranger, 2 specialists, and as many grenadiers as I can fit. I think I can drop one of the specialists since getting shot is pretty much dying in an Ironman run. Does Squadsight give you the weapon range and flanking bonuses of the person giving you sight, or are those still calculated from the Sharpshooter's position? I haven't used Sharpshooters in my last 2 runs because Grenadiers are just so strong with the guaranteed damage/shredding, but running a Phantom Ranger behind 3 guys and letting my sharpshooters clean them up does sound useful.
Squadsight just acts as an extension to your Sharpshooter's line of sight, so any cover between the latter and the target will be taken into account. Any scenery blocking the Sharpshooter's view will also prevent a Squadsight shot. If you position them properly (i.e. as high as possible) they're still very useful, especially in tandem with a concealed Ranger to look find targets from a safe distance, but they're not nearly as powerful just sitting somewhere as Snipers were in the first XCOM. Sharpshooters' pistol skills are much improved, though, so bringing them along with the rest of the squad is much more viable now.

Adbot
ADBOT LOVES YOU

Kavros
May 18, 2011

sleep sleep sleep
fly fly post post
sleep sleep sleep
Squadsight penalties are pretty extreme in this game. How do they work? I've had squadsight penalties as serious as 80%.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply