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monster on a stick
Apr 29, 2013

Mr.Pibbleton posted:

The workshop is such a great way to fix incredibly basic and obvious things. :allears:

Unless the mod also fixes the problem that running up to melee something usually means uncovering more of the map, which can mean activating another pod with Jake-knows-what, then melee still sucks.

Thankfully we'll be able to throw a hatchet because that will be a much better option than a shotgun in (runs rough calculations) 0.0000% of cases.

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Coolguye
Jul 6, 2011

Required by his programming!

aahhahahahhahahaha they heard us when we were talking about the Nemesis system in XCOM in the last thread

Mr.Pibbleton
Feb 3, 2006

Aleuts rock, chummer.

monster on a stick posted:

Unless the mod also fixes the problem that running up to melee something usually means uncovering more of the map, which can mean activating another pod with Jake-knows-what, then melee still sucks.

Thankfully we'll be able to throw a hatchet because that will be a much better option than a shotgun in (runs rough calculations) 0.0000% of cases.

Batmod makes it worth the risk. https://steamcommunity.com/sharedfiles/filedetails/?id=638261867

Spiderfist Island
Feb 19, 2011

Bogart posted:

From my experience, yes. Or at least, in the early game, you want supplies and engineers more than scientists, so your eyes glaze over when they show up as rewards.

As for never miss pistol, whatever. The Trooper mod class has a talent that gives them a 3-turn cool down never miss shot. Them and Officers are the only really cool mod classes I've seen so far, even if their roles kind of overlap if you have one of each in a squad.

Once I brush up on my C++ I'm going to see if I can make a mod that adds in some "grenade spread" mechanics and splits up the Grenadier into two classes: a "nuHeavy" (Minigun only) and "nuGrenadier" (rifles + grenade launcher). I already have a talent tree sketched out for them, but since it involves a lot of class overrides I'm a bit reticent to do this as my first real mod.

The Shadowstrike Pistol has almost exactly the same trait that I considered giving to a Scout class based around high mobility, stealth, and close-range hacking. Aside from the first two ranks and the capstones I don't have enough ideas to really flesh it out at the moment, and while I'd like to use the Long War SMG mod for their weapons, I don't know if it's kosher to just credit them and bundle 90% of their mod into mine.

Exposure
Apr 4, 2014

Spiderfist Island posted:

Once I brush up on my C++ I'm going to see if I can make a mod that adds in some "grenade spread" mechanics and splits up the Grenadier into two classes: a "nuHeavy" (Minigun only) and "nuGrenadier" (rifles + grenade launcher)
Already done:

https://steamcommunity.com/sharedfiles/filedetails/?id=626050983&searchtext=falloff

https://steamcommunity.com/sharedfiles/filedetails/?id=662424686&searchtext=gunner

Unless you meant spread like how the weapons have spread, in which case it's an easily adjustable ini value in the XComGameData_WeaponData.ini

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

monster on a stick posted:

Unless the mod also fixes the problem that running up to melee something usually means uncovering more of the map, which can mean activating another pod with Jake-knows-what, then melee still sucks.

Thankfully we'll be able to throw a hatchet because that will be a much better option than a shotgun in (runs rough calculations) 0.0000% of cases.

In EU, there were lots of times where the pistol was a better choice than the shotgun. Mainly due to ammo concerns, but still...

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
How about if when you see a pod, you have 1 turn before they see you and activate. Also maybe if more than one soldier is in visual range, the pod activates immediately, like now.

Zokalwe
Jul 27, 2013

Wheany posted:

How about if when you see a pod, you have 1 turn before they see you and activate. Also maybe if more than one soldier is in visual range, the pod activates immediately, like now.

That is actually brilliant. You would still get the "oh poo poo" feeling as you need to adapt quickly, but it's not a disaster in case of surprise activation.
Of course, immediate activation if you take a shot at the new pod (or maybe if something explodes a bit too close, or just if one of your guys get close).

Bholder
Feb 26, 2013

and thus, front runner grenadiers were born

Boing
Jul 12, 2005

trapped in custom title factory, send help
Y'all are babies, this DLC sounds super fun.

