Hey love your mod! I have a problem with the latest version 0.22b. After I downloaded it, it makes my game hang/freeze when I start the game. So now I cant start a game. I will be reverting back to a previous build in the meantime but it would be great if you can look into this. Thanks (:
Starting the game itself. Error is something like gamehang. When I delete your mod everything is back to normal, however. Unfortunately, the older version of the mod is overwritten so I can't revert back, just have to live without having your mod for now
very strange, I can't replicate the hang on my end. Could I persuade you to try the Xcom2 Mod loader https://www.reddit.com/r/xcom2mods/comments/4bs4kf/xcom2_launcher_v030_released/ and see if my mod is conflicting with anything you have installed?
It would help if you left previous versions on the mod page. Removing old ones can break people's saves if the new one doesn't work for them. Most people don't backup the one they were using.
Hi, okay after some time trying to figure out how to work the mod loader, I found there to be no conflicts with your mod with anything else. There is something about X2Ability_SharpshooterAbilitySet, however, I don't think your mod touches that. And that is a conflict between 2 mods that is negligible. Also yeah like @Marcsward said, it'd be helpful if you can keep older versions [at least the previous one before an update]. Thanks again, sorry it took me awhile to figure the mod loader out.
But can you add more in INI config file, like: - Armor Stats (slots, defense, shield...) - Weapon jammer (percent chance, distance...)
Also, i can research weapon jammer but i can't get it anymore since your last version When i try to build it in the engineer lab, it take my money and make a confirmation sound but it's not add to my inventory.
** On red screen, it show me : weapon category 'none' is invalid
Unfortunately adding the ini options won't do much in this case, as the code does not include those particular options. The Weapon jammer is (for the time being) a 100% chance standard (vision) range item, tho I may use the hacking skill for this in the future (ive been playing with other items the last few weeks)
Version 0.22b report: - Remote weapon jammer fixed, thanx - Now it's the weapon components in the engineer lab => same problem as the previous bug with the weapon jammer, it take advent weapon in my inventory, make a confirmation sound but no item crafting.
Edit: My bad, sorry ! - Advent weapon work, it take 1 day to craft ^^ - But weapon jammer is already accessible in engineer lab without need of research, so weapon components become useless for that.
I have run across a weird interaction between multiple mods including this one.
If I have a soldier with the rogue class (http://www.nexusmods.com/xcom2/mods/241/), carrying an SMG and wearing a 'stealth vest' then the soldier is essentially invisible when concealed. You can be standing face to face, 1 tile away, and they don't react.
Not sure how to go about fixing this, but I have let both you and the Rogue class mod owner know about this.
This mod is a really good idea but i think it lacks balance. A lot of balance. I will write my ideas:
-light composite should give +2 mobility, +4 its just too much, just think all the cons it have the smg and only gives +3 mobility. This one have no cons and give 4. -Medium composite is ok as it is, i would set it at +1 armor and +1 health increase but just a personal opinion, otherwise its ok.
-Stealth armor gives way too much concealement. half of that would be non game breaking
-Heavy caliber ammo is a name that doesnt make sense because each gun have a set caliber so a "heavier" one would not make sense. Composite ammo is a better name and matchs with long war mod one. This again is underwelming compared to the ammo in the proving grounds. I would give +1 damage +1 armor penetration vs all enemies and -1 ammo.
-Both servos: are ok as it is
-Weapon jammer its ok as it is.
-Shrapnel grenade: its unbalanced really hard. its straight better than the standard ones due to having 2 ammo, 2+ throw range and +1 tile more of AOE. having 1 ammo, damage 3-5, +2 explosion range, no throw range increase, reduced damage vs armor and no environmental damage its better balanced.
It makes you take a decision: take antipersonel grenades or anti armor/cover grenades.
Thanks for the feedback, I assure you that I take balancing the mod seriously, and there is a reasoning behind every decision.
Light and medium composite armor are researched at the same time, and both are free and infinite once you do. They are meant to be an intermediary between kevlar and predator. The "balance" is that you do not get the bonus HP from the medium composite. 4 mobility means you get 2 squares of movement per action. And it should still be at least semi-useful after you research predator armor.
The stealth armor reduces visibility radius by 2 tiles, and has no other benefits. It may be strong in combination with other items that also reduce the spotting range, but I can't take that into account for the default settings. If you have more than one visibility reducing mod enabled, you may want to edit the ini values for this item.
Heavy Caliber Ammo is intended to be an easier to manufacture bonus early in the game, it is not an experimental ammo, so I don't see why it should be balanced against them. Next version of the mod will have an upgrade available in the proving grounds that makes it more equal to the experimental rounds. As far as the name making sense goes, they still use bullets in beam weapons, it's not really an exact science. Just pretend that they're modifying the guns to use higher gauge ammo.
