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Thank you so much -bg- for this mod, I was getting sick and tired of the screwed up modifiers in LW. I find it ridiculous how a disoriented enemy at max distance would easily crit one of my squadies behind full cover on two sides. This will finally make the game enjoyable and not just a rage experience (then again, XCOM's all about the rage
(the file to edit is under SteamApps\workshop\content\268500\624799134)
► replace +ENABLE_EU_AIM_ROLLS=true with +ENABLE_EU_AIM_ROLLS=false
► replace +SQUADSIGHT_PENALTY_FLOAT=-2.0 with +SQUADSIGHT_PENALTY_FLOAT=0.0
► replace +HEIGHT_MODIFIER=(ZDiff=3, OffenseBonus=20, DefenseBonus=0) with +HEIGHT_MODIFIER=(ZDiff=3, OffenseBonus=10, DefenseBonus=0)
► below the line ;Uncomment these lines for LW2 you have to remove each semi-colon at the beginning of each line to uncomment them
I'm curious. why did you make this value not stack with say "xcom siege" mod's style of tweak? was it intentional?
Thank you so much for your hard work, your mods (and others) have made xcom 2 so much fun.
ahhhhh, thanks
hm.. that's sad, really wanted to use this mod :(
thanks for the fast answer
afaik lw2 replaces the vanilla roll system, but in a different way than this mod does; i want the roll system of this mod, because yeah, that's the way it should be (at least for me)
what exactly do i have to do? in which config file do i have to do what?
sry for the complaining and all, but i am pretty frustrated by not being able to find anything helping me in solving this problem
For your example, it will be 10% miss, 63% crit, 5.4% dodge and 21.6% normal hit.
If dodge comes first, it will be 10% miss, 18% dodge, 50.4% crit and 21.6% normal hit.
And if you enable hybrid rolls, then the priority will not matter, it will be 10% miss, 34.2% normal hit, 50.4% cirt and 5.4% dodge.
When you calculate the % dodge AFTER crit roll (so, failed to crit), do you get the probability by multiplying the NOMINAL hit % by the dodge stat?
So, for example, if we have 90% hit chance with 70% chance to crit, and if we are attacking a Chryssalid with 20% dodge, stat what will be its final dodging probability?
The original formula would simply multiply 0.9 and 0.2 to get 0.18, or 18 absolute % of dodging (so, 18% dodge, 2% normal hit, 70% critical hit, 10% chance missing). I don't know how your know formula would differ.
Thanks!
Have I already said how much I love you? Hahaha
Thanks a lot, dude. For realz.
Your work on this community is legendary!
+OVERWATCH_ABILITIES=GunslingerShot
+OVERWATCH_ABILITIES=SuppressionShot_LW
+OVERWATCH_ABILITIES=AreaSuppressionShot_LW
+MOVEMENT_ABILITY=StandardMovingMelee
+MOVEMENT_ABILITY=BigDamnPunch
+MOVEMENT_ABILITY=BayonetCharge
+MOVEMENT_ABILITY=SwordSlice_LW
Thanks buddy. Too bad about that. :/
About adding LW2 skills to your overwatch_bypass_ cover code, do you know where could I find the list with the skill names (in code) implemented by LW2 mod so I could update yours to work with it?
Look at this screenshot: https://ibb.co/j8Wes5
That's how it shows for every standard shot (or single event, I suppose) xcom or alien.
Double line and double % in each line. I don't remember this behavior b4 LW2.
Also I'm using only a couple of your mods to fix some mechanics, UI-enhancing ones like "Gotcha Again", "Additional Icons", and soldier aesthetic customizations.
Do you think that's happening because of the problem you described below?
Any way I can change some code to fix that or is this depper than simply ini editing?
Thanks a lot, man.
I have not look into it long enough but appearantly the ability actually make 2 rolls as indicated in the logs, the -10% is because of losing locked on bonus for the second roll.
Since you already here, could you clarify for me why the perfect information shows two % rolls (e.g. 24% (34%)) when used with LW2?
As far as I've tested, no matter the code changes I make, it always shows two % rolls side by side with a difference of 10%. Kinda strange. Any clues on how can I change that display info?
I mention "compatibility" with LW2 because in the author's code he names specifics overwatch_abilities and movement_abilities to bypass cover bonus.
So if LW2 implemented new skills (i'm guessing they did) or if they use another set of skills entirely, i presume that it would be compatible (as in not crashing) but it wouldn't work for LW2 new set of skills.
If it's not obvious then enabling "overwatch_bypass_cover" disables that, vanilla game, behaviour I just described.
IIRC, when the target of an overwatch shot has some kind of cover between it and the overwatching unit when the overwatch shot triggers then that cover is factored into the overwatching unit's to hit roll. Pretty sure you can enable that in LW 2.
As I said over on Title Menu Continue Button: they work fine together for me.
Search XComAimRoll.ini on your harddrive, then with an editor you need to :
► replace +ENABLE_EU_AIM_ROLLS=true with +ENABLE_EU_AIM_ROLLS=false
► replace +SQUADSIGHT_PENALTY_FLOAT=-2.0 with +SQUADSIGHT_PENALTY_FLOAT=0.0
► replace +HEIGHT_MODIFIER=(ZDiff=3, OffenseBonus=20, DefenseBonus=0) with +HEIGHT_MODIFIER=(ZDiff=3, OffenseBonus=10, DefenseBonus=0)
► below the line ;Uncomment these lines for LW2 you have to remove each semi-colon at the beginning of each line to uncomment them
(the file to edit is under SteamApps\workshop\content\268500\624799134)