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Author Topic: X-Com Chimera Squad  (Read 733564 times)

My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4275 on: February 08, 2016, 01:40:40 am »

You know how your soldiers always die instead of bleeding out? I think I found the code that governs that.
It's in XCOM2/XComGame/Config/DefaultGameCore.ini
Code: [Select]
[XComGame.X2StatusEffects]
BLEEDINGOUT_TURNS=4
BLEEDOUT_BASE=50
BLEEDOUT_SIGHT_RADIUS=3
BLEEDOUT_ROLL=100
BLEEDOUT_BONUS_ROLL=50
Any ideas how to modify this, or will this take !!SCIENCE!!?
Turns would be how long, bonus roll the advantage of having "Don't die on me", sight radius how far the downed soldier can see.  That leaves the question of what base and roll do, so, ah... set them to really high and really low values.  Then stick your soldiers out of cover and see what happens.
That's what I figured.

Test results:

BLEEDOUT_BASE=50, BLEEDOUT_ROLL=51
Gatecrasher, 4 rookies, all died without bleeding out.

BLEEDOUT_BASE=100, BLEEDOUT_ROLL=100
Gatecrasher, 4 rookies, all died without bleeding out.

BLEEDOUT_BASE=0, BLEEDOUT_ROLL=100
Gatecrasher, 4 rookies, all died without bleeding out.

Any advice?

Edit: Found it!
https://www.reddit.com/r/Xcom/comments/44idqv/increase_bleedout_chance/
Quote
It looks like this is the formula for bleedout chance:
(Soldier's Will - BLEEDOUT_BASE) / BLEEDOUT_ROLL
If you have the upgrade, then it's:
(Soldier's Will - BLEEDOUT_BASE) / BLEEDOUT_ROLL_BONUS
So for example, without the upgrade, a soldier with 60 Will has a 10% of bleeding out instead of dying. So yes, you can modify those values to influence the bleedout chance. If you want to change the formula entirely, load up the modding tools and look for the function ShouldBleedOut() in XComGameState_Unit.uc.
« Last Edit: February 08, 2016, 01:43:52 am by My Name is Immaterial »
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4276 on: February 08, 2016, 02:08:48 am »

Impromptu review:

So overall I'm really enjoying this. Much better than XCOM 2. The amazing setting/atmosphere extreme amounts of minor touches in areas like graphics, animations (like how your squad is visibly happy after a mission gone well.), and the improved action cam make it much more immersive and enjoyable to just watch.
Gameplay also just feels better. A couple glitches here and there (most notable one is camera hanging for a couple seconds while nothing happens), but the new abilities, enemies, items, and weapons make it feel better. Geoscape actually feels like you're doing something, and the base management actually feels better - handling the engineers and choosing what facilities to build early-on and what to forego on is a lot better versus the "uplinks, powers, and workshops" base building of EU/EW before.
I like disliking the timers. Having to juggle moving my squad forward while keeping them alive makes the gameplay more hectic and fun, instead of the "slowly creep ahead and overwatch" of before. But when I do get timerless missions, the break from the timer is also enjoyable.

Just wanted to express my feelings about XCOM 2. I'd definitely recommend it for anyone who enjoyed EU/EW.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4277 on: February 08, 2016, 02:15:31 am »

I finally completed my skulljack and used it on my third terror mission, where berserkers and full-Muton squads start showing up.

Don't do that.

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~Neri

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4278 on: February 08, 2016, 02:20:29 am »

Something to note about the Skulljack. It's a 70% chance to kill any given Advent trooper, officer, or stunlancer.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4279 on: February 08, 2016, 02:31:33 am »

I'll be adding all my veterans to a list of customs and putting it up here if we want to start a big master list.  Like I said earlier, randoms seem heavily weighted towards your customs list so if you don't want to see the same two or three guys every game you'll need a big one.