Shrapnel Grenade gives you an alternative to the tactic of just blowing away cover and then shooting them. the grenade damage is not what kills most enemies in my games at least, it's the fact that they are suddenly naked. The damage range (2-5, not 3-5) makes it more unpredictable to use (if i could do proper damage falloff, i would have done that instead) It also does fixed 1 damage to anything that has even a single point of armor, so later in the game it has very limited application. On top of all of that, unlike frag grenades, you have to build them in the workshop for 30 supply.
The latest patch basically made it CTD on launch, and I made it invisible so people wouldn't download it while I fixed it. The bug has been squashed and the file is available again from both sources
32 comments
I have a problem with the latest version 0.22b. After I downloaded it, it makes my game hang/freeze when I start the game. So now I cant start a game. I will be reverting back to a previous build in the meantime but it would be great if you can look into this. Thanks (:
https://www.reddit.com/r/xcom2mods/comments/4bs4kf/xcom2_launcher_v030_released/
and see if my mod is conflicting with anything you have installed?
But can you add more in INI config file, like:
- Armor Stats (slots, defense, shield...)
- Weapon jammer (percent chance, distance...)
Also, i can research weapon jammer but i can't get it anymore since your last version
When i try to build it in the engineer lab, it take my money and make a confirmation sound but it's not add to my inventory.
** On red screen, it show me : weapon category 'none' is invalid
The Weapon jammer is (for the time being) a 100% chance standard (vision) range item, tho I may use the hacking skill for this in the future (ive been playing with other items the last few weeks)
- Remote weapon jammer fixed, thanx
- Now it's the weapon components in the engineer lab => same problem as the previous bug with the weapon jammer, it take advent weapon in my inventory, make a confirmation sound but no item crafting.
Edit:
My bad, sorry !
- Advent weapon work, it take 1 day to craft ^^
- But weapon jammer is already accessible in engineer lab without need of research, so weapon components become useless for that.
If I have a soldier with the rogue class (http://www.nexusmods.com/xcom2/mods/241/), carrying an SMG and wearing a 'stealth vest' then the soldier is essentially invisible when concealed. You can be standing face to face, 1 tile away, and they don't react.
Not sure how to go about fixing this, but I have let both you and the Rogue class mod owner know about this.
-light composite should give +2 mobility, +4 its just too much, just think all the cons it have the smg and only gives +3 mobility. This one have no cons and give 4.
-Medium composite is ok as it is, i would set it at +1 armor and +1 health increase but just a personal opinion, otherwise its ok.
-Stealth armor gives way too much concealement. half of that would be non game breaking
-Heavy caliber ammo is a name that doesnt make sense because each gun have a set caliber so a "heavier" one would not make sense. Composite ammo is a better name and matchs with long war mod one. This again is underwelming compared to the ammo in the proving grounds. I would give +1 damage +1 armor penetration vs all enemies and -1 ammo.
-Both servos: are ok as it is
-Weapon jammer its ok as it is.
-Shrapnel grenade: its unbalanced really hard. its straight better than the standard ones due to having 2 ammo, 2+ throw range and +1 tile more of AOE. having 1 ammo, damage 3-5, +2 explosion range, no throw range increase, reduced damage vs armor and no environmental damage its better balanced.
It makes you take a decision: take antipersonel grenades or anti armor/cover grenades.
Light and medium composite armor are researched at the same time, and both are free and infinite once you do. They are meant to be an intermediary between kevlar and predator.
The "balance" is that you do not get the bonus HP from the medium composite. 4 mobility means you get 2 squares of movement per action. And it should still be at least semi-useful after you research predator armor.
The stealth armor reduces visibility radius by 2 tiles, and has no other benefits. It may be strong in combination with other items that also reduce the spotting range, but I can't take that into account for the default settings. If you have more than one visibility reducing mod enabled, you may want to edit the ini values for this item.
Heavy Caliber Ammo is intended to be an easier to manufacture bonus early in the game, it is not an experimental ammo, so I don't see why it should be balanced against them. Next version of the mod will have an upgrade available in the proving grounds that makes it more equal to the experimental rounds. As far as the name making sense goes, they still use bullets in beam weapons, it's not really an exact science.
Just pretend that they're modifying the guns to use higher gauge ammo.
Shrapnel Grenade gives you an alternative to the tactic of just blowing away cover and then shooting them. the grenade damage is not what kills most enemies in my games at least, it's the fact that they are suddenly naked.
The damage range (2-5, not 3-5) makes it more unpredictable to use (if i could do proper damage falloff, i would have done that instead)
It also does fixed 1 damage to anything that has even a single point of armor, so later in the game it has very limited application.
On top of all of that, unlike frag grenades, you have to build them in the workshop for 30 supply.
The bug has been squashed and the file is available again from both sources