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Captain Hair
Dec 31, 2007

Of course, that can backfire... some men like their bitches crazy.

Vib Rib posted:

No, that wasn't Takei either, that was Jeff Kramer, who's just some guy who does minor video game VA.

Oh man, that's a bummer wonder where I picked up the misconception of it being Takei :(

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Loel
Jun 4, 2012

"For the Emperor."

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



Maluco Marinero posted:

Managed to get through all the Guerrilla Ops missions tonight. Not too concerned about the scaling of reinforcements as I'll go back to address that (it's in it's own map so I don't have to replicate it in every mission map), just making sure every mission behaves sensibly, awarding victory to missions where you bug out as long as you complete the strategic objective. I even turned the Protect the Device into a timed defense map, so you have to protect it for 8 turns to have a successful mission, and then you can evac.



e: also snuck in time to make a placeholder title card



Super excited for this.

Edit: So if Guerrilla War is the new Long War, what core mods go in the package? Ones that leap out at me are 'squad size upgrades' 'avatar project reworked' 'squad conceal/true conceal' 'no region disconnect' 'all maps all aliens' 'start your own missions' 'avatar based difficulty' 'improved ai' 'soldier fatigue' 'more starting soldiers' 'leader pack' 'unconventional warfare' and 'grimys loot mod'

Loel fucked around with this message at 18:30 on Mar 26, 2016

Yoked
Apr 3, 2007


I don't think I'm ready for Legend.

Exposure
Apr 4, 2014

ZearothK posted:

What is the story mission that triggers the UFO hunting the Avenger? I've got a pretty decent A team in my current Commander/Ironman run, but not enough force depth to pull of an Avenger defense confidently, so I want to be ready for when that one hits.

Black Site has a 25% chance of spawning a UFO, Forge has a 50% chance of spawning a UFO, and the Psi Gate has a 75% chance of spawning a UFO if I recall my browsing of the SDK correctly.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Exposure posted:

Black Site has a 25% chance of spawning a UFO, Forge has a 50% chance of spawning a UFO, and the Psi Gate has a 75% chance of spawning a UFO if I recall my browsing of the SDK correctly.

Thanks, exactly what I needed to keep in mind.

Pilchenstein
May 17, 2012

So your plan is for half of us to die?

Hot Rope Guy
I also got offered operation WOLF FACE, so I guess FACE SLAP must be a possibility?



Edit: Important question time - what is my german grenadier saying when he lobs bombs that sounds like "D is for dicks!"? :v:

Pilchenstein fucked around with this message at 19:56 on Mar 26, 2016

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

Maluco Marinero posted:

Managed to get through all the Guerrilla Ops missions tonight. Not too concerned about the scaling of reinforcements as I'll go back to address that (it's in it's own map so I don't have to replicate it in every mission map), just making sure every mission behaves sensibly, awarding victory to missions where you bug out as long as you complete the strategic objective. I even turned the Protect the Device into a timed defense map, so you have to protect it for 8 turns to have a successful mission, and then you can evac.



e: also snuck in time to make a placeholder title card



This seems like a cool idea. I'm excited to see how it turns out. Balance issues seem like a huge hurdle, though. Aside from the corpses issue (how do you carry off sectopods and gatekeepers?), what's to stop people from farming reinforcement drops for promotions? As long as you can handle the drop ins, you could rank people up every mission and theoretically have colonels before mag weapons.

Hats Wouldnt Fly
Feb 9, 2010

.
Redfont is my hero.

DoctorTristan posted:

Welp, I just learned the hard way that AWC Phantom apparently doesn't do poo poo...



The dude currently selected is the one who triggered the Andromedon pod on my final move of last turn... and he he's still in concealment! So as far as I can tell AWC phantom does nothing except take away your overwatch until you get spotted! Worst bonus ability ever...


Time to try another Ironman run I guess... maybe third fourth fifth sixth seventh eighth time's the charm?

It's a specialist issue. Apparently the gremlin doesn't get phantom? It works fine on my grenadier. You could try aid protocoling someone on your team before moving if you ever get that again.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

SynthOrange posted:

Kinda busy here!



Holly crap. I want the option to make the drop theme the metal remix of the 1990s XCOM intro more then any other mod in existence.

Crosspeice
Aug 9, 2013

Pilchenstein posted:

Edit: Important question time - what is my german grenadier saying when he lobs bombs that sounds like "D is for dicks!"? :v:

Aw man, I love my French grenadier, especially since he's my designated boomy one, so every mission he just shouts out EXPLOSSSSSIIOOONNN :haw: and it's just beautiful.

