The Faceless will be fine. All your squad members will miss him anyway.
[QUOTE=Mr. Someguy;50131564]The new Plasma weapons are basically a combination of EU's Laser and Plasma. I do miss Laser though, they could have added it in as a side-grade. My concept for Laser would be like:
As a side-grade, they value extra accuracy at the cost of damage. A built-in laser sight and the lack of recoil grant +15 accuracy, but do the damage of the tier before them (Ballistic or Magnetic). They can be researched after killing the Viper, using tech from ADVENT and Alien Rifles. After Beam Weapons is researched, Laser Weapons are automatically upgraded to the damage of Magnetic Weapons, thanks to technical understanding provided by researching Beam Weapons.[/QUOTE]
It's more the aesthetic and feeling that I miss. Lasers actually felt like beams of death and plasma looked alien and powerful, especially the plasma sniper rifle.
uhhhhh i need advice
[t]http://i.imgur.com/ynuZI1n.png[/t]
[QUOTE=Mbbird;50134754]uhhhhh i need advice
[t]http://i.imgur.com/ynuZI1n.png[/t][/QUOTE]
Run.
if you one-shot the lancer with your grenadier you can get a flank on that shieldbearer from the glowing green dealy on the far left and use the remaining guy to kill the officer
[editline]14th April 2016[/editline]
you'd probably survive the next turn
[editline]14th April 2016[/editline]
or just nade both with the grenadier if you've got the gear
[editline]14th April 2016[/editline]
didn't even notice you had a fourth guy for insurance against misses or overwatch to blap anyone who moves, totally salvageable
[QUOTE=Mr. Someguy;50134881]Run.[/QUOTE]
Yeah, thanks. I did a fighting retreat out to see if I could thin them but missed a few key rolls, and couldn't blow up the UFO's walls which are made of invincibilium, so I just evac'd. If it were a vital mission I probably could have sheisted a victory out of that by going deep, but not worth it. These UFO sites are always impossible, not because urban combat is difficult in XCOM but because pod micro is impossible in closed environments.
[t]http://i.imgur.com/nhixhNV.png[/t] [t]http://i.imgur.com/WhcwqZR.png[/t]
you fool
[QUOTE=Kommodore;50134886]if you one-shot the lancer with your grenadier you can get a flank on that shieldbearer from the glowing green dealy on the far left and use the remaining guy to kill the officer
[editline]14th April 2016[/editline]
you'd probably survive the next turn
[editline]14th April 2016[/editline]
or just nade both with the grenadier if you've got the gear
[editline]14th April 2016[/editline]
didn't even notice you had a fourth guy for insurance against misses or overwatch to blap anyone who moves, totally salvageable[/QUOTE]
Yeah, I guess it could've been a messy victory but I'd still have to fight reinforcements and it's just for a bunch of scrap and stuff.
Damnit. Having trouble trying to get the "Spawn Codex" fail condition working. Lifting it from the Skulljack programming doesn't work. Unsurprising, but I was hopeful.
[t]http://puu.sh/oiHGx.jpg[/t]
I have other ideas, it still looks workable. Actually I see the line of code I missed.
PS: I love how the condition for hack failure is named "BadThing".
I think the scariest thing about that is there are 7 enemies, OK, but two of them were sectoids. You could have a salvageable victory turn into a complete wipe fast.
you should probably cop squad size I before your next mission
[QUOTE=Kommodore;50135139]you should probably cop squad size I before your next mission[/QUOTE]
With that sniper on the building it makes 5! I can't imagine playing with only 4 anymore.
I have good news and meh news and bad news.
The good news, I have it fully functional.
[t]http://images.akamai.steamusercontent.com/ugc/454110978781265595/ACD21D8FE26AC561EB4EAD7914442A2EC909554F/[/t]
The meh news, the UI is missing text and I have no idea how to fix that.
[t]http://images.akamai.steamusercontent.com/ugc/454110978781265382/D6A457FCA79B035E7FC8B7A36B95B392CBF0A4BC/[/t]
The bad news, unless I decide to install the the SDK, I can not package and release the mod to the public, and it may remain a pet project that is at most distributed to friends.
thanks, satan
[t]http://i.imgur.com/IzzHFyP.png[/t]
[QUOTE=Mr. Someguy;50135272]I have good news and meh news and bad news.
The good news, I have it fully functional.
[t]http://images.akamai.steamusercontent.com/ugc/454110978781265595/ACD21D8FE26AC561EB4EAD7914442A2EC909554F/[/t]
The meh news, the UI is missing text and I have no idea how to fix that.
