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kumkss
Posts: 4833
Location: Chile
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Posted: Sun, 7th Feb 2016 05:03 Post subject: |
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that info will certainly come in handy for me!
thx for the share!
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Posted: Sun, 7th Feb 2016 05:16 Post subject: |
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lolozaur wrote: | how does the pool really work? i import from the mods but the soldiers dont appear at recruitment |
By default it is set to randomly choose between Pool characters and ones it creates. You can force it to always choose from the Pool first by editing \steamapps\common\XCOM 2\XComGame\Config\DefaultGameData.ini and changing any or all of these:
InitialSoldiersCharacterPoolSelectionMode=eCPSM_Mixed <- starting squad (after tutorial I think)
RewardUnitCharacterPoolSelectionMode=eCPSM_Mixed <- soldiers/VIPs from rewards
RecruitsCharacterPoolSelectionMode=eCPSM_Mixed <-soldiers you can buy in the barracks
to:
InitialSoldiersCharacterPoolSelectionMode=eCPSM_PoolOnly
RewardUnitCharacterSelectionMode=eCPSM_PoolOnly
RecruitsCharacterPoolSelectionMode=eCPSM_PoolOnly
That way it will always prioritise Pool characters to spawn until the Pool is exhausted. Characters should only appear once per playthrough, unless you have them set to multiple types (i.e. soldier, VIP, Dark VIP). I think they can appear once per type, so you could have the same character as an engineer and a solder.
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Posted: Sun, 7th Feb 2016 07:07 Post subject: |
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Posted: Sun, 7th Feb 2016 07:23 Post subject: |
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Bob Barnsen wrote: | This new engineering mechanic is really strange:
Some items like weapons only need to be build once, then everyone has access to it.
But some special armors (Exo or Spider) need to be build for each soldier, while another armors (Predator) again only needs to be built once. |
Yeah the way the Proving Grounds works is kinda of shit to be honest. Especially introducing RNG into what ammo and grenade types you can get. The build times are so fucking long that by the time I actually built an E.X.O. Suit, I already had Warden armour and so could build a W.A.R. Suit.
I think if you got a playthrough where you got the Proving Grounds instant build continent bonus early on, that would be a huge advantage.
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Badrien
Posts: 2118
Location: Netherlands
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Posted: Sun, 7th Feb 2016 07:44 Post subject: |
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not been keeping track of this much. Got a RLS works basicly.
the game seems somewhat fun, but has the same gripes (imo) as its predecessor. no control during actions, ridiculous slowdowns between turns, shitty fps(comparatively) in the ship/over world. meh.. I really want to enjoy this but aforementioned issues just ruin the shit out of of it. when fightin 6 enemy's with a squad of 4 im spending more time waiting between turns then actual gameplay...
I'm hoping this is a crack issue since its riddles with redscreen errors, is there any (scene) rls without this?(and not using-redscreen or w/e)
RTX ON
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demde
Posts: 6533
Location: Lake Karachay
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Posted: Sun, 7th Feb 2016 07:49 Post subject: |
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You need to add -noRedScreens -review cvars to the shortcut
Read the instructions in cracks carefully.
Also if you don't have steam installed do it or enter fake reg key
And make sure AV doesn't block crack files.
AMD Ryzen 7 7800X3D / MSI Gaming X Slim GeForce RTX 4080 SUPER / ASRock B650 PRO RS / Arctic Liquid Freezer III 360 / G.Skill Trident Z5 Neo 2x16GB DDR5-6000 CL30 / Samsung 980 Pro 2 TB / SeaSonic VERTEX GX-850 850W Gold / Lian Li LANCOOL 216
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Badrien
Posts: 2118
Location: Netherlands
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Posted: Sun, 7th Feb 2016 07:56 Post subject: |
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demde wrote: | You need to add -noRedScreens -review cvars to the shortcut
Read the instructions in cracks carefully.
Also if you don't have steam installed do it or enter fake reg key
And make sure AV doesn't block crack files. |
No such thing was detailed in the nfo of the release i picked up(which most certainly might have been a shitty one), I can read just fine.
This just negates the redscreens however, let me rephrase my question, is there a proper scene release out so far?
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demde
Posts: 6533
Location: Lake Karachay
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Posted: Sun, 7th Feb 2016 08:00 Post subject: |
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No there is not, but if you follow those 3 steps i wrote the problems you might get will be only from the state of the game itself.
