Also does anyone know any good female Japanese voice packs? I want it for a character I made.
[QUOTE=A B.A. Survivor;50078558]Co-op? Tell me more.[/QUOTE]
It's part of a total conversion mod with lots of inspiration from Shadowrun. I think they're releasing the coop part separate tho.
To what extent can total conversion mods change the game? Can they completely change mechanics like the avatar project? Can they turn the Avenger into something totally different?
[QUOTE=_Axel;50079648]To what extent can total conversion mods change the game? Can they completely change mechanics like the avatar project? Can they turn the Avenger into something totally different?[/QUOTE]
Well yeah, not only that but they can easily introduce new mechanics as well, instead of just changing them.
Does anyone know how to unlock the Kevlar Anarchy's Children stuff for Predator armor?
[QUOTE=_Axel;50079648]To what extent can total conversion mods change the game? Can they completely change mechanics like the avatar project? Can they turn the Avenger into something totally different?[/QUOTE]
We have source code for the entire game, I wouldnt be surprised if someone turned XCOM2 into Bureau Declassified but better in a couple of years :v:
[QUOTE=RocketRacer;50080053]We have source code for the entire game, I wouldnt be surprised if someone turned XCOM2 into Bureau Declassified but better in a couple of years :v:[/QUOTE]
What, we have the entire source code? I didn't expect an (kinda) AAA dev to pull that stuff. This is amazing!
[QUOTE=_Axel;50080112]What, we have the entire source code? I didn't expect an (kinda) AAA dev to pull that stuff. This is amazing![/QUOTE]
You haven't heard anything about this, did ya. :v: They give us entire Unreal Engine SDK that they used to develop the game, which is about 60GB of stuff.
[QUOTE=RocketRacer;50080140]You haven't heard anything about this, did ya. :v: They give us entire Unreal Engine SDK that they used to develop the game, which is about 60GB of stuff.[/QUOTE]
You mean the XCOM 2 SDK? I thought it was just an advanced modding tool.
[QUOTE=_Axel;50080145]You mean the XCOM 2 SDK? I thought it was just an advanced modding tool.[/QUOTE]
Nope, we are given entire contents of the game - assets and code. This is why I believe Firaxis has made one of the boldest moves in gaming in past years.
[QUOTE=E3245;50077146]I'm tired of fighting this mod system. I can't get custom attachments to work for the life of me since the script only allows one item to load. I guess I'll have to deal with this for now. I've disabled the attachments visually until I can get them working. You can still use them and get the benefits; they just won't show up.
Here's some good news though, I've replaced the mesh with a higher quality one from the same game. Turns out I was using the 3rd person mesh, instead of the 1st person. 1st person mesh didn't have any obvious holes, so I decided to use that instead.
The only hole I found was the slab on the top of the rifle, plus it does not have any textures. The slab was used to mount scopes on the top of the M16. It's not in the model currently.
Sorry for this long winded post, but I have one more thing to say.
I'm going to issue a beta test tomorrow, to see if anyone can find bugs/take pictures/provide feedback. Anyone interested?
Pic of the rifle below:
[t]http://i.imgur.com/k89HCUG.png[/t][/QUOTE]
Alright guys, beta version 0.5a is [URL="http://www.mediafire.com/download/jjf457c5oca9r5s/BlackOpsWeaponM16.rar"]here[/URL]
Password is EYEheartFP
Install to <steam>\XCOM 2\XComGame\Mods, the launcher should then pick it up.
I need some screnshots for my mod. I also appreciate some criticism/feedback.
If you want your screenshot to be on my modpage, please PM me your screenshot. I'll add you to the credits list.
If you have a bug to report, then PM me. I'll take a look.
[QUOTE=RocketRacer;50080053]We have source code for the entire game, I wouldnt be surprised if someone turned XCOM2 into Bureau Declassified but better in a couple of years :v:[/QUOTE]
Actually consider the whole scanning mechanics, a Bureau redo would be pretty solid actually. You could travel the globe (or maybe just the US like Bureau) and perform minor investigations, while major investigations are your typical battlescape stuff.
