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Is there a good difficulty mod for this? I moved back to veteran (already finished the game with self-imposed ironman veteran) and commander was way, way too hard. I want more enemies per squad or something, veteran has 2 enemies per squad (for some squads e.g. sectoid squads) for the first few months or so.
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# ? Apr 29, 2024 02:38 |
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rear end in a top hat game award: Protect beacon mission with an Andreomodon loving it up every turn, leaving it almost dead by the time I run my squad there. Last pod is two codices and my first gatekeeper who sits on the beacon after I fall back. Mission ends with that fucker blowing up the beacon as it dies. THANKS JAKE, forgot those dicks exploded ![]() e: typos POLICE CAR AUCTION fucked around with this message at 06:35 on May 16, 2016 |
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Got the snek suit just in time to equip it to my sharpshooter who got nicknamed "Adder". I was gonna give it to my Assault but it was just too fitting. ![]()
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While on a guerrilla mission after encountering the Berserker Queen for the first time, I cleared all the pods but one, which remained undiscovered, and hacked the objective. I spent a couple turns staying still and overwatching when, throat the fog of war, it showed me the Berserker Queen pound a Muton twice. I did it again, and she killed it. I overwatchwed a few more times and she charged my guys. I took her down, and the mission ended. She took out a whole pod for me ![]()
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Is there a mod that shows the detection radius of a pod, or if moving to a tile will put you in their view range? I'm really bad at counting tiles.
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Shouldn't the line of sight indicator be enough to work with for this. They see what you see. Also, that Recovery Turn System mod I was talking about the other day is done to a degree. Try it out if you want an alternative to the default turn system. http://steamcommunity.com/sharedfiles/filedetails/?id=685702241
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So I just got that "stuck under the Avenger" bug after doing an awesome VIP extraction mission (that hack for restoring the squad's actions is hilarious) so when I go from the skyranger to the next screen, I get the underside of the Avenger rather than the short of all my troops, and I can do nothing. Is there anything I can do to make that not happen that doesn't involve restarting the entire mission?
I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.
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Furism posted:Is there a mod that shows the detection radius of a pod, or if moving to a tile will put you in their view range? I'm really bad at counting tiles. Wouldn't that just be the little eye symbol when you're fighting them? The one beside their health bars, the eye appears and disappears when you move your mouse, based on whether they can see that tile or not. edit: it's the target symbol, not the eye. The eye is overwatch :/ many johnnys fucked around with this message at 18:54 on May 17, 2016 |
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Is there a way to turn off the Alien Hunter DLC? I want to go back to XCOM without rule breaking aliens and strange weapons.MF_James posted:Do you use steam? Click on xcom2 (don't launch) in the uhh browser thing there's a spot that shows the DLC you have active, just uncheck whatever you don't want. Oh. Right. Torgo2727 fucked around with this message at 16:48 on May 16, 2016 |
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Torgo2727 posted:Is there a way to turn off the Alien Hunter DLC? I want to go back to XCOM without rule breaking aliens and strange weapons. Do you use steam? Click on xcom2 (don't launch) in the uhh browser thing there's a spot that shows the DLC you have active, just uncheck whatever you don't want.
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Maluco Marinero posted:Shouldn't the line of sight indicator be enough to work with for this. They see what you see. This looks pretty cool, do enemies work the same way?
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Stephen9001 posted:So I just got that "stuck under the Avenger" bug after doing an awesome VIP extraction mission (that hack for restoring the squad's actions is hilarious) so when I go from the skyranger to the next screen, I get the underside of the Avenger rather than the short of all my troops, and I can do nothing. Is there anything I can do to make that not happen that doesn't involve restarting the entire mission? I had that exact problem, most of my mods are pretty tame, (Ayylmao, Overwatch all, Evac All and finally Show me the skills) I deactivated the Show me the skills mod first since it had alot to do with how the Ui is displayed and that solved the problem entirely for me, now I only have to deal with "Hurr durr this save is lacking the mod necessary stuff may go bad" warning you get everytime you load a game, but so far absolutely nothing bad has happened from that. I imagine the more graphical changing mods one has the harder or more annoying/buggy it will be to fix. Not to mention the whole not getting the benefits of the mods themselves.
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Koboje posted:I had that exact problem, most of my mods are pretty tame, (Ayylmao, Overwatch all, Evac All and finally Show me the skills) I deactivated the Show me the skills mod first since it had alot to do with how the Ui is displayed and that solved the problem entirely for me, now I only have to deal with "Hurr durr this save is lacking the mod necessary stuff may go bad" warning you get everytime you load a game, but so far absolutely nothing bad has happened from that. Oh right, I should have probably mentioned that I don't have any mods, unless you count the latest DLC. So, uh yeah, that potential solution is out the window. EDIT: I just tried it again after posting this, and though it had an unusually long loading time, it actually worked! Don't know how it fixed itself (I'm guessing it has something to do with the fact I restarted my computer since) but I'm not going to complain about it. I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude. Stephen9001 fucked around with this message at 21:12 on May 16, 2016 |
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Lockback posted:This looks pretty cool, do enemies work the same way? Yeah everyone follows the same rules. I'll try put together a video tonight as I think it'll clear up the explanation a bit.
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Maluco Marinero posted:Yeah everyone follows the same rules. I'll try put together a video tonight as I think it'll clear up the explanation a bit. Questions! How are rulers affected, and how badly of an idea would it be to combine this with a "every pod activates as soon as concealment ends" mod?
