Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 368 369 [370] 371 372 ... 469

Author Topic: X-Com Chimera Squad  (Read 723947 times)

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5535 on: May 28, 2016, 05:53:07 am »

Is there any mod that lets you replace the evac zone? 

I'm frustrated because in all xcom games in the past you could bail out and cut your losses if things are going badly. However, in XCOM2 if things go south, in most missions you're stuck with evac zones in the other fucking side of the map, beyond swathes of enemies, so you're pretty much stuck with either reloading the game or restarting
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Cruxador

  • Bay Watcher
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5536 on: May 28, 2016, 06:52:27 am »

Missions with pre-placed evac are like a quarter of them at most. I don't like it for not making sense, at least on the small scale of the maps in XCOM, but in terms of gameplay I think it'z a nice way to mix things up. One of the biggest problems with enemy unknown/ within was that missions got very samey very fast. This game does a good job of addressing that by having a decent handful of parameters including two ways to enter the engagement (stealthed or not) three to leave (kill all aliens, dynamic evac, or pre-placed evac) and can be timed or not. On top of that we've got dynamic reinforcements which not only contribute to this but tie the tactical level to the strategic level, and now we've got the monarchs, who tie one battle to the next in a fun and engaging way while doing even more to shake up the flow of the missions. Some of the details are slightly rough if you look too close, but overall it's a very polished game and a well designed system. Sometimes being kind of fucked if you can't pull off a miracle is a great improvement over the monotony of Enemy Unknown, and all Within did was add a bribe for not playing too cautiously, but didn't really add variety. I'd go so far as to say that the problem it was addressing was misdiagnosed, and XCOM2 does what shoulf have been done to start with.
Logged

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5537 on: May 28, 2016, 08:20:23 am »

The problem is that there is literally no way to retreat when there's a fixed evac. So you can't cancel the mission. Which means that you can't cut your losses. Which might well mean game over. This cuts a very important strategic aspect  in xcom2. I can't but dislike a mechanic that basically leads to either game over or savescum
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Cruxador

  • Bay Watcher
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5538 on: May 28, 2016, 09:37:02 am »

The problem is that there is literally no way to retreat when there's a fixed evac. So you can't cancel the mission. Which means that you can't cut your losses.
So you lose that squad. Sometimes it happens.
Quote
Which might well mean game over. This cuts a very important strategic aspect  in xcom2. I can't but dislike a mechanic that basically leads to either game over or savescum
Very few battles actually end in game over, though.
Logged

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5539 on: May 28, 2016, 10:01:34 am »

No, sorry. I dont know any mod that does that.
Ok, NP. Thanks anyway

See? Much shorter
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Cruxador

  • Bay Watcher
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5540 on: May 28, 2016, 10:51:48 am »

No, sorry. I dont know any mod that does that.
Ok, NP. Thanks anyway
If you're not interested in further discussion, you're not obligated to make further reply.
Logged

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5541 on: May 28, 2016, 11:07:14 am »

I was never interested in discussion to begin with. I was interested in getting an answer to a simple question.

Is there any mod that lets you replace the evac zone? 

I'm frustrated because in all xcom games in the past you could bail out and cut your losses if things are going badly. However, in XCOM2 if things go south, in most missions you're stuck with evac zones in the other fucking side of the map, beyond swathes of enemies, so you're pretty much stuck with either reloading the game or restarting

You were the one who decided to "enlighten me" with big blocks of text instead, for some reason.  Since I am indeed not interested in continuning a discussion that I did not start to begin with, I decided to pretend you answered my initial question as if you were a normal human being, and wait for someone else to reply.
« Last Edit: May 28, 2016, 11:09:33 am by ChairmanPoo »
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Egan_BW

  • Bay Watcher
  • The questioner does not.
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5542 on: May 28, 2016, 11:28:31 am »

Should be an easy enough mod to just remove that mission type. Take a look around steam workshop, and if that fails, you could look into making it yourself.
Logged

Cruxador

  • Bay Watcher
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5543 on: May 28, 2016, 02:59:35 pm »

I was never interested in discussion to begin with. I was interested in getting an answer to a simple question.
Well, people aren't going to be falling over themselves to say "no I haven't seen that". It's a lot more normal for people to discuss XCOM2 in the XCOM2 discussion thread than to jump up and answer something that anyone who checks the workshop and maybe nexus would know equally well. I've seen a grand total of one even remotely notable mod not on those two places (nude mod, on loverslab) so if it's not there, it's probably not anywhere.
Logged

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5544 on: May 28, 2016, 03:43:52 pm »

Is there a mod that lets you set the strategic and battle difficulty separate from each other?  I would love to play legendary battles with commander or veteran overall difficulty (as in building/research times and the like).
Logged
"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

scrdest

  • Bay Watcher
  • Girlcat?/o_ o
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5545 on: May 28, 2016, 03:52:13 pm »

So, basically just a longer campaign?

If so, this.
Logged
We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5547 on: May 28, 2016, 04:37:11 pm »

So, basically just a longer campaign?

If so, this.
I think he wants he opposite.

I think this? http://steamcommunity.com/sharedfiles/filedetails/?id=627187967&searchtext=research
Yeah that's pretty much what I was looking for, thank you!
Logged
"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5548 on: May 29, 2016, 06:15:11 am »

Should be an easy enough mod to just remove that mission type. Take a look around steam workshop, and if that fails, you could look into making it yourself.

I was looking rather to mod in the possibility to call the evac zone...maybe mod out VIP escort missions for balance...

I have to look into what's the deal with linux and mods, anyway. For some reason it's not playing nice...
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Egan_BW

  • Bay Watcher
  • The questioner does not.
    • View Profile
Re: X-Com 2: Aut Neca Aut Necare
« Reply #5549 on: May 29, 2016, 01:32:34 pm »

You already can call the evac except on missions where that would be an instant "I win" button. So just mod those missions out.
Unless you want to always win VIP missions on the first turn, like a big cheater.
Logged
Pages: 1 ... 368 369 [370] 371 372 ... 469