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Author Topic: X-Com Chimera Squad  (Read 723944 times)

ChairmanPoo

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5640 on: June 18, 2016, 04:12:43 pm »




In other order of things, I'm kind of unhappy with the "Partisan mod". It's a long-war aspirant, but... mmmmhh. I don't like the new classes, and somehow the gameplay feels clunky...

On the other hand, there's a "new mission types" mod that is pretty good, as it adds variety to vanilla missions (for instance, with ADVENT retaliation you might get a standard retailation mission, OR you might get a defense mission in which you get advent troopers dumped on top of you continuously and you have to survive for X number of turns.
The only problem is that some mission features are a bit clunky (namely, "guerrilla reinforcements"). If those could be removed it would work better...
« Last Edit: June 18, 2016, 04:16:18 pm by ChairmanPoo »
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Sirus

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5641 on: June 18, 2016, 04:38:44 pm »

Guys this isn't 4-chan

No shitposting.
You're kidding, right? Shitposting is practically an art form here.
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Flying Dice

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5642 on: June 19, 2016, 10:07:02 am »




In other order of things, I'm kind of unhappy with the "Partisan mod". It's a long-war aspirant, but... mmmmhh. I don't like the new classes, and somehow the gameplay feels clunky...

On the other hand, there's a "new mission types" mod that is pretty good, as it adds variety to vanilla missions (for instance, with ADVENT retaliation you might get a standard retailation mission, OR you might get a defense mission in which you get advent troopers dumped on top of you continuously and you have to survive for X number of turns.
The only problem is that some mission features are a bit clunky (namely, "guerrilla reinforcements"). If those could be removed it would work better...
Yeah, all the mod-added classes I've looked at feel like awkward additions that basically just do the same thing as a vanilla class in a slightly different way.
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scrdest

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5643 on: June 23, 2016, 10:02:44 am »

After an ambush went terribly awry (I managed to crit a shieldbearer with the starting shot, but the shooter got bayoneted by a muton) I savescummed like the scum I am.

I fixed some bad moves I made, ordered the Ranger to shoot the shieldbearer again, at 95% THC and 65% to crit... Who promptly missed.

U wot. Savescum time again. I changed the orders up so the RNG is different, line up the shot, same stats... MISS AGAIN.

Reload, slightly change things up again, once more, miss. At 95%.

What the shit is going on? I know the seed is not randomized on reload, but I also know changing up the moves does affect the outcome, and the odds are ninety-freaking-five percent just to hit, with no cover whatsoever on the target.
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scriver

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5644 on: June 23, 2016, 11:09:42 am »

They know what you're up do. They're watching you, scum.
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Teneb

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5645 on: June 23, 2016, 11:12:07 am »

Ok, I think I have been cursed to be tormented by stun lancers. In my current campaign, I got only two stuns in response to their attacks. The rest? Unconsciousness, every single time. On timed missions, obviously.
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Lightningfalcon

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5646 on: June 23, 2016, 11:26:13 am »

Did you do the same action the same number of turns after reload each time? If the RNG has the same seed it will get the same group of random numbers, not just the first one.
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scrdest

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5647 on: June 23, 2016, 12:31:42 pm »

Did you do the same action the same number of turns after reload each time? If the RNG has the same seed it will get the same group of random numbers, not just the first one.
No, I know about that, I made a point of switching things around, both order of actions and the actions themselves (sending vs. not sending an Aid Protocol to the Ranger, ferex).
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Furtuka

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5648 on: June 23, 2016, 12:45:33 pm »

What the game does is save the last generated random number and use it for the next action. So in order to change the results you have to perform an action, any action, that specifically invokes the RNG for something so that the number gets used up by that action.
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Flying Dice

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5649 on: June 23, 2016, 12:50:17 pm »

So, is it just me, or are Shaken troops priority-targeted? After seeing some enemies run past potential flank shots for the chance to hurt one, I did some testing, and Shaken soldiers were consistently attacked as long as they were visible, even if there were better targets available. One notable instance was a Muton grenading a Shaken specialist when it could have grenaded a pair of other soldiers behind a truck.
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ThtblovesDF

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5650 on: June 23, 2016, 12:55:18 pm »

They purge your weak.