Pipski
Apr 18, 2004

Exposure posted:

The .ini files that is modified by mods, located at Documents\My Games\XCOM2\XComGame\Config (that should be named stuff like XComMissions.ini, XComGameCore.ini, etc) can be freely deleted to force the game to update them, since it doesn't seem to automatically do so when a mod is uninstalled or otherwise unavailable. I have to do this whenever I switch from playing the game to using the SDK for example since the .ini files can still be referencing about 220+ mods that the SDK can't detect.

The default .ini files located where the game itself is installed (and is named more like DefaultMissions.ini, DefaultGameCore.ini, etc) shouldn't be touched since that's what the game calls upon for base game values before adding modifications to it, and thus will cause issues if it tries looking for say, DefaultMissions.ini or DefaultGameData.ini and finds nothing.

drat. Somehow, forcing a re-download of these has left my hack chance at 100% but deleted all the hack rewards! I saw the file with those in somewhere, but at this point I'm just going to reinstall for the sake of not worrying about it.

I have, however, finished and uploaded my Withnail voice pack: http://steamcommunity.com/sharedfiles/filedetails/?id=653386259 :q:

Sombrerotron
Aug 1, 2004

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

Hats Wouldnt Fly posted:

It's a specialist issue. Apparently the gremlin doesn't get phantom?
I must say it's fairly loving infuriating that you can shoot and grenade enemies all day long without alerting others that are just out of sight, but as soon as you send out a GREMLIN and it enters some pod's line of sight, it's immediately activated. It makes no sense and discourages offensive use of GREMLINs for no good reason I can think of.

Kwyndig
Sep 23, 2006

Heeeeeey


Pipski posted:

drat. Somehow, forcing a re-download of these has left my hack chance at 100% but deleted all the hack rewards! I saw the file with those in somewhere, but at this point I'm just going to reinstall for the sake of not worrying about it.

I have, however, finished and uploaded my Withnail voice pack: http://steamcommunity.com/sharedfiles/filedetails/?id=653386259 :q:

Are you using the same soldiers in the same save file?

Hunter Noventa
Apr 21, 2010

Pilchenstein posted:

Edit: Important question time - what is my german grenadier saying when he lobs bombs that sounds like "D is for dicks!"? :v:

Probably "This is for you" like some of the english voices do.

Vib Rib
Jul 23, 2007

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

🍖🍖😛🍖🍖

Pilchenstein posted:

Edit: Important question time - what is my german grenadier saying when he lobs bombs that sounds like "D is for dicks!"? :v:
"Die ist für dich", meaning "this is for you".

Owl Inspector
Sep 14, 2011

Pilchenstein posted:

Edit: Important question time - what is my german grenadier saying when he lobs bombs that sounds like "D is for dicks!"? :v:

If I'm not hearing it wrong, it's along the lines of "Dies ist für dich" or "this is for you"


oh hello

Owl Inspector fucked around with this message at 21:27 on Mar 26, 2016

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.

800peepee51doodoo posted:

This seems like a cool idea. I'm excited to see how it turns out. Balance issues seem like a huge hurdle, though. Aside from the corpses issue (how do you carry off sectopods and gatekeepers?), what's to stop people from farming reinforcement drops for promotions? As long as you can handle the drop ins, you could rank people up every mission and theoretically have colonels before mag weapons.

Bigger corpses could be dealt with by using the Fulton Harness item as suggested by others, a way to give orders for the skyranger to pick up a particular thing.

As for farming, and balance in general, I have no doubt that it'll be a lot of work, but also achievable. Exponential reinforcements and having those reinforcements be proportionate to the squad's capability should handle farming, as I intend it to quickly ramp up beyond the squads ability to kill all in one turn. The point is you should be and feel stretched beyond your means in battle, so it's important to make an intelligent decision regarding evacuation.

LowellDND posted:

Super excited for this.

Edit: So if Guerrilla War is the new Long War, what core mods go in the package? Ones that leap out at me are 'squad size upgrades' 'avatar project reworked' 'squad conceal/true conceal' 'no region disconnect' 'all maps all aliens' 'start your own missions' 'avatar based difficulty' 'improved ai' 'soldier fatigue' 'more starting soldiers' 'leader pack' 'unconventional warfare' and 'grimys loot mod'

I guess picking the name Guerrilla War probably will draw these comparisons, I want to take it slow though and avoid bringing stuff into core just because it makes 'Long War' sense. A lot of those make sense, however I'd like to try and bring in more interesting ways to leave behind the A team than just fatigue. This is a good chance to experiment with new mechanics, I'm far less restricted than the Long War guys ever were with regards to available assets and modding capacity, so I should try to be a little more creative in solving snowball issues in creative ways that contribute to the narrative and have a balance of risk and reward.

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

Maluco Marinero posted:

As for farming, and balance in general, I have no doubt that it'll be a lot of work, but also achievable. Exponential reinforcements and having those reinforcements be proportionate to the squad's capability should handle farming, as I intend it to quickly ramp up beyond the squads ability to kill all in one turn. The point is you should be and feel stretched beyond your means in battle, so it's important to make an intelligent decision regarding evacuation.

