XCOM 2
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scaramonga




Posts: 9800

PostPosted: Sun, 7th Feb 2016 04:45    Post subject:
Change doom delay Smile

Open 'DefaultGameData.ini' in SteamApps\common\XCOM 2\XComGame\Config

Search AlienHeadquarters_DoomMaxValue

Change the max value for your difficulty.

So...

AlienHeadquarters_DoomMaxValue[2]=24 instead of 12, will double the doom delay in classic difficulty.

So...

Edit options as per difficulty:

Easy [0]
Normal [1]
Classic [2]
Impossible [3]

The number (default 12) is representive of how many "blocks" are available in the Avatar Project bar.

Adding extra numbers to this increases the time taken for the Avatar Project to complete.

Setting it to 24 doubles the time and 48 quadruples it, etc.
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kumkss




Posts: 4833
Location: Chile
PostPosted: Sun, 7th Feb 2016 05:03    Post subject:
that info will certainly come in handy for me!
thx for the share!
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DCB




Posts: 5410

PostPosted: Sun, 7th Feb 2016 05:16    Post subject:
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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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 7th Feb 2016 07:07    Post subject:
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.

Can you somehow see if an item has to be build several times?
Seems pretty badly implemented, compared to the previous game.

Surprised

------

Found this mod for further zooming out:
http://www.nexusmods.com/xcom2/mods/32/?

But in the description i see this warning:
Please note: Saved games made with any addon installed won't load without this addon.
Shocked Is that true?
I don't want to be forced to keep using an addon if in the future i decide i want to play without ot. Sad
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DCB




Posts: 5410

PostPosted: Sun, 7th Feb 2016 07:23    Post subject:
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
PostPosted: Sun, 7th Feb 2016 07:44    Post subject:
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
PostPosted: Sun, 7th Feb 2016 07:49    Post subject:
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
PostPosted: Sun, 7th Feb 2016 07:56    Post subject:
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
PostPosted: Sun, 7th Feb 2016 08:00    Post subject:
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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lolozaur




Posts: 26310

PostPosted: Sun, 7th Feb 2016 09:22    Post subject:
@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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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 7th Feb 2016 09:40    Post subject:
Anyone playing this in multiplayer?
Wanted to try it out just for fun, but found no servers. Crying or Very sad


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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DCB




Posts: 5410

PostPosted: Sun, 7th Feb 2016 10:18    Post subject:
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
PostPosted: Sun, 7th Feb 2016 11:49    Post subject:
What's with these redscreen errors on the repack?
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lolozaur




Posts: 26310

PostPosted: Sun, 7th Feb 2016 11:55    Post subject:
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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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 7th Feb 2016 12:03    Post subject:
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
PostPosted: Sun, 7th Feb 2016 12:08    Post subject:
Ty.
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Areius




Posts: 14850

PostPosted: Sun, 7th Feb 2016 12:10    Post subject:
m3th0d2008 wrote:
Dodge mechanic close up:


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 Laughing Laughing Laughing


PC: Yes. Console: No.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 7th Feb 2016 13:00    Post subject:
The fucking bugs start to get more frequently now. Embarassed

Had it for some times now, that the enemy turn started to get stuck for like a minute. Then suddenly one of my soldiers could do actions again. Yet after finishing his actions, all enemies again start doing their shit.


Also ~30fps on the jungle tileset. Laughing
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JHawkins




Posts: 984

PostPosted: Sun, 7th Feb 2016 13:20    Post subject:
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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DCB




Posts: 5410

PostPosted: Sun, 7th Feb 2016 13:23    Post subject:
Bob Barnsen wrote:
The fucking bugs start to get more frequently now. Embarassed

The most hilarious bug I had so far was where my Ranger got bound by a Viper and the Ranger then killed it with Bladestorm (it was down to 4 HP). The thing was the Ranger went into the bind animation rather than playing the sword strike animation, and she spent the rest of the level down on her knees writhing in pain, and just teleporting from spot to spot when moving.

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.
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JHawkins




Posts: 984

PostPosted: Sun, 7th Feb 2016 13:38    Post subject:
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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guvna




Posts: 814

PostPosted: Sun, 7th Feb 2016 13:53    Post subject:
@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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DCB




Posts: 5410

PostPosted: Sun, 7th Feb 2016 13:59    Post subject:
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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fawe4




Posts: 1774

PostPosted: Sun, 7th Feb 2016 14:16    Post subject:
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 Laughing Laughing Laughing


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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Radicalus




Posts: 6422

PostPosted: Sun, 7th Feb 2016 16:20    Post subject:
"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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DCB




Posts: 5410

PostPosted: Sun, 7th Feb 2016 16:27    Post subject:
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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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 7th Feb 2016 16:58    Post subject:
Those Psi effects sure are sexy as hell this time. Very Happy

Training two newbs currently for their first skill: Void Rift. Was pretty strong in the previous game already.


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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DCB




Posts: 5410

PostPosted: Sun, 7th Feb 2016 17:37    Post subject:
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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fawe4




Posts: 1774

PostPosted: Sun, 7th Feb 2016 18:18    Post subject:
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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denizzz




Posts: 138

PostPosted: Sun, 7th Feb 2016 18:44    Post subject:
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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