I dunno. I think a better idea would be recreating Apocalypse, not The Bureau.
Complete with the Real-Time w/ Pause gameplay of Apocalypse, of course.
What would be pretty cool would be a TC where you play as the actual resistance during the 20 years before XCOM goes back into action.
[editline]6th April 2016[/editline]
Also what would be a substantial addition to the base game is more plots for different regions of the globe. It kinds of sucks dropping in in the middle of eastern Europe and stumbling upon a derelict version of a typical US small town, or doing a supply raid in the east Asian wilderness only to find a train ambushed in the middle of a boring old temperate forest instead of the sprawling jungle you're supposed to find there.
It just feels lousy in general that all maps outside of City Centers and Slums are so US-centered.
[QUOTE=Cows Rule;50080794]Actually consider the whole scanning mechanics, a Bureau redo would be pretty solid actually. You could travel the globe (or maybe just the US like Bureau) and perform minor investigations, while major investigations are your typical battlescape stuff.[/QUOTE]
The gameplay is what really matters. It would require quite a lot of work put into changing how the game works, especially because it just [B]loves[/B] to pause when you are making actions or waiting for enemies to perform theirs.
Now, of course, I jest when I speak of real-time w/ pause gameplay - Making real-time gameplay from XCOM 2's current source-code would require what would likely be the most complex and concentrated overhaul of a game's mechanics [B]EVER.[/B]
To the end of rebuilding Apocalypse in XCOM 2 I'm more thinking on stuff like restoring Time Units to the gameplay, having factions that you have to balance your relations with - And most importantly, every engagement being one of your own initiative.
On another note - Man, what if in the late-game (IE, Post-September if your campaign has gone on that long) ADVENT retaliated against MULTIPLE regions at once and you had to pick between which ones to save? It'd certainly add on pressure to the campaign to not just savor the endgame grind-loop.
While I wait for the result of the beta test, I've begun the process of porting the M14 rifle to XCOM 2. It was kinda difficult to paint the vertices of the ejection port of the M14, but after watching a couple of documentaries of the M14 rifle, I think I got it down.
[t]http://i.imgur.com/V42ltci.png[/t]
[QUOTE=A B.A. Survivor;50078558]Yeah, seriously. I never ever come back to Resistance HQ because I keep having to fly around the world to each raid or supply drop. I'm disappointed that HQ is completely static.[/QUOTE]
Figured it out with some help. Actually it was entirely the help. Except for me finding the circumstances it works under.
Enter the "DefaultGameData" and change the "ResHQToggleCost" to 0, it's divided by difficulty so just change the one you want or all of them. It won't take effect immediately though, you will have to wait for the next council report when the bonuses reset.
Maybe it's nostalgia, but whenever I go back to play a little bit of EW it always feels more solid, grounded, and thought-out than XCOM 2 does. Has anyone else experienced this?
The Xcom Board game is a fantastic masterpiece and I've never enjoyed loosing a boardgame so much. I played researcher. It's a four player game and with each player taking a different roll (research, squad leader, commander, that other commander...)
Turns are timed
You use an app to randomise what the aliens do.
Also the app plays the appropriate xcom music at the right time.
you all share the same budget
it's tense as fuck
It's unfair as fuck
You should all play it
Most fun I've had on a board.
Maybe add it to the OP, OP.
halocom is so happening, we just need to remodel the aay's
[url]https://steamcommunity.com/sharedfiles/filedetails/?id=660597695[/url]
[T]http://images.akamai.steamusercontent.com/ugc/456361914573370836/98DA25BE03E00B55A57B43FA428B35520252E51C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to=*,*|637:358&background-color=black[/T]
[T]http://images.akamai.steamusercontent.com/ugc/456361914573365577/0A1A2620D4E626FF6AEC0EE2F28F04448239FE98/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to=*,*|637:358&background-color=black[/T]
2 bad the halo 5 designs are just absolutely [I]atrocious[/I]
Is someone working on a halo conversion? The Setting is just so perfect for Xcom.