I'm sure you have your own plans, but I like the mental image this gave me.

Imagine the cocky player, farming pods and another reinforcement flare lands. Comes in and out pops an ADVENT Spec-Ops Officer and her pair of ADVENT Spec-Ops Sheildbearers... who are so well equipped they soak the proxy mine with explosive damage reduction, dodge the overwatch trap, resist mine control and have some of the deadliest ammunition available to them that sows panic and fire. :frogout:

There's other fun things you could do, bullshit super-stunlancer trios, airstrikes, firing proxy mines into the battlefield... It not something ADVENT would want to do regularly, but if they get to the point of "unacceptable losses", ADVENT are prepared to risk their public image to see you dead. :getin:

Thyrork fucked around with this message at 21:45 on Mar 26, 2016

Owl Inspector
Sep 14, 2011

When pudding man month is active, we don't take chances.

https://www.youtube.com/watch?v=lqPZrxcNYCE

Why did the archon take damage 2 times?

Pilchenstein
May 17, 2012

So your plan is for half of us to die?

Hot Rope Guy

Digirat posted:

Why did the archon take damage 2 times?
To get to the other side.It's a bug with grenades: sometimes they do double damage, sometimes they do no damage. :xcom:

DoctorTristan
Mar 11, 2006

I would look up into your lifeless eyes and wave, like this. Can you and your associates arrange that for me, Mr. Morden?

Hats Wouldnt Fly posted:

It's a specialist issue. Apparently the gremlin doesn't get phantom? It works fine on my grenadier. You could try aid protocoling someone on your team before moving if you ever get that again.

Goddammit :xcom:

Exposure
Apr 4, 2014

Thyrork posted:

bullshit super-stunlancer trios,

I think the idea is to make the game run on different rules compared to vanilla XCOM, not be so impossible it'll make Beaglerush rage. :v:

Pilchenstein posted:

To get to the other side.It's a bug with grenades: sometimes they do double damage, sometimes they do no damage. :xcom:

Eh? The archon was standing diagonally to the car that blew up, it took the explosive damage from the nade, then the explosive damage from the car.

Pipski
Apr 18, 2004

Kwyndig posted:

Are you using the same soldiers in the same save file?

Nope, brand new ones (in debug, at least).

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

Exposure posted:

I think the idea is to make the game run on different rules compared to vanilla XCOM, not be so impossible it'll make Beaglerush rage. :v:


Eh? The archon was standing diagonally to the car that blew up, it took the explosive damage from the nade, then the explosive damage from the car.

If you are past the point of "Bug out, they are coming, tHey arE cOMIng!" you deserve everything you get.

But fine, lets not do the stun-lancer trios, lets just have my spec-ops suggestion land, laugh at any explosions/overwatch shots and open with a Faceoff that has specialized ammunition that causes panic and burning. :supaburn:

Real talk, its just a fun mental image I had. There is a point to it, having lethally deadly deterrents to gaming the system are fun, moreso if you find a way to inject them into the game normally as a "optional super-boss" or something to that effect.

If I really wanted to be an asshat about this, I'd just recommend "ADVENT airbombs the entire combat engagement, you have X turns to leave before the airstrike arrives." as a thing, but thats kind of boring.

E: Actually, on that note, Maluco Marinero, it would be nice if recovering captured xcom personal could either be a geoscape "goodie hut" (assuming its not) or a operation you can put the resistance onto while you fight the scarier stuff. Loosing agents to "win the day" is a neat idea, but getting them back is currently... kind of a pain in the arse really. Thats assuming "captured xcom personnel" is part of your vision.

E2: VVVV "Fulton Recovery" could be a specialist skill, maybe replace aid protocol which can in turn be baked into the later skill of "and give someone an overwatch shot."?

Thyrork fucked around with this message at 22:08 on Mar 26, 2016

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

Maluco Marinero posted:

Bigger corpses could be dealt with by using the Fulton Harness item as suggested by others, a way to give orders for the skyranger to pick up a particular thing.

It's not so much that they are bigger, more that they explode and don't leave corpses. Also, I obviously don't know what you've got planned for the Fulton harness, but making it a small item seems pretty punishing for the early game when you most need corpses for armor and research and you've only got one slot that absolutely needs to be used for grenades and flashbangs. Maybe a single use ability for each troop?

Maluco Marinero posted:

As for farming, and balance in general, I have no doubt that it'll be a lot of work, but also achievable. Exponential reinforcements and having those reinforcements be proportionate to the squad's capability should handle farming, as I intend it to quickly ramp up beyond the squads ability to kill all in one turn. The point is you should be and feel stretched beyond your means in battle, so it's important to make an intelligent decision regarding evacuation.