Also if your release was shit source you might have this files missing
http://www8.zippyshare.com/v/aJCNRImw/file.html
No crack files inside so guess its not against the rules.
AMD Ryzen 7 7800X3D / MSI Gaming X Slim GeForce RTX 4080 SUPER / ASRock B650 PRO RS / Arctic Liquid Freezer III 360 / G.Skill Trident Z5 Neo 2x16GB DDR5-6000 CL30 / Samsung 980 Pro 2 TB / SeaSonic VERTEX GX-850 850W Gold / Lian Li LANCOOL 216
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Posted: Sun, 7th Feb 2016 09:22 Post subject: |
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@DCB eCPSM_PoolOnly no matter how the mod pool is named? iguess i need only one mod installed if i want soldiers only from one mod
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Posted: Sun, 7th Feb 2016 10:18 Post subject: |
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lolozaur wrote: | @DCB eCPSM_PoolOnly no matter how the mod pool is named? iguess i need only one mod installed if i want soldiers only from one mod |
There is only one pool used in the game. If you downloaded a BIN file you have to manually import the character/s from that pool into your own pool. They don't get added automatically.
You can add as many 3rd party pool files as you want to the import folder. You can pick and choose which individual characters from them that you want to import into your own pool, and once there you can customise them as you see fit.
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Stige
Posts: 3544
Location: Finland
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Posted: Sun, 7th Feb 2016 11:49 Post subject: |
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What's with these redscreen errors on the repack?
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Posted: Sun, 7th Feb 2016 11:55 Post subject: |
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Stige wrote: | What's with these redscreen errors on the repack? |
are in the legit game too, make a exe shortcut and put -noRedScreens in target or in steam launch options if used as nonsteam game
btw any word of a patch?
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Posted: Sun, 7th Feb 2016 12:03 Post subject: |
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Stige wrote: | What's with these redscreen errors on the repack? |
Read some posts above?
Was posted by Demde.
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Stige
Posts: 3544
Location: Finland
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Posted: Sun, 7th Feb 2016 12:08 Post subject: |
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Posted: Sun, 7th Feb 2016 12:10 Post subject: |
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Posted: Sun, 7th Feb 2016 13:20 Post subject: |
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so, for me the mods are only saved in the workshop folder and not within the games mod folder (that one doesnt even exist) why is it so random on how this works?
Ryzen 7 7800X3D, 32GB Kingston Fury Beast @6000MHz, GIGABYTe RTX 4070Ti Eagle OC
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Posted: Sun, 7th Feb 2016 13:38 Post subject: |
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DCB wrote: |
JHawkins wrote: | so, for me the mods are only saved in the workshop folder and not within the games mod folder (that one doesnt even exist) why is it so random on how this works? |
All Steam Workshop mods work like that. Don't use it, it's a POS. Use Nexus instead. |
Well a friend of mine claims he has the mods folder and only uses the workshop, but either way none of the mod authors mention that and point to the mods folder for tweaking stuff...
Ryzen 7 7800X3D, 32GB Kingston Fury Beast @6000MHz, GIGABYTe RTX 4070Ti Eagle OC
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Posted: Sun, 7th Feb 2016 13:53 Post subject: |
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@Areius I still yell out loud at the screen when I miss something above 90% but I blame the soldier not the game. Some games have bullshit dicerolls but xcom doesn't. 99% means 99%
Enemies cheat on high difficulty though (I think) eg. thin men crits from across the map all day everyday in xcom1
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Posted: Sun, 7th Feb 2016 13:59 Post subject: |
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JHawkins wrote: | Well a friend of mine claims he has the mods folder and only uses the workshop, but either way none of the mod authors mention that and point to the mods folder for tweaking stuff... |
Are you using Steam's interface or the Workshop option from the game's launcher? It could be they made their own thing to bypass the usual issues with the Workshop.
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Posted: Sun, 7th Feb 2016 14:16 Post subject: |
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Areius wrote: |
Exactly the reason why I hated XCOM and why I'll hate XCOM2 as well. It's so unfair, 99% chance to hit, I only get missed. Enemy, 1% chance to hit, hits every time  |
Pay closer attention to hits. AI does not cheat, it gets just as many misses as you do on high percentage shots, and you can get just as many hits on low ones. You just notice everything that goes against you more. 90% is only 1 in 10, so get your head together and count all those 90% shots that you did make, and be prepared for the one that you will miss. Because you will miss it, the numbers are against you.
https://sinepost.wordpress.com/2012/10/26/probability-in-games-xcom/
He is wrong in one thing though.