[t]http://images.akamai.steamusercontent.com/ugc/454110978781265382/D6A457FCA79B035E7FC8B7A36B95B392CBF0A4BC/[/t]
The bad news, unless I decide to install the the SDK, I can not package and release the mod to the public, and it may remain a pet project that is at most distributed to friends.[/QUOTE]
The missing UI text might be because you need to add it to the XCOMGame.int, for the text to show up. I don't know what though, since you were the one who made it.
About the mod publishing thing, I wish I can help you publish it if you're inclined, but I'm away for the rest of the week.
[QUOTE=Mbbird;50135284]thanks, satan
[t]http://i.imgur.com/IzzHFyP.png[/t][/QUOTE]
I had this happen once. I was lucky enough that I was able to avoid the pod. I got everyone in the extraction zone and they never activated on me.
[editline]d[/editline]
[QUOTE=E3245;50135289]The missing UI text might be because you need to add it to the XCOMGame.int, for the text to show up. I don't know what though, since you were the one who made it.
About the mod publishing thing, I wish I can help you publish it if you're inclined, but I'm away for the rest of the week.[/QUOTE]
Looked over the DefaultGame.ini, didn't notice anything that seemed relevant, it's a pretty small file too. Is XCOMGame.int a completely different file somewhere else?
My problem isn't that I don't know how to publish (I don't, but I can learn, as I did making this mod), it's that I don't have a lot of space on my harddrive, and taking a day to download an SDK I might use once to publish a mod doesn't seem all that compelling.[
OK
is it okay to reload a save when you've missed 5 75-85% chance shots in the course of the mission? Like...??? And since I had to bring my scout out of stealth to finish off Satan's Pod Roll of Viper, one of the shots I'd missed blew a hole in the wall and the enemy came into sightline of her in the same turn, causing reinforcements to spawn, in an ultra-long VIP mission extract. Then she was sucked through the hole, and spat on. Like [B]actually fuck off.[/B]
[QUOTE=Mbbird;50135325]OK
is it okay to reload a save when you've missed 5 75-85% chance shots in the course of the mission? Like, god fucking fuck fuck. And since I had to bring my scout out of stealth to finish off Satan's Pod Roll of Viper, one of the shots I'd missed blew a hole in the wall and the enemy walked into sightline of her in the same turn, causing reinforcements to spawn, in an ultra-long VIP mission extract. Like actually fuck off.[/QUOTE]
Reload whenever you want, personally I don't like to save scum but I do it anyway sometimes, especially if I feel like I'm being seriously bullshitted (Sectopod shooting through buildings, or killing full-health unit in one turn). I also reload if a mistake leads directly or indirectly to game failure.
YEAH THAT'S HOW OVERWATCH WORKS RIGHT
[t]http://i.imgur.com/XJGqCgn.png[/t]
[highlight]n̒̓̉ͥͧ̍͑ͨ͠͏̸̭̰̼͔̝̜̫ǒ̢̨̫̱̯͈̟̘̫̜̜̦̳̻̘͎̺̗̪̗̔͑͆ͩͮ́ͧ́͡[/highlight]
[QUOTE=Mr. Someguy;50135291]
Looked over the DefaultGame.ini, didn't notice anything that seemed relevant, it's a pretty small file too. Is XCOMGame.int a completely different file somewhere else?[/QUOTE]
It's the localization file that the game calls for the text, or strings. I don't remember where it is in the XCOM 2 folder.
[QUOTE=Mr. Someguy;50135291]My problem isn't that I don't know how to publish (I don't, but I can learn, as I did making this mod), it's that I don't have a lot of space on my harddrive, and taking a day to download an SDK I might use once to publish a mod doesn't seem all that compelling.[
[/QUOTE]
Okay, no problem. It's whatever you wanna do. I'm just offering help, in case you want it.
So I've brought this up before, but I'm fairly certain the round timer has absolutely nothing to do with the mission map, it's just a random number on a bell curve with an average of 9. Since i unfortunately brought a sniper on that mission, I know how many turns it takes to cross the map. I got 8 turns to extract a VIP, and [B]it takes 5 to beeline to the extract by sprinting and ignoring cover[/B].
i haven't reloaded any saves thus far and i reloaded a couple just to see if i fucked up or if the fuck you modifier was just too high for that iteration, but no. there isn't a real way to get more than the VIP out of that mission, and that's because i accidentally blew a fucking hole in the right wall once. now i have a ridiculously strong headache and i'm going to reload from the ranger and decline the mission because i disagree with the game.