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

Boing posted:

Y'all are babies, this DLC sounds super fun.

Agreed. Sign me the gently caress up to get King snek'd. It'll be all the sweeter when I melt his sorry rear end and make a hat out of the cadaver. :getin:

idonotlikepeas
May 29, 2010

This reasoning is possible for forums user idonotlikepeas!
I'm definitely looking forward to loathing and murdering these guys.

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.
now that we're getting a male viper, we can begin the influx of gay male viper pics

stoicheian
Aug 10, 2007

Jabor posted:

In EU, there were lots of times where the pistol was a better choice than the shotgun. Mainly due to ammo concerns, but still...

I wonder if making reload a turn ending action would be a good change. It would certainly help open up design space for blademaster rangers.

Annointed
Mar 2, 2013

I'm waiting for modders to go whole hog on these units and design ruler units for all the enemy troops. Ruler Pectoid, Ruler Crysallid, Ruler Faceless, Ruler Advent Captains, Ruler Codex, Ruler Gatekeeper or Ruler Ruler MECs.

Count Uvula
Dec 20, 2011

---

Annointed posted:

Ruler Crysallid

That'd combine really well with the whole 'rulers get an action every time you act' thing.

800peepee51doodoo
Mar 1, 2001

Volute the swarth, trawl betwixt phonotic
Scoff the festune

Thanks for the response. I actually read your design doc when you posted it back with the video. Without seeing the pod ai changes implemented, its hard for me to see how it would differ substantially from just activating everything on the map and having them rush Xcom. But it seems like you have a vastly different idea of how you'd like the game to play so maybe those changes would work better in that context. I'm pretty interested in how far you can alter the game even if I'm not totally on board with the specific vision. Hopefully, there will be a ton of different Long War-like full conversion game play mods coming down the pike.

TopHatGenius
Oct 3, 2008

something feels
different

Hot Rope Guy

Count Uvula posted:

That'd combine really well with the whole 'rulers get an action every time you act' thing.

A Ruler Crysallid sounds like a straight up complete nightmare. Better pack tons of medkits.

How about a Ruler Avatar? :getin:

InfinityComplex
Feb 5, 2011

Nothing better than swinging around a little girl like a flail.
wouldn't that just be an ethereal

Lunethex
Feb 4, 2013

Me llamo Sarah Brandolino, the eighth Castilian of this magnificent marriage.

TopHatGenius posted:

A Ruler Crysallid sounds like a straight up complete nightmare. Better pack tons of medkits.

How about a Ruler Avatar? :getin:

A Ruler Chrysalid would just be Lidzilla copied from Long War.

Mikedawson
Jun 21, 2013

Literal Nazi Furry posted:

now that we're getting a male viper, we can begin the influx of gay male viper pics

I hope so. I mean, the Viper has already done us good by creating more naga art.

Annointed
Mar 2, 2013

InfinityComplex posted:

wouldn't that just be an ethereal

No, it would be pure anime.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Literal Nazi Furry posted:

now that we're getting a male viper, we can begin the influx of gay male viper pics

Sn... snekballs?

idonotlikepeas
May 29, 2010

This reasoning is possible for forums user idonotlikepeas!
Once they've updated the code to allow for rulers, I strongly suspect we'll get a bunch of mods that make Ruler Xs where X is every existing alien and maybe some My Little Ponies or something.

InfinityComplex
Feb 5, 2011

Nothing better than swinging around a little girl like a flail.

Annointed posted:

No, it would be pure anime.

that would just be the commander then



you're now fighting yourself

Kwyndig
Sep 23, 2006

Heeeeeey


InfinityComplex posted:

that would just be the commander then



you're now fighting yourself

I would totally do that though, that's awesome.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Count Uvula posted:

That'd combine really well with the whole 'rulers get an action every time you act' thing.

Action, not a turn, seems to be key. They only get 1 ap per soldier action, I think.

RandallODim
Dec 30, 2010

Another 1? Aww man...

Mister Adequate posted:

Sn... snekballs?