Quote: | Waste your chances with 25% shots, and you’ll soon get overpowered. It’s better to maneuver around, destroy the aliens’ cover, and then shoot with an 85% chance... |
In Xcom 25% shot is not necessary wasted. Game counts and remembers all percentages, so missing a 25% shot will increase chances of the next shot hitting. All misses and hits are remembered and even saved in saved games. It's a system also used in Civ games and in Football Manager, it is in place to prevent save scumming, and actually decreases luck factor. Game remembers what you rolled and numbers will even out eventually. It can be exploited somewhat if you know what you are looking at, and it can be very frustrating if you are reloading with a plan of better result on same high percent shot.
Only thing that I have against it, is that it isn't explained well. AI will take a lot of low % shoots at you from huge range, and you'll be perplexed at hits you are taking, at the same time player will always go for high percent shots and wonder why he is missing. Sometime it's just better blindly spraying the bullets and hopping for best.
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Posted: Sun, 7th Feb 2016 16:20 Post subject: |
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"n Xcom 25% shot is not necessary wasted. Game counts and remembers all percentages, so missing a 25% shot will increase chances of the next shot hitting."
This makes no sense to me. Is this really how it works?
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Posted: Sun, 7th Feb 2016 16:27 Post subject: |
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Radicalus wrote: | "n Xcom 25% shot is not necessary wasted. Game counts and remembers all percentages, so missing a 25% shot will increase chances of the next shot hitting."
This makes no sense to me. Is this really how it works? |
No, not that I have ever heard or have seen any evidence of.
What it does is use a seed number for generating its pseudo-random numbers. In EU it used the same seed value even in a reload, so you could manipulate it by changing the order in which you took your shots to fudge the percentages a bit. I'm not sure if it was EW or Long War, but one of them introduced an option to randomise the seed value on reloads, so you could no longer do this. I would imagine X2 does that by default now.
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Posted: Sun, 7th Feb 2016 17:37 Post subject: |
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Yeah Void Rift is pretty cool when you get the upgraded version. It adds Rupture and Insanity to organic enemies. It's a shame the AoE is so tiny, but if you can manage to sneak up on a pod during the concealment phase when they are still bunched up, you can go hot by dropping that on them.
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Posted: Sun, 7th Feb 2016 18:18 Post subject: |
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DCB wrote: | Radicalus wrote: | "n Xcom 25% shot is not necessary wasted. Game counts and remembers all percentages, so missing a 25% shot will increase chances of the next shot hitting."
This makes no sense to me. Is this really how it works? |
No, not that I have ever heard or have seen any evidence of.
What it does is use a seed number for generating its pseudo-random numbers. In EU it used the same seed value even in a reload, so you could manipulate it by changing the order in which you took your shots to fudge the percentages a bit. I'm not sure if it was EW or Long War, but one of them introduced an option to randomise the seed value on reloads, so you could no longer do this. I would imagine X2 does that by default now. |
Obviously it's more complicated as that, I was just simplifying. Even without taking PRNG into account you are playing the odds by taking low percent shot. That can in certain situations be better than spending points on moving and overwatching, but it again all come down to what is better at one point.
Now when you look at PRNG correctly. It's not random at all. It does even out things for you. So when in real life you could be extremely unlucky and miss 25% dice roll ten times in a row, PRNG (in xcom at least), will be much more predictable. If you had it all figured out you could be knowing the outcome of rolls, but just knowing that it's working towards balance is enough to affect your strategy.
http://www.win-vector.com/blog/2012/12/how-to-test-xcom-dice-rolls-for-fairness/
Quote: | Solving for the hidden state of the generator is when, after watching a sequence of outputs of the generator, you collect enough information to efficiently recover the complete state of the generator. So no coin flip from that point forward will ever by surprising. |
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Posted: Sun, 7th Feb 2016 18:44 Post subject: |
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I am still waiting for the "demo" of this.
There's no way that i will be early adopting this with all of the reported issues it's suffering from.
No wonder that they didn't release a demo of the game like they did with the first game.
The only thing the release of this game has accomplished is prove even further just how corrupt and useless gaming "journalists" are.
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