So, for some reason or another, I played through Xcom 2 until the very final mission in a couple of days after release, yet I never, until this day, finished it. I don't even really know why, I didn't get bored of it, I didn't get mad; nothing really happened. I was just busy one day, then another and suddenly I was doing other stuff, I kinda forgot about it even though I was really into it and had been expecting the game for quite some time now.
So I finally fucking did it, I beat the game. And the most amazing thing happened: my first (and final) execution happened on the very last actual enemy. I remember that I had a couple of them on my soldiers but I never actually got one. It was a shot that never should've killed it, but then as I clicked the fire button I instantly saw the achievements popping up and was wondering what happened and then the EXECUTION notification popped up. What a way to end that campaign.
Now to begin the themed playthroughs I had planned even before the game came out :v:
:snip:
[QUOTE=CGNick;50085702]Well, I too did it on the Psionic Gate mission, but you can't expect to just start firing grenades all over the place and hit something, blind-firing is just gonna waste your grenades. On enemy turn you can see/hear nearby chryssalids move in the FoW, take advantage of that.[/QUOTE]
It's not that big of an area, and incendiary grenades have increased range along with the grenadier skill boost. There's no way I was missing. The burrow mechanic is just super buggy.
[QUOTE=JCDentonUNATCO;50092324]It's not that big of an area, and incendiary grenades have increased range along with the grenadier skill boost. There's no way I was missing. The burrow mechanic is just super buggy.[/QUOTE]
How is it not that big of an area? You can't cover the entire map with just a couple of grenades. Again you can't just fire off grenades in random spots and hope for the best, you won't hit anything like that.
Anybody else getting this? I get stuck on a scene like this instead of getting the after mission screen with the soldiers walking away from the Skyranger.
I can still open pause menu in this, and if I save and load it brings me back to avenger. The game acts as if I had never done the mission if I do that though except for soldier status (casualties, promotions etc)
Doing the mission again gave me the same result. Happened on two different runs now (one ironman commander and one normal commander), I'm too afraid to play ironman anymore :saddowns:
[t]http://images.akamai.steamusercontent.com/ugc/278469823700474647/29177F772F099EBA9E0EBD4BE3A1D923CDAB664E/[/t]
What's your mod list?
[QUOTE=CGNick;50092520]How is it not that big of an area? You can't cover the entire map with just a couple of grenades. Again you can't just fire off grenades in random spots and hope for the best, you won't hit anything like that.[/QUOTE]
The Chrysallids spawn a very short distance from the Psionic gate. I'm talking within 10-15 tiles. I had three grenadiers (standard for me) with two incendiary grenades each, and I used at least 4 incendiary grenades around the gate along with a battle scanner in one corner. I'm not tossing random grenades all over the map from the spawn, I set up in a semi-circle around the psionic gate and [i]tried[/i] to at least soften them up before I went in, but there was zero damage done to any of them. I had discovered a few from a concealed ranger, and likewise a few from the buggyness of them that RocketRacer mentioned at the top of the page, yet with 4 increased radius grenades none were damaged.
Burrowing is a buggy mechanic is my only point. It's not a git gud scenario and I don't need advice, I took a lot of time and care not to have any damaged troopers, and I peppered a massive area of the map in grenades and they did nothing.
And yes, I could argue that with proximity mines and a few turns you could cover the entire map, but I didn't use those.
[QUOTE=CGNick;50092764]What's your mod list?[/QUOTE]
[QUOTE]More Nations Mod
Longer Names
Grim Style Armor
Halo ODST helmet
Custom Bandanas
p4thucamomod
Uniforms Manager
MGSV BDU pack
Gender Bias
Symmetrical Kevlar Arms!
Rookie Armor Mod
Symmetrical Kevlar Arms! - Predator and Warden tier
Mafia Tattoos
Capnbubs accessories
Military Camouflage Patterns
Free the Hood
Expanded Callsigns and Nicknames
More Random Backstories
Custom Face Paints
Gotcha
Random Nickname button
More Armor Colors
Anarchy's Children Extra Options
True Retroactive AWC
Accurate Swords
Evac All
More Armor Customization
XCOM EU/EW Ports: Helmet
Resistance Warrior Variants
Stabilize Me!
Suit Upgrading
World Expansion Project: ADVENT
Altyn Helmet[/QUOTE]
And a whole bunch of voicepacks, should I list them too?
[QUOTE=JCDentonUNATCO;50092775]The Chrysallids spawn a very short distance from the Psionic gate. I'm talking within 10-15 tiles. I had three grenadiers (standard for me) with two incendiary grenades each, and I used at least 4 incendiary grenades around the gate along with a battle scanner in one corner. I'm not tossing random grenades all over the map from the spawn, I set up in a semi-circle around the psionic gate and [i]tried[/i] to at least soften them up before I went in, but there was zero damage done to any of them. I had discovered a few from a concealed ranger, and likewise a few from the buggyness of them that RocketRacer mentioned at the top of the page, yet with 4 increased radius grenades none were damaged.