I'm sure it's acheivable. I just wouldn't put it past a lot of players to be able use unlimited reinforcements to game the promotions system. I can already envision the beagle stream where he overwatch camps reinforcement drops for 150 turns. Making it too hard to farm but not so hard you can't achieve mission goals could be a tough balancing act. Or it could be as easy as implementing a per mission kill cap, I guess. At any rate, I look forward to seeing how it comes together!

Pilchenstein
May 17, 2012

So your plan is for half of us to die?

Hot Rope Guy

Exposure posted:

Eh? The archon was standing diagonally to the car that blew up, it took the explosive damage from the nade, then the explosive damage from the car.
You're right, I wasn't really paying attention. Grenade damage is a bit weird at times though (or was, I haven't seen it happen for a while now that I think about it).

Loel
Jun 4, 2012

"For the Emperor."

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



Maluco Marinero posted:

I guess picking the name Guerrilla War probably will draw these comparisons, I want to take it slow though and avoid bringing stuff into core just because it makes 'Long War' sense. A lot of those make sense, however I'd like to try and bring in more interesting ways to leave behind the A team than just fatigue. This is a good chance to experiment with new mechanics, I'm far less restricted than the Long War guys ever were with regards to available assets and modding capacity, so I should try to be a little more creative in solving snowball issues in creative ways that contribute to the narrative and have a balance of risk and reward.

This is wise.

Did you ever see the 'haven siege' mod? Looks like it has some stuff you'd like as well.

WarLocke
Jun 6, 2004

You are being watched. :allears:

For some reason I cannot see any of SynthOrange's images, just the text he posts which confuses me, and then everyone else reacts to something I can't see. :(

Also if we're going to talk about skyranger mods there needs to be one that turns it into the Zardoz head, and it can spit out your soldiers in the cutscene, like it does guns in the movie.

e: Either that or Saints Row style. Hell, import a bunch of SR4 clothing options while you're at it. And reskin ADVENT as Zinyak's forces (the architecture already looks halfway like the SR4 alien stuff) :911:

e2: "Welcome back, Boss." :vince:

e3: Ahaha, Rangers would get big floppy dildo bats or that anal probe thing, Grenadiers could get the wub gun, the Psi equivalent would be hell powers. I think I'm liking this idea a little too much, honestly.

WarLocke fucked around with this message at 23:56 on Mar 26, 2016

DOUBLE CLICK HERE
Feb 5, 2005
WA3
yeah sometimes the images are broken. synthorange, love your work pls use a normal image host

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->

Sombrerotron posted:

Please make it so that it violently ejects the squad from its mouth at the start of the mission and that they're all rag-dolled.

Seconding this, also with vomiting sound effects

Synthbuttrange
May 6, 2007

DOUBLE CLICK HERE posted:

yeah sometimes the images are broken. synthorange, love your work pls use a normal image host

It's Steam's screenshot host. :v:

Sininu
Jan 8, 2014

SynthOrange posted:

It's Steam's screenshot host. :v:

So far I haven't seen any broken pics.

Synthbuttrange
May 6, 2007

http://images.akamai.steamusercontent.com/ugc/530670181252433386/4905F959DC22F451CFB9ED92633E46B220898BED/

For those with broken images, if you click that link what happens?

WarLocke
Jun 6, 2004

You are being watched. :allears:

I was just scarred by an image of a tomas the tank engine skyranger with bradley' head stuck to the front.

None of your inline pics work for me though.

Fargin Icehole
Feb 19, 2011

Pet me.

You will find a zen, a central point, if you will.

Synthbuttrange
May 6, 2007

WarLocke posted:

I was just scarred by an image of a tomas the tank engine skyranger with bradley' head stuck to the front.

None of your inline pics work for me though.

What's yer browser?

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Took a little time to get my thoughts in order as to what the first release of the mod would look like. I mean, I could release it now but then the differences wouldn't cover enough of the game to be worthy of play testing, you need at least nearly all the mission types to see how that would play out, and considering the strategy layer balance is one of the core concerns, that to me means supply recovery and the Fulton Harness need to be addressed now rather than later.

https://github.com/MalucoMarinero/XCOM2GuerillaWarfare/milestones/0.1.0%20-%20Playtesting%20Alpha

WarLocke
Jun 6, 2004

You are being watched. :allears:

SynthOrange posted:

What's yer browser?

Firefox. It's weird, because your images in this thread is the only place I've noticed this happening.

(although since I don't see them at all, I guess it could have happened elsewhere and I haven't noticed)

RandallODim
Dec 30, 2010

Another 1? Aww man...

I still love the orange landing struts. Makes it look like a giant chicken. With Bradford's head.

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Synthbuttrange
May 6, 2007

Horrifying sidenote: Those struts are actually using his teeth and gum texture due to code/space limitations.

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