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Author Topic: X-Com Chimera Squad  (Read 731974 times)

EnigmaticHat

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5190 on: February 27, 2016, 06:02:00 am »

Anyone know where are enemy abilities defined?  Can't find them in the ini files.  Also can you, say, edit an Advent Trooper to have a sword?

Edit: Just checked out the xcom 2 modding tools.  I do not have nearly enough memory to have them and Xcom 2 installed at the same time :'(
« Last Edit: February 27, 2016, 06:11:42 am by EnigmaticHat »
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Sean Mirrsen

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5191 on: February 27, 2016, 06:39:43 am »

Anyone know where are enemy abilities defined?  Can't find them in the ini files.  Also can you, say, edit an Advent Trooper to have a sword?

Edit: Just checked out the xcom 2 modding tools.  I do not have nearly enough memory to have them and Xcom 2 installed at the same time :'(
Memory as in harddrive space? I keep my XCOM2 install (such as it is) on an external HDD through this tablet's one and only USB 3.0 port. Seems to work fine, like many other games.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5192 on: February 27, 2016, 08:11:06 am »

Almost certainly space, yes. You need 40 additional gb free for the modding tools.
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Puzzlemaker

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5193 on: February 27, 2016, 10:04:13 am »

So if you want to make an imperial guard overhaul, I think the best bet would be to make you choose which officers/elites you are taking.  You can then give the officers "Call Reinforcements" abilities to let you spawn in regular troopers.  If a regular trooper survives, you could potentially promote him to an officer or an elite force.

It would give flexibility to your choices, if you want the powerful abilities of some officers, you have to sacrifice the "Call Reinforcements", so you would have less cannon fodder.
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Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5194 on: February 27, 2016, 12:03:01 pm »

I think someone mentioned this already, but I just had an advanced Advent officer survive being brainjacked...  Clearly a bug though.  It had full health and 5 points of shieldbearer shielding on, but it was still 70% chance to hack so I went for it.

"Survived" with 1hp, but prone and dead-looking.  I saved and avoided finishing it off, though I did use a flashbang.  On the alien turn it was suddenly standing, weaponless, but still fired magnetic rounds from its empty arms.  Then fell back over, still alive.

Clearly advanced officer training includes "play dead" and a holdout weapon concealed in their wrist :P
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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5195 on: February 27, 2016, 02:28:58 pm »

Yeah, they're bastards like that. The skulljack does 20 damage, but an elite officer protected by an elite shieldbearer has 21 HP on Veteran.
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Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5196 on: February 27, 2016, 03:31:58 pm »

Wonder why they made it only 20 when it's supposed to always kill. Should have made it 9001 or something.
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Lightningfalcon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5197 on: February 27, 2016, 03:43:45 pm »

Wonder why they made it only 20 when it's supposed to always kill. Should have made it 9001 or something.
Nah. Should have just used the "Just kill it already" function. Kills anything regardless of health.

I'm finding that a phantom ranger and a sniper on a building is amazing.

Send the ranger up to spot a pod, snipe them. The pod can't see any enemies but is triggered, so it just sort of dithers about a bit, makes a half-arsed retreat. Send ranger up again, repeat.
Even better. Cover them with killzone, then hit them with a blaster bomb. They take damage from the blast bomb, and then damage from killzone. Turns ends... and they take damage from killzone again.
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misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5198 on: February 27, 2016, 03:59:35 pm »

Anyone know where are enemy abilities defined?  Can't find them in the ini files.  Also can you, say, edit an Advent Trooper to have a sword?

Edit: Just checked out the xcom 2 modding tools.  I do not have nearly enough memory to have them and Xcom 2 installed at the same time :'(
Memory as in harddrive space? I keep my XCOM2 install (such as it is) on an external HDD through this tablet's one and only USB 3.0 port. Seems to work fine, like many other games.
This is something I want to do. It takes up most of my harddrive currently. At least move the modding tools off.

Yeah, they're bastards like that. The skulljack does 20 damage, but an elite officer protected by an elite shieldbearer has 21 HP on Veteran.
Makes you wonder how badass ADVENT's finest must be if they can survive their brain being used like a USB for Wolverine blades.
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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5199 on: February 27, 2016, 08:27:56 pm »

They only have 1 hp after that. You could finish them with your bullets' windshear.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5200 on: February 27, 2016, 10:47:59 pm »

They only have 1 hp after that. You could finish them with your bullets' windshear.
Fun fact: That is literally how the stock works.

EDIT: I won a Multiplayer match! Woo. And apparently, after checking the Rankings, I played against the number two ranked XCOM multi-player. So I took out the Number 2 XCOM player with an all-berzerker team. Neat. I learned a lot.