Snake dicks.

Coolguye
Jul 6, 2011

Required by his programming!
RULES OF SNAKE DICKS

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
The Speaker should have been the Viper King.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Dr Christmas posted:

The Speaker should have been the Viper King.

The Viper King should just be an EU Thin Man.

Maluco Marinero
Jan 18, 2001

Damn that's a
fine elephant.
Done made a thing, its completely not campaign based so I'm kinda okay with releasing it in a buggy state visually, and you can't save. The gamemode plays fine, and it's called WaveCOM.

Put simply, last as long as you can with waves of bad dudes trying to kill you. Earn supplies by surviving and spend it on your dudes.

http://steamcommunity.com/sharedfiles/filedetails/?id=679975280

Backhand
Sep 25, 2008
I know I'm just bitching, but I just had an advent MEC rocket pod three of my guys (who were up on a roof, dealing damage to them and knocking out the tiles underneath, dropping them to the ground for 3 more fall damage, which killed them.) This coming after the specialist failed an 80% hack to disable it. Campaign wiped.

:xcom:

I really loving hate this game sometimes.

VVV: It patrolled out of the shroud - along with another pod on the other side - after I was already engaged taking out the Dark VIP's pod escorts - which by the way, was a stun lancer, trooper, and viper. IE, no grenades to worry about until that exact moment, and nowhere to reposition since I'd gone from pretty much alone to getting enveloped on two sides. Especially not when the specialist really, really, really should have disabled it.

Two pods patrolling into me on the same turn from two totally separate directions is just another thing.

Backhand fucked around with this message at 14:25 on May 8, 2016

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Backhand posted:

I know I'm just bitching, but I just clustered all my guys together and died to a grenade.

I want to pull out my TFTD printed fluff 'Field Manual' where Jake Gaston (?) gives the rookie commander tips, such as staggering your guys not to all die to a grenade.

Honestly, I miss get grenade-d more frequently.

CJacobs
Apr 17, 2011

Reach for the moon!
If there's one thing XCOM 2 has taught me, it's to never ever ever wage soldiers' lives on a hack succeeding because it will always fail. Always. It will always fail.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Backhand posted:

I know I'm just bitching, but I just had an advent MEC rocket pod three of my guys (who were up on a roof, dealing damage to them and knocking out the tiles underneath, dropping them to the ground for 3 more fall damage, which killed them.) This coming after the specialist failed an 80% hack to disable it. Campaign wiped.

:xcom:

I really loving hate this game sometimes.

VVV: It patrolled out of the shroud - along with another pod on the other side - after I was already engaged taking out the Dark VIP's pod escorts - which by the way, was a stun lancer, trooper, and viper. IE, no grenades to worry about until that exact moment, and nowhere to reposition since I'd gone from pretty much alone to getting enveloped on two sides. Especially not when the specialist really, really, really should have disabled it.

Two pods patrolling into me on the same turn from two totally separate directions is just another thing.

3 Mistakes.

1. Always assume possible explosion, spread your dudes out so they aren't tempted to use them. Them being on the roof was bonus points.
2. No backup plan on the failed hack. Always assume it will fail and play accordingly.
3. You needed to know when to back off. If you get too many ayys to handle, retreat so you are only facing some of them so you can pick them off as they come back into view. Stand up fire fights work against you.

Know when to fold them. If things get too hot, focus on GTFO.

Refried Noodle
Feb 23, 2012

Hi, is this game good? The OP doesn't say and Metacritic says 'maybe'? So please do my thinking for me.

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

CJacobs posted:

If there's one thing XCOM 2 has taught me, it's to never ever ever wage soldiers' lives on a hack succeeding because it will always fail. Always. It will always fail.

The only thing you can trust in the game is the 100% hit

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

oohhboy posted:

2. No backup plan on the failed hack. Always assume it will fail and play accordingly.

This

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Ravenfood
Nov 4, 2011

Refried Noodle posted:

Hi, is this game good? The OP doesn't say and Metacritic says 'maybe'? So please do my thinking for me.

Very.

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