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Thyrork posted:Questions! How are rulers affected, and how badly of an idea would it be to combine this with a "every pod activates as soon as concealment ends" mod? I haven't tested with Rulers but I imagine they'll work as they already do, taking their actions as your soldiers do. Activate all pods will be an interesting playthrough I think. I imagine it will feel more managable compared to how it currently works, given that you can sort of work within a more fluid turn order. Won't change a thing if you're completely outgunned of course, but it'll probably give you a slightly better fighting chance.
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Since release, what are the changes to the ... doom counter thing? The idea used to be 'ride the doom counter until it's full then do a mission at the last-ish moment', but I read recently that that's not the way to do it. What is best now?
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You can only ride the timer once. From then on it'll always start from the minimum, 7-10 days I believe. So better not to ride it unless you absolutely have to, you'll need to be more proactive about securing facility missions and advancing the plot because you can't soak up months in timer riding.
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So Firaxis included the folder structure for Shen's Last Gift in the last SDK update: XCOM 2 SDK\XComGame\Content\DLC\DLC_3\Packages\FX\SPARK_MEC XCOM 2 SDK\XComGame\Content\DLC\DLC_3\GameData\Weapons\Spark_Rifle XCOM 2 SDK\XComGame\Content\DLC\DLC_3\GameData\Perks\Spark
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Would you put a robot brain in a human body?
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The mod that ports over a bunch of XCOM1 armor models is really good.
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Is it me, or Flashbangs got hosed up with the DLC? Before, I loved using flashbangs against Berserkers or Faceless, so that they didn't attack for that turn. Lo and behold, yesterday (after installing the DLC) I used a flashbang on a faceless, got the Disoriented debuff and yet he managed to move to my poor 2 HP Corporal and attack him, killing him. Anyone seen this as well?
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SandersPacheco posted:Is it me, or Flashbangs got hosed up with the DLC? I think an unlisted change that came with the patch is that Disoriented no longer prevents melee attacks.
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Maluco Marinero posted:Shouldn't the line of sight indicator be enough to work with for this. They see what you see. For some reason, even when I had a scouting assault and the rest of my team moving up, I never realised this. Thanks for explicitly pointing it out, it's helping my scouting/setups a lot!
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chami posted:I think an unlisted change that came with the patch is that Disoriented no longer prevents melee attacks. To be precise, this seems to be only with melee-only* enemies like the Faceless or Berserkers, Stun Lancers still get blocked from lancing if disoriented. *...well except for Chryssalids, they only get the burning/disorientation immunity for unburrowing attacks.
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Exposure posted:So Firaxis included the folder structure for Shen's Last Gift in the last SDK update:
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Now w need some kind of cyber soldier that can move on every enemy action.
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AlternateAccount posted:Now w need some kind of cyber soldier that can move on every enemy action. Shen's Last Gift ![]()
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Exposure posted:To be precise, this seems to be only with melee-only* enemies like the Faceless or Berserkers, Stun Lancers still get blocked from lancing if disoriented. true statement. i flashbanged 3 elite lancers yesterday and it turned into a 3 stooges skit in the middle of an ADVENT enclave, it was basically the funniest loving thing i had seen all day.
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So, what the hell do I do when I have the ruler archon on an avenger defense mission? Even frost grenades only last about one ruler turn. And if he ends a move (NOT a full player turn) in the ramp twice in a row, its an instant failure. I'm trying to not get salty here, but honestly this may be the worst dlc I've ever seen, or at least the first time I've actually gone and disabled it in the steam client. Anyone care to tell me how the narratve part of it ends? I've only seen the first one, and did power through the viper king and berserer queen, is there more narrative upon killing all three?
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Not really. They just comment on Vahlen's hubris and how she's still out there. If the Viper and Berserker armors are based off skeleton Spider and EXO suits, then the Icarus armor is equivalent to slightly better Warden armor. Two inventory slots, one armor pip, small mobility boost, and a slightly bigger health bonus. The wearer passively jumps up all walls, much like the MECs' rocket boot ability in EW without the need to be activated. Its active ability is a rocket jump. You can land on any revealed tile on the map, I think. It's a free action, has two charges, and a few turn cool down.
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There's one other thing we got out of this DLC though: a hint that Vahlen actually does have a first name. At this point I think it's part of the joke that we won't ever actually get her name but she at least signed one of her posts "Dr. M Vahlen" so that's a thing.
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Dr. Murder Vahlen
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I thought it was Moira
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Coolguye posted:There's one other thing we got out of this DLC though: a hint that Vahlen actually does have a first name. At this point I think it's part of the joke that we won't ever actually get her name but she at least signed one of her posts "Dr. M Vahlen" so that's a thing. Her name is flat-out stated in X-COM 2, isn't it? It's Moira ![]()
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Massacre
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Mengele
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chami posted:I think an unlisted change that came with the patch is that Disoriented no longer prevents melee attacks. Ah yes, "Fixed an issue where flashbang grenades were useful"
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Lunethex posted:Would you put a robot brain in a human body? we're getting transformers buddy
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# ? Apr 29, 2024 02:38 |
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Ion Mage posted:So, what the hell do I do when I have the ruler archon on an avenger defense mission? Even frost grenades only last about one ruler turn. And if he ends a move (NOT a full player turn) in the ramp twice in a row, its an instant failure. Doesn't the ramp work like the hack thing in EW did? Just move someone on the ramp and they cannot take it over.
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