XCOM 2
Consumes the Mimic Beacon
23 Comments
Zigg Price 4 May, 2020 @ 10:04pm 
Is this working with WoTC?
Thedeejnylv76 4 Jun, 2016 @ 1:37am 
Is this compatible with AH?
Nayen 23 Mar, 2016 @ 2:41pm 
Thanks for info :)
Don't know if I'm going to try it myself - crap internet connection with 20GB/month limit....
But if I manage to do so i'll let you know. Thanx for feedback anyway :)
tnse  [author] 21 Mar, 2016 @ 10:20am 
Nayen: Actually, it is quite simple, all that you need to do is add the correct ability to the abilitycost.

For programmers:

abilityManager = class'X2AbilityTemplateManager'.static.GetAbilityTemplateManager();
forEach abilityManager.IterateTemplates(data, none)
{
mimic = X2AbilityTemplate(data);
if (mimic != none && mimic.name == 'MimicBeaconThrow')
{
mimic.AbilityCosts.length = 0; // Remove any old costs. Add new.
mimic.AbilityCosts.AddItem(new class'X2AbilityCost_ConsumeItem');
}
}
Nayen 21 Mar, 2016 @ 9:52am 
Did you spend a lot of time to make it working? I'm woundering how long would take to do such a consuming to all kind of throwing items (granades, mines etc.) and heavy weapons. Would be marvelous addition to the FiniteArmory mod.
Love'n'Peace 10 Mar, 2016 @ 9:22pm 
I love you, but the two nerfs together might be a bit too hardcore for now.
DabHand 10 Mar, 2016 @ 1:32pm 
The patch has kinda fubar'd this mod. Auto hit and consumable might be a nerf too far.
DabHand 8 Mar, 2016 @ 7:45pm 
I am subscribing with gritted teeth. Watched too many roflstomp legend letsplays, where the only moment of excitement is when the streamer realises they already used the actions of the trooper holding the umpteenth beacon.
tnse  [author] 7 Mar, 2016 @ 11:36pm 
Jim: Absolutely something to consider. It will require a lot more coding and testing. I wont make any promises, but we'll see.
Jim Starluck 7 Mar, 2016 @ 8:53pm 
Hmmm... I wonder... would it be possible to rig it such that if the Mimic Decoy survives to the end of its duration, it drops a Mimic Beacon as loot? That would make it a little less harsh, especially if you can position it well, but still requires some effort t. Maybe give it only 1 or 2 turns of timer to recover it, make it more likely to expire before the firefight ends.
Mojo Amok 4 Mar, 2016 @ 9:33am 
Excellent work - I'd reduced mine to 1 HP, given the enemies aim bonuses at shorter range and only allowed myself to bring one, but this is the true fix we've been waiting for. I suspect this'll balance them perfectly. :cybereye:
tnse  [author] 4 Mar, 2016 @ 9:01am 
Kosba2: Yes, configurable in the XComCtMB.ini
Demokirby: Gotcha, I'll update.
Love'n'Peace 4 Mar, 2016 @ 7:50am 
I think it should remain at 2 corpses per, just cause it's still easy to burn all your corpses for these. Is that tweakable in the ini? But besides that, brilliant!
Demokirby 4 Mar, 2016 @ 4:33am 
Is it a faceless corpse it requires to build a mimic beacon? You should probably update the description.
[PBS] Kafka Rambo 2 Mar, 2016 @ 1:27pm 
Great job, this is the best mimic beacon rebalance I've seen so far.
Evernight 2 Mar, 2016 @ 7:57am 
This is actually a really good mod. I am actually scared to use it since I rely so heavily on Mimics.
Hagfish 2 Mar, 2016 @ 3:36am 
Good rebalance, imo this is how the mimic beacon should have been designed in vanilla.
Larania 2 Mar, 2016 @ 3:20am 
ayy lmao
tnse  [author] 2 Mar, 2016 @ 12:33am 
That is correct.
I have updated the description more, and also reduced its cost accordingly.
Ser Lancelot 1 Mar, 2016 @ 4:57pm 
Just so I understand...you'd have to buy Mimic Beacons over and over if you want to have them supplied to the squad? Correct?
Cathulhu 1 Mar, 2016 @ 3:19pm 
This kills the cr-... mimic beacon.
Arkan 1 Mar, 2016 @ 3:07pm 
Ok. :DarkOphelia:
egon 1 Mar, 2016 @ 1:03pm 
Thanks Tnse! :D