Burrowing is a buggy mechanic is my only point. It's not a git gud scenario and I don't need advice, I took a lot of time and care not to have any damaged troopers, and I peppered a massive area of the map in grenades and they did nothing.
And yes, I could argue that with proximity mines and a few turns you could cover the entire map, but I didn't use those.[/QUOTE]
I don't even know if incendiary grenades work on burrowed chryssalids, I always used standard frags and plasma nades to make them jump out. That might have been the issue.
Started the game up again and loaded a save on the last turn of the mission. Magically not getting the issue anymore. Not that I'm complaining.
[t]http://images.akamai.steamusercontent.com/ugc/278469823701009250/D60D3A94C442392305FDADA49B5889C915875F45/[/t]
edit: nvm still getting it but at least I know how to get around it now
[URL="http://images.akamai.steamusercontent.com/ugc/279595726541803548/85E19B79B773172D22EFDB70B29D77E7C934E17D/"]time[/URL] [URL="http://images.akamai.steamusercontent.com/ugc/279595726541803013/F38EE1E4FBDB6BB35628540EAACD3D4209DE530E/"]to[/URL] [URL="http://images.akamai.steamusercontent.com/ugc/314496214527278610/E8301A0FC71519CE402AA3FFB55CE773BBB06F79/"]get[/URL] [URL="http://images.akamai.steamusercontent.com/ugc/314496134085788383/8F94FE0E53BEE8B71FBC387FC9B916F238336266/"]back[/URL] in the saddle
I've released the M16 for XCOM 2.
[t]http://images.akamai.steamusercontent.com/ugc/275092284513154469/94430A15009A8BE81C744DD818DEA3B3C9F5DB8C/?[/t]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=661545567"]http://steamcommunity.com/sharedfiles/filedetails/?id=661545567[/URL]
[QUOTE=E3245;50095022]I've released the M16 for XCOM 2.
[t]http://images.akamai.steamusercontent.com/ugc/275092284513154469/94430A15009A8BE81C744DD818DEA3B3C9F5DB8C/?[/t]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=661545567"]http://steamcommunity.com/sharedfiles/filedetails/?id=661545567[/URL][/QUOTE]
Do the Scorpion EVO next! That's my favourite SMG.
[sp]If you want, I'm not your boss.[/sp]
okay guys I seriously cannot figure out why my pattern mod is not working. I have tried everything I could think of and it just refuses to read the textures in-game. Has anyone done armour/weapon(they are same) pattern mod, or even tattoos, and could help me out with this? Thanks.
[QUOTE=Mr. Someguy;50095178]Do the Scorpion EVO next! That's my favourite SMG.
[sp]If you want, I'm not your boss.[/sp][/QUOTE]
Well, I actually have the Scorpion EVO model from the Ghost in the Shell: First Assault beta, but it's gonna be some time until I port those models.
[QUOTE=E3245;50095531]Well, I actually have the Scorpion EVO model from the Ghost in the Shell: First Assault beta, but it's gonna be some time until I port those models.[/QUOTE]
So how hard was making the gun work?
[QUOTE=mralexs;50095616]So how hard was making the gun work?[/QUOTE]
The model part wasn't that hard, if you know what you were doing. I exported the ConvAssaultRifle from Unreal and import it to a 3d editing program, say 3ds max. Then I tried to scale my weapon to match the scale of the XCOM assault rifle. I had to move some of the bones around so that it doesn't clip too much. I had to skin the weapon, mostly just skinning the trigger and ejection port.
Afterwards, I exported the weapon to Unreal, and added the sockets, materials, to each part, copied the XCOMWeapon archetype and animations into my own package, and replaced the Skeletal Mesh with the M16.
That's the basic information on how to make weapons for Unreal. You don't really need to add specular color, level, all that shit inside 3ds max/blender/whatever; you'll do all of that in Unreal. All you really need is the diffuse and the UVs. Doing that made it easy for me to get it inside Unreal as quickly as possible.
converting stuff to xcom 2 is pretty amusing
[t]http://images.akamai.steamusercontent.com/ugc/279595726542907528/21A4BC369FDC5A95BFDBCF73C5B7F19EB80C9137/[/t][t]http://images.akamai.steamusercontent.com/ugc/279595726541803316/535F37B85DAA55FEE0444FFE76675BF598C914BB/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/279595726542907156/665B207ECA29B7AD3C5DA11BC1607113CFF8622D/[/t][t]http://images.akamai.steamusercontent.com/ugc/279595726542985633/4F0971C883FE856ACCC19907751D07FC92537001/[/t]
Wait a sec, why does that ayy hold XCOM's rifle? What is it doing on Avenger?
Oh. Ohhhhhh.
[QUOTE=EmRA;50092555]Anybody else getting this? I get stuck on a scene like this instead of getting the after mission screen with the soldiers walking away from the Skyranger.