Lesson #1: Do you know what happens when a Berzerker actually hits you? They have a RIDICULOUS stunning rate. They are like, Stun Lancers on steroids. I knocked out (not killed, just knocked out) half the enemy team. In Single, that would be annoying, but since unless you have a medic unconscious is as good as dead, that translates to a chance to instantly kill any opponent you actually kill. Positively absurd. Even when they don't knock unconscious, they disorient.
Lesson #2: Berzerkers are not OP. They aren't. Having taken an entire team of Berzerkers on a match, they miss a lot (with venom, I'm taking 45% chances to even hit), they are weak to the box strat, and they CANNOT use the rangers dash-and-attack, meaning, like faceless, they have to blue-move to the enemy to kill them. Fortunately, if they get enraged the range of their blue move is enormous, allowing you to attack from a fair distance away. They also do poor damage, which means if you faced something that isn't organic they'd be pure target practice.
Lesson #3: Chrysallids are powerful, but not OP and might be better then Berzerkers (which are more expensive), although in a straight, mano a mano fight the Berzerker wins by a long-shot due to greater health. I was shocked to learn that A) their venom works on aliens, and B) they can make a cocoon out of aliens! That makes low-health aliens (looking at you, Sectoid) incredibly vulnerable. I also learned exactly how Chrysallid cocoons work: if you let them survive, they pop out one Chrysallid every turn (I think for at least three turns?). The chrysallid that pops out has lower health, but also can move on the turn it pops out, and so is very efficient at spreading more poison to make more cocoons.

That is all balanced out by having a melee hit rate: they only hit 75% of the time, and that is not consistent damage. The entire reason I won and he lost is practically all his chrysallids missed their attacks except for one (or two?), and so they never really had a chance to turn my team into incubators. After I took out the four Chrysallids (and one viper who was just totally destroyed), I chased his Gunslinger around the map and had to put down the Chrysallid cocoon that spawned when one of my berzerkers succumbed (I couldn't destroy it in one turn, but the Chrysallid that spawned missed). Then I chased his gunslinger some more. By the end I was down to two Berzerkers, but they were both enraged and pummeled him. Actually they didn't: I tried to, but he dodged, and then got knocked unconscious by the attack that he dodged.

I also got to chat with the guy, which was pretty cool. Overall, the dice were in my favor. I think I will roll with a Chrysallid squad next, but it's just so much fun to forget about any sort of tactics save placement and CHARGE the enemy.
« Last Edit: February 28, 2016, 12:33:14 am by misko27 »
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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5201 on: February 28, 2016, 12:42:18 am »

So how does the chryssalid minefield work in MP?
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Quote from: LordSlowpoke
I don't know how it works. It does.
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YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

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If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

misko27

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5202 on: February 28, 2016, 01:27:25 am »

Started my Ironman Commander run. I don't have any mods enabled at all yet, but that's only because I just came from playing multi. I probably wont enable anything too game-changing, but I will try out all the QoL mods, and maybe some of the map mods.
So how does the chryssalid minefield work in MP?
Same as in SP. You can choose to burrow, and if they get triggered they automatically (I think) rush out and attack. The Chrysallid automatically unburrows after 3 turns though. When they are burrowed, the only ability they can use is unburrow, which then allows them to move.

I also believe that the Gunslinger is better in MP then the Sniper, because a Colonel Gunslinger has a lot of Pistol power available, and is 500 points cheaper then the Sniper and that saved points can be put to AP rounds or something.

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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5203 on: February 28, 2016, 05:26:18 pm »

Well shit. I added some more mods, and now the launcher's crashing when I try to start the game, even if I disable all of the new mods.

e: Oh fuck, it's doing it even with no mods enabled at all.
e2: Verified files, problem solved. Now to decide if I actually want to LP it now, or run a campaign with the new enemy mods I added to see how they work first.
« Last Edit: February 28, 2016, 07:07:53 pm by Urist Imiknorris »
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

RAM

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Re: X-Com 2: Welcome Back, Commander.
« Reply #5204 on: February 28, 2016, 07:12:27 pm »

Well presumably it changed something in the game. Either one of the mods got uppity and messed with the game-files, there was an error when incorporating the mods and it is attempting to reference mods that don't exist, or is getting erroneous data when it tries to figure out which mods are installed, or it messed with the savegame-data or something and it is trying to have a special image of one of your soldiers who is wearing a sombrero but the game doesn't know what a sombrero is...

Regardless, it sounds as though the best thing to do is reinstall and see if that fixes it, if it doesn't, the reinstall without your old saves and configuration files, if that doesn't work, then check your drivers, seek technical support, check that the magic smoke is still in your graphics card... If reinstalling does work, then reinstall the mods one at a time and test it between each install. If one of the mods goes bad then find a different version. If mods go bad at random, then presumably there is an error in how the mods are being installed...
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