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Damn shame, I'll miss this one.
I am not sure but could use some understanding and insight as to what is possibly going on please! :o
no idea, maybe one of the psionics was created before you added this mod or something?
@I am a beautiful duwang
flush uses the AI movement trees.
An AI mod could change how panic movement works, ie change it so aliens can not move when panic moving.
Any theories?
In fact, I'm curious to know what mods that you didn't make that you use, as well as what mods you made that you no longer use (but keep maintained for the people that still use them).
I wondered if I could pinch your Flush perk for a class rebalance I'm working on. Will provide accreditation.
if you're using my hotkey mod, look at the xcominput and xcomhotkeys files in the workshop folder for that mod
Just plugged it in. I can finally overwatch!
I'm a bit of a scrub when it comes to modding, where does the INI for Hotkeys reside so I can tinker if something comes up?
are you using my more hotkeys mod? That makes it so overwatch is only available via the Y hotkey.
I'm not actively modding AI right now. Perhaps it'd be better to bring this up with Xylth or DerBK.
Advent/Aliens climb latters one at a time, if they cannot see your team. Activate a pod, then sit in the middle of a roof and overwatch and watch then die.
There was a simular issue in EU/EW with EXALT but LW eventually fixed it. However, I have no idea how complicated a fix it was.
that's just an ini edit, barely worth making a mod for.
add the following line to your gamecore.ini:
[DLC_2.X2AbilityTrigger_DLC_Day60OnAbilityActivated]
+RulerActionExclusions_AbilityNames="StandardMove"
depending on load order, either my mod will override some of LWPP perks or vice versa.
Honestly don't plan on using LWPP. Unfortuantely there aren't any interesting perks in there. And 3 column trees are okay? but my class mods aren't set up for them so I'd rather not even bother.
I've swapped in ZoC so far but the camera/reaction fire stage is really snappy/sometimes doesn't cinematic. With class mods I could disable them with Disable Any Class, but this is of course a big rework of them XD not sure how to put the skill in my game without loading the mod
No idea, implementation is probably different.
I'm all for modularity, but eventually I need my own mod. And that's what I consider this to be. Which is why the ammo and mission time abilities are here.
Flush is on shotguns because they were back in EU. I think it's fine to just keep with the theme. The full auto weapons already have suppression anyways, so it's better to give flush to shotguns and sniper rifles so they have at least something.
Don't really have too much of an opinion on gunsmack. I just thought that 1-3 was too powerful in the original gunsmack mod. Is 1-2 better? it's not too clear. But I'd rather be on the safe side and make sure gunsmack is a weak skill.
I'd like to give some feedback on what would make this mod better for me personally. Subjective suggestions, so no offense meant or taken in you tell me you don't like it.
Class abilities shouldn't have components that interact with your attrition or timer mods like situational awareness or supply protocol. What to replace them with? Not sure, but I trust you on that.
Flush is on too many weapons. I think the conceptual idea of what flush attempts to achieve is only appropriately applicable to weapons used with full auto, and therefore flush should not be available to sniper, marksman or shotgun weapons.
Add an extra point of damage to gun smack, or make it a 1-2 damage roll. Hitting unarmored targets like that can be quite devastating.
Thats it for now. Thanks again. Cheers!
sneak can't be used when you're being overwatched
you can, you just remove the line from the config file
[XComGame.X2Effect_Suppression]
SoldierTargetAimPenalty=-50 ; penalty suffered when suppressed by an xcom unit
AlienTargetAimPenalty=-35 ; penalty suffered when suppressed by an alien unit
MultiplayerTargetAimPenalty=-35 ; penalty suffered when suppressed in a multiplayer game
So if I adjust that 50 to 35, I should be good. Then cannon suppression will still be a wasted pick on grenadier, but I can just skip it. And I guess I'll unsubscribe from the gunner mod which has suppression as a base ability.
Thanks!
There should be a config for it somewhere.
Look for the targetaimpenalties under gamecore
I love your mods!
Is it possible and what would be the easiest way to adjust the amount of the Aim debuff imbued on the enemy by the basic suppression ability (granted to rifles etc by default by this mod)? It currently imbues -50 which feels a little OP in the early missions (playing with red fog too, so often you can reduce their chance to hit to close to zero). I think I'd like to try 35-40. That way the other abilities with -50 would still be good (like suppression on gunner, blindness protocol etc). I'm playing with >100 mods so I realize my balance scenarios may be a little out there...
I looked through the files but couldn't see it as a setting. I guess maybe you're hooking into the base ability somehow?
Thanks so much for all your great work!
I look at the description and the ini and I understand if I subscribe to "class rebalance" that I have to unsubscribe to "Hunters Instinct for Swords" and "Gremlins Grab Loot" but I wonder about combatibility and necessity about the following mods:
AWC Squadsight Fix
AWC Cost & Other Fixes
And about the special case of "Suppressable targeting abilities" (that includes "tile snapping") Can I use it by disabling tile snapping ?
Sorry for all these questions. I can't play without your mods !
Thanks, seriously, though...that's one hell of a cool config menu. So aboard.
well my game doesn't crash on a new campaign, so that's probably unrelated. I think I know what the rifle/flush/1ac long watch issue is though. It's just I haven't hooked in the MCM properly, since that controls those settings now.
probably related to the MCM menu update. I guess I need to work out some kinks.
I use the mod manager it doens't flag any mod conflicts.
depends, my mod only edits certain rows of the skill trees.
either way you can apply your edits directly to this mod's INI files.
it works the same as beatdown, it applies 1 action point of stun. Which is not enough to stun for a full turn.