I can still open pause menu in this, and if I save and load it brings me back to avenger. The game acts as if I had never done the mission if I do that though except for soldier status (casualties, promotions etc)
Doing the mission again gave me the same result. Happened on two different runs now (one ironman commander and one normal commander), I'm too afraid to play ironman anymore :saddowns:
[t]http://images.akamai.steamusercontent.com/ugc/278469823700474647/29177F772F099EBA9E0EBD4BE3A1D923CDAB664E/[/t][/QUOTE]
had this once, it was caused by some camera mod. Try disabling some mods.
How does hacking work? I tested it extensively and it's not the same as shooting. Either the display or wrong, or the roll doesn't reset by moving or doing it in another order. Failed a 22% chance around 11 times in a row and a 44 chance around 4 more times. There's no way that's random.
yes there totally is a way that's random
Valhalla Achieved. Vigilo Confido.
[t]http://images.akamai.steamusercontent.com/ugc/275092284515085164/64FE88AA732D2A29251780C0D19860C6079A6988/[/t]
Half my squad died on the final mission due to my tactical errors, but Rapid Fire + Talon Rounds wrecks the [sp]Avatar's[/sp] day no matter how many humans have died.
Sidenote, I'm really disappointed in the lack of an epic victory song at the end [URL="https://www.youtube.com/watch?v=TBiZu6dGfMo"](like EU had)[/URL], I guess firaxis is just bad at it since they composed one for Beyond Earth and forgot to make it play when you win.
[QUOTE=Mr. Someguy;50097774]How does hacking work? I tested it extensively and it's not the same as shooting. Either the display or wrong, or the roll doesn't reset by moving or doing it in another order. Failed a 22% chance around 11 times in a row and a 44 chance around 4 more times. There's no way that's random.[/QUOTE]
It works exactly the same way as shooting, random numbers are generated at the start of a mission and get used in sequence, it calls one of them in that sequence when a unit uses an ability that has a chance to fail.
Making your soldier's turns in different orders doesn't matter unless you're using an ability that can fail before the action you're trying to save scum, so if you shot at something, made a melee attack, made a reaction shot, etc you'd get the next number, but moving, going on overwatch (unless you take a shot because of it), using explosives, psi lance, etc wouldn't change the outcome of the next failable action.
[QUOTE='Ninja Nub[NOR];50096277']converting stuff to xcom 2 is pretty amusing
[t]http://images.akamai.steamusercontent.com/ugc/279595726542907528/21A4BC369FDC5A95BFDBCF73C5B7F19EB80C9137/[/t][t]http://images.akamai.steamusercontent.com/ugc/279595726541803316/535F37B85DAA55FEE0444FFE76675BF598C914BB/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/279595726542907156/665B207ECA29B7AD3C5DA11BC1607113CFF8622D/[/t][t]http://images.akamai.steamusercontent.com/ugc/279595726542985633/4F0971C883FE856ACCC19907751D07FC92537001/[/t][/QUOTE]
Oh shit I need this
Now all we need to do is figure out how to add music so we can have this blasting during a mission
[video=youtube;L-Nx5FRLFjM]https://www.youtube.com/watch?v=L-Nx5FRLFjM[/video]
[QUOTE=Mr. Someguy;50097774]How does hacking work? I tested it extensively and it's not the same as shooting. Either the display or wrong, or the roll doesn't reset by moving or doing it in another order. Failed a 22% chance around 11 times in a row and a 44 chance around 4 more times. There's no way that's random.[/QUOTE]
You forgot to account for the "fuck you" modifier in your calculations. That's the most important step in any XCOM based probability problem.
[QUOTE=AeroSinthetic;50099434]You forgot to account for the "fuck you" modifier in your calculations. That's the most important step in any XCOM based probability problem.[/QUOTE]
That's XCOM baby.
But yeah your chances don't go up because you keep losing, you have a 22%/44% chance every time you roll the dice.
My game just refuses to read my pattern and tattoo textures properly, wtf. It's just blank. The textures are identical to the ones in-game and other mods, I cannot understand what is wrong. I hate this.
NEVERMIND: I'm dumb. Do not have an Archetype and Texture/Sound file have the same name. The game does not recognize the difference and it tries to load the texture straight away and can't do it OR it sees two files with same name and breaks itself. Now I can finally make my mod, yay :D
Almost done porting the M14 rifle, now with custom sounds. With some guidance from the guy who ported the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=641554054"]Halo Reach Weapons[/URL], I was able to reuse the Magnetic Rifle's firing animation and make the weapon fire three times, not three shot as in a burst. Several people, including Beagle (yes, the Beagle), suggested that I do this.
Some screenshots:
[t]http://i.imgur.com/INHdwax.png[/t][t]http://i.imgur.com/lKDr52X.png[/t][t]http://i.imgur.com/etxHLUd.png[/t][t]http://i.imgur.com/CYLG8re.png[/t][t]http://i.imgur.com/tn97TUs.png[/t][t]http://i.imgur.com/eRxxIvG.png[/t]
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