So far all of my original team of punk australian lesbians is still around, with appropriate punk australian lesbian nicknames like Bushmeat and Roadrash.  They'll all be on the list.
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MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4280 on: February 08, 2016, 02:37:00 am »

Something to note about the Skulljack. It's a 70% chance to kill any given Advent trooper, officer, or stunlancer.
Something to note about the Skulljack, it summons Death. It was like discovering psionic aliens in OldCom all over again.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4281 on: February 08, 2016, 02:40:11 am »

I actually didn't have much trouble with the [REDACTED].  I can tell it would be really scary in any other situation, but I had six kitted-as-fuck dudes and we just beasted on it as soon as it came out.  We still came very close to losing Coyote Fugly, who used run-and-gun to get the skulljack and got caught out in the open.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4282 on: February 08, 2016, 02:40:41 am »

Something to note about the Skulljack. It's a 70% chance to kill any given Advent trooper, officer, or stunlancer.
Something to note about the Skulljack, it summons Death. It was like discovering psionic aliens in OldCom all over again.
You talking about the first time or the "second" time?

MetalSlimeHunt

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4283 on: February 08, 2016, 02:42:03 am »

The first time ended my run because it was combined with only having four ballistic soldiers and also triggered a Snek pod by sheer misfortune.

There was nothing I could do! Damn you all, it wasn't my fault!
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Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4284 on: February 08, 2016, 02:52:15 am »

That thing? Heck, it was pretty easy to kill once my ranger sliced it open. And the skulljacking was the very first attack I made in that mission.
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EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4285 on: February 08, 2016, 02:54:42 am »

Dumb question: where does one access the modding tools?
« Last Edit: February 08, 2016, 03:03:50 am by EnigmaticHat »
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My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4286 on: February 08, 2016, 02:56:44 am »

Following up on the bleeding out stuff:
I recommend changing BLEEDOUT_BASE from 50 to 15. It's a more fair bleeding out rate, and allows your rookies to bleed out.
Dumb question: where does access the modding tools?
You have to manually mess around with the .ini files, as I understand it. It's messy, undocumented work, however.

~Neri

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4287 on: February 08, 2016, 03:03:23 am »

Something to note about the Skulljack. It's a 70% chance to kill any given Advent trooper, officer, or stunlancer.
Something to note about the Skulljack, it summons Death. It was like discovering psionic aliens in OldCom all over again.
You talking about the first time or the "second" time?

I mean both the first and second times. Death only comes if you jack an officer. You're free to jack lancers and grunts as much as you desire.
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Man of Paper

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4288 on: February 08, 2016, 03:07:53 am »

Using mods apparently doesn't deactivate achievement-gettery. At least with the one for killing a dude with a carsplosion.

In other news, trying my hand at a more leisurely game with fewer countdown timers and no doomcounter. I feel like I can actually enjoy the game, especially since I can actually use concealment to, say, set up in a building next to my objective and launch an assault from there as opposed to having to rush up the middle of the street. I also had a VIP rescue where I was able to sneak around the patrols and get to the building the VIP was held in before kicking off a gunfight.
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umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4289 on: February 08, 2016, 03:09:51 am »

Something to note about the Skulljack. It's a 70% chance to kill any given Advent trooper, officer, or stunlancer.
Something to note about the Skulljack, it summons Death. It was like discovering psionic aliens in OldCom all over again.
You talking about the first time or the "second" time?

I mean both the first and second times. Death only comes if you jack an officer. You're free to jack lancers and grunts as much as you desire.
I take it you haven't gone far enough in the game to know what I mean.

Just be aware when the game asks you to skulljack round two. Be prepared. Especially if you're playing ironman. Oh, and don't do it on any mission that has a time limit. Or has enemies remaining.

-----

I'm playing through the game normally now with mods on commander difficulty. My experience so far has been a lot more enjoyable and a lot less bullshitty.

Differences I've noticed:

1. There's no Sectoid on the first mission!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2. I can actually kill Advent troopers with one attack.
3. Rangers can one hit kill Sectoids with swords! =O
4. There's only one Faceless on the terror mission!
5. There's so few enemies wow. Groups usually only have two enemies right now whereas in legendary they swamp you with 3 - 4 straight off the bat.
6. Is it just me or is building / research time faster?
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