[editline]14th April 2016[/editline]
i'm just sitting here trying to wrap my head around what the actual fuck
i'm on normal difficulty. normally when life puts something in your face that doesn't make sense, i trust myself enough to be like "that doesn't make sense, fuck off" and i forget about it. but i'm sitting here mentally pounding my head against the wall because that mission was so ridiculously stupid but I'm only on normal difficulty and [I]plenty[/I] of people play the game just fine. there is no logical saving grace that I can possibly come up with except that this entire game and community is a large joke and i'm the only one not in on it, and that's obviously not it. i can't remember the last time i've given myself a headache over something so insignificant, and looking back on this game I am sure I will be amazed at its ability to suck frustrated text walls out of me.
Spring break needs to end soon.
[QUOTE=E3245;50135365]It's the localization file that the game calls for the text, or strings. I don't remember where it is in the XCOM 2 folder.[/QUOTE]
Ah, very nice!
[img]http://puu.sh/oiNYH.jpg[/img]
[editline]15th April 2016[/editline]
[QUOTE=E3245;50135365]Okay, no problem. It's whatever you wanna do. I'm just offering help, in case you want it.[/QUOTE]
I want to release it, because I'm actually kind of proud of it now, but I don't want to download the SDK just for that. I have considered letting someone else release it, but I don't know how that would work, and long-term support could be a problem, eh.
Is it not possible to upload something to Workshop through Workshop itself? Or is the game bound to SDK to upload mods to Workshop? Because you could just do that instead of having to download the SDK
[QUOTE=RocketRacer;50135458]Is it not possible to upload something to Workshop through Workshop itself? Or is the game bound to SDK to upload mods to Workshop? Because you could just do that instead of having to download the SDK[/QUOTE]
I've asked 2 people and both have told me you need the SDK to upload things to the workshop :frown:
[editline]15th April 2016[/editline]
Just tested it, the game seems to automatically prevent the "Codex" fail condition if you haven't "unlocked" the Codex yet. Neat, the Devs think of everything!
That's good because I'd have literally no idea how to prevent you from breaking the game by spawning them from the tower and Skulljacking them for the hell of it. :pudge:
[editline]15th April 2016[/editline]
On a completely unrelated note, I wish the character customizer would let you gear them up with custom weapons and armour. If I want a soldier to join XCOM wearing Resistance Pack Armour and wielding an M14, I should be able to make that happen!
[QUOTE=Mbbird;50135331]YEAH THAT'S HOW OVERWATCH WORKS RIGHT
[t]http://i.imgur.com/XJGqCgn.png[/t]
[highlight]no[/highlight][/QUOTE]
Kinda ridiculous they still haven't fixed this.
[QUOTE=Mr. Someguy;50135471]I've asked 2 people and both have told me you need the SDK to upload things to the workshop :frown:
[editline]15th April 2016[/editline]
Just tested it, the game seems to automatically prevent the "Codex" fail condition if you haven't "unlocked" the Codex yet. Neat, the Devs think of everything!
That's good because I'd have literally no idea how to prevent you from breaking the game by spawning them from the tower and Skulljacking them for the hell of it. :pudge:
[editline]15th April 2016[/editline]
On a completely unrelated note, I wish the character customizer would let you gear them up with custom weapons and armour. If I want a soldier to join XCOM wearing Resistance Pack Armour and wielding an M14, I should be able to make that happen![/QUOTE]
You can't skulljack codexes until you've done the shadow chamber project for that objective, can't skullmine them either.
[QUOTE=Mbbird;50135331]YEAH THAT'S HOW OVERWATCH WORKS RIGHT
[t]http://i.imgur.com/XJGqCgn.png[/t]
[highlight]n̒̓̉ͥͧ̍͑ͨ͠͏̸̭̰̼͔̝̜̫ǒ̢̨̫̱̯͈̟̘̫̜̜̦̳̻̘͎̺̗̪̗̔͑͆ͩͮ́ͧ́͡[/highlight][/QUOTE]
[IMG]http://puu.sh/oj6Ac/39a446031a.jpg[/IMG]
D:
[QUOTE=Mbbird;50135331]YEAH THAT'S HOW OVERWATCH WORKS RIGHT
[t]http://i.imgur.com/XJGqCgn.png[/t]
[highlight]n̒̓̉ͥͧ̍͑ͨ͠͏̸̭̰̼͔̝̜̫ǒ̢̨̫̱̯͈̟̘̫̜̜̦̳̻̘͎̺̗̪̗̔͑͆ͩͮ́ͧ́͡[/highlight][/QUOTE]
Maybe he somehow managed, despite wearing a box on his head, hear your soldier and activated his l33t aimbot to shoot him/her through the ceiling?
[QUOTE=Nerts;50135930]You can't skulljack codexes until you've done the shadow chamber project for that objective, can't skullmine them either.[/QUOTE]
Ah, even better then! The game automatically solves all my worries. I just hope it automatically chooses another condition instead of displaying a blank panel. I had a blank panel show up because I disabled all conditions except Codex for testing purposes.
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