If I had any talent with programming and shit I'd make a total conversion where you play as Nod black hand terrorists fighting GDI in the second Tiberium war.
I figured out a way to change the default model attachments to a weapon, but I still can't add an attachment. I checked Yard1PL's weapons and see how he did it. Turns out that he had the same idea, but instead of using another script, he added the upgrade functions at the end of his template .uc. Oh well, I transferred my code over to the main script, so here's the result.
M16 with the Dual Mag attachment:
[t]http://i.imgur.com/vo8kce2.png[/t]
M16 with Extended Mag attachment:
[t]http://i.imgur.com/xb1ufBk.png[/t]
I'll probably add the Red Dot as the Crit Bonus, and the ACOG scope as the Aim Bonus. I think I can add more abilities to the attachment's, but we'll see.
[QUOTE=Broguts;50084341]If I had any talent with programming and shit I'd make a total conversion where you play as Nod black hand terrorists fighting GDI in the second Tiberium war.[/QUOTE]
I'd remake Laser Rifles, but make them an alternative weapon rather than an upgrade. A passive laser sight and no recoil give them a +15 native aim bonus and a higher crit chance. Compared to Magnetics they do Ballistic damage, until Beam Weapons are researched at which point the damage is bumped up to Magnetic level (explanation is that plasma tech allows retroactive efficiency upgrades).
[editline]7th April 2016[/editline]
I'd also make ADVENT Police as a fodder urban enemy, wielding ADVENT Pistols, Stun Batons (used defensively), and 3 health. A stronger variant, ADVENT Security, would appear at checkpoints and in guard towers and ADVENT facilities, but they're still fodder, just slightly stronger fodder. Apparent wise, they're similar to Stun Lancers, but wear a riot helmet with opaque mask, and speak in coded voices like EXALT Operatives.
[QUOTE='Ninja Nub[NOR];50084180']2 bad the halo 5 designs are just absolutely [I]atrocious[/I][/QUOTE]
Halo 4 and Halo 5 are essentially buff dudes and girls in tight bodygloves with plastic armor, that's why I always preferred the H:CE/H2/H3/H:R armors because they look more gritty and "realistic".
Also the fact that the UNSC Marines went backwards tech-wise and started to use ballistic vests with MOLLE instead of their perfectly functional plate armor (which was highly modular) made no sense to me.
Chryssalid are officially more annoying than anything else in XCOM: EU, XCOM: EW, and XCOM 2.
Why do they get to attack your on [I]your turn[/I]? And why is their attack range so long that they can come all the way from outside of your sight, all the way up to you, then hit you. [I]And[/I] they poison you, too. Oh and also they just pop up next to civilians and murder them, instantly making 1 Chryssalid into 3, even though he's halfway across the map and you barely left the drop zone. I don't get it, what's the counter-play?
[QUOTE=Mr. Someguy;50085324]Chryssalid are officially more annoying than anything else in XCOM: EU, XCOM: EW, and XCOM 2.
Why do they get to attack your on [I]your turn[/I]? And why is their attack range so long that they can come all the way from outside of your sight, all the way up to you, then hit you. [I]And[/I] they poison you, too. Oh and also they just pop up next to civilians and murder them, instantly making 1 Chryssalid into 3, even though he's halfway across the map and you barely left the drop zone. I don't get it, what's the counter-play?[/QUOTE]
scanning protocol / beacons and blind firebombing
[QUOTE=ThatCrazyGmanV2;50085339]scanning protocol / beacons and blind firebombing[/QUOTE]
I use beacons but all it does is make them pop up out of the ground, maybe move 3 tiles, and then pop back in. And I can't hit them with grenades during this process.
It's like the only way to effectively deal with them is to set 5 people on overwatch and then send one guy in, pray you only trigger one and pray you don't miss more than 2 shots.
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