Any good total conversion Mods?

I savescum only if total bullshit result in total bullshit deads. Wish they would finally have a xcom game with diverse and intresting research paths, instead of 123, better be you, whuu.

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Delta Foxtrot

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5651 on: June 23, 2016, 02:48:18 pm »

So how's the game right now? Any bugs or glitches we can expect to be fixed within a year? Near future DLC that might be of interest? I'm tempted, but hovering between buying now or waiting till Christmas. I remember reading and seeing a lot of glitches at release and haven't paid much mind to this since then.
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GentlemanRaptor

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5652 on: June 23, 2016, 02:54:02 pm »

Well, Shen's Last Gift is coming out this summer, and that will add new units and apparently heresy.
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Mephansteras

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5653 on: June 23, 2016, 03:20:55 pm »

I'm not aware of any major bugs or glitches, though I play with a lot of mods so I tend to ignore little stuff.
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Flying Dice

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Re: X-Com 2: For The Glory Of Chaos
« Reply #5654 on: June 23, 2016, 03:59:11 pm »

Don't know of any total conversions, but plenty of good mods. Lots of content packs for additional voices/country flags/soldier customization items/map PCPs/mission names/&c.

Additional Mission Types is excellent. There are some that give you a chance to fort up in a building in a City Center map and hold it for 8-10 turns, which is basically unheard of in vanilla. Some will deploy Resistance reinforcements, and it adds a couple projects to distribute mag weapons and predator armor to the Resistance as a whole, which is a nice touch for immersion.

Lifetime Stats integrates a whole performance history sheet for each soldier to the UI when you have them selected. Sure, the shot's 88%, but the soldier only has a 32% hit rate over thirty missions! Excellent for second-guessing yourself.  :P

Tech Tree adds an in-game tech tree.

Grenade Throwing Tweaks removes grenade tile snapping and reduces grenade range while suppressed.

Show Enemies on Mission Planning adds the Shadow Chamber intel to the soldier selection and equipping screen so that you don't have to undo your work and close it out to double-check if you forget what you're facing.


Grimy's Loot Mod. Man, I love this. It adds locked lootboxes to the drop tables, with a Diablo-style tier progression. You research them to unlock them, which lets you choose a class of item to receive a random drop for, with hard-baked bonuses. These can be any of the standard primary weapons as well as armor, swords, Gremlins, psy-amps, pistols, and grenade launchers. It also has an addon to include the Alien Ruler gear in drop tables, at a much lower drop rate.

So the advantages are obvious. You can get some really cool stuff--I just rolled an Advanced Grenade Launcher that gives +4 range and +2 AoE radius froim a purple box. The author says that the highest-end stuff is equivalent to Colonel perks. There's also disadvantages--the boxes take time to research, and could end up giving you useless crap with bad or self-defeating bonuses.

I like it, more than anything else, for the additional layer it gives to the mid and late-game strategic play. You can risk burning research days to open the boxes (Green are 1 day, purple are 2, and I assume it scales from there), but if you do too many you'll fall behind on standard research, leaving you SOL if the drops aren't worth it. Late game it gives your research team something to do beyond cracking data caches, and provides an additional degree of customization, since a lot of the bonuses are stuff you can't get otherwise, things like Gremlins that give a hacking bonus or additional healing charges, or the aforementioned grenade launcher.

He's also published another addon related to a mod with a couple cut-content PCSes which removes PCSes from the drop tables (and makes them obtainable via skulljacking instead), which helps to trim the fat from the drop tables while also making the black market more important (since you can still buy PCSes there).
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Aurora on small monitors:
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2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
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