Consider to make a module for each part of this mod and let users choose which parts they want to activate/desactivate in INI files e.g Fatigue = False; TrueConcealement = True; ...
I'm going to be honest with you, I don't have the experience right now to be able to do that. While i could spend time to figure out how exactly to implement a system like that, I'd be much more inclined on working on the main meat of my mod and then worry about those kinds of features at a later time. I'm only one guy trying to make this mod and I'm on my own and I do plenty of stuff on my spare time as well as school and so on. I do appreciate your feedback though and your suggestion and I definitely encourage you to voice other opinions as well
The changes to required materials in the early-game tech tree might need looking at.
My current game has hit a roadblock on research roughly a month-and-a-half in: available techs are the Officer Autopsy, Hybrid Materials, and Mag Weapons - but I have only one officer corpse and no alloys, so I can't research anything. A complete stall on research progress this early in the game probably shouldn't happen at all, and definitely shouldn't happen if you've succeeded at every mission offered to you (which I have... so far, at least).
The autopsy is probably the biggest offender; missions that end with an evac don't give corpses, so I've missed some opportunities to recover officers because the mission in question was a VIP op rather than something like destroy device. Players are guaranteed ONE officer corpse from the first mission, but everything after that is luck-of-the-draw.
Yes, I have been noticing the same. What I can do is put in more non-evac missions to increase the chances of getting the resources you need, but I want to stress the fact that if you fail at these chances, you will be punished for your incompetence lol You're a guerrilla movement, things should be very difficult for you
Very nice mod. It seems that you put a lot of work to it.
It would be nice to include numbers to every change in the readme. At the moment some of them are kinda too general and I don't know what was the real change
Anyway, I am looking for new versions. Keep it comming
Liking the mod so far, although I have a question, does this change the flanking mechanic? I found myself on a very odd situation
T--> --x --x --x --^ --U
T= Target X= Walls U= My unit -= Air My unit's % to hit was 48% because the target was in hit cover, and I never had that happen to me before the mod, does the mod do something like that?
Yeah, my unit was completely flanking the target, the target's cover postition was facing east and mine was north, yet he got full cover as if I was facing him in the opposite side.
Thanks for the quick response! First I thought the issue would lead me to uninstall the mod however it has only happened twice, so I guess im cool, I might need to uninstall Increased Enemy Squad Size plus, because having 10 advent troops fighting you with the lethality of this mod is literal pain
Sorry for such a late reply. I would add that, for my personal taste, is quite good, bear in mind I tweaked my game thoroughly, and I do so almost daily, so I gave my units more hp, and more armor, along adding more hp and armor to enemies, and it's manageable, specially if you use a proper team comp and super good positioning.
I don't know if it changes anything but I also use Better Advent and Advent Ascended and all of the SWR mods.
I feel as the mod stands, its quite difficult. The changes to supply and the fact enemies are now so lethal makes the game much more of a desperation than vanilla (mind you, I've been playing Commander difficult). I've been looking into SWR and I'll probably throw them in there with personal modifications that suits VC
Oh it is indeed, but it's the right kind of dificulty, but something I couldn't stand was how brutal lancers were, so I went baby way with LessLethalLancers, I don't know about you but they made me rage hardcore more than anything else
Sup man, me again, same reason. Please, do dublecheck on blocks [PoweredArmor_Diff_1 X2TechTemplate] and [PoweredArmor_Diff_2 X2TechTemplate] in XComStrategyTuning.ini. I believe, instead of ArtifactCosts[2]=(ItemTemplateName="EleriumCore", Quantity=2) there should be ArtifactCosts[1]=(ItemTemplateName="EleriumCore", Quantity=2), otherwise it is impossible to research armor. That's all, good luck and thank you for your work.
Could you update Stop Wasting My Time inside your mod to the most recent (Feb20) version (from Steam) as the Feb14 version is missing soldier voices on kill. Would be useful to have the Instant Avenger Menus mod incorporated as well
I like the compilation you did otherwise - fix the flanking issue and its golden
Ooh, Instant Avenger Menus is quite fancy, definitely will look into it. As for the flanking issue, the issue seems to be a vanilla issue, not just a VC issue. Not sure I'll be able to fix it fully but I can make good angle bonuses apply at longer ranges rather than you having to get close
Great mod, much appreciated. Just want to notify you that there is a critical typo in XComStrategyTuning.ini. In block "SpiderSuit_Diff_1 X2TechTemplate" and "SpiderSuit_Diff_2 X2TechTemplate" instead of "CorpseAdventOfficer" you got "CorpseAdventOffcier", so there is impossible to research Spider Suit in Proving ground.
That's all, good luck with mod and keep doing your thing.
Please consider adding back the fatigue system from longwar..
I felt compelled to use the same guys constantly because they were the best and could just go again, the fatigue system really promotes getting an entire company ready for combat instead of the handful of main class guys plus an alt for when the main class guy was hurt.
Note to those who download v0.02. I would appreciate feedback on this release in the discussion/forum in the Forums tab. There's already a thread in there so come by some time
This would be an absolutely beautiful mod if it actually followed the mod system Firaxis implemented. I sincerely hope you will learn how to use the modding tools Firaxis has granted us, and I will download this mod the day it becomes compatible with those tools.
Don't worry about the implementation into the mod system. Its going to take me probably the rest of the week but I'm aiming for a version 2 release date of Feb. 19. I've figured out what I've done wrong. Also I saw a couple of balancing issues that upset me so along with Firaxis modding integration I will also be releasing a more hard product. No Legend difficulty though :/
36 comments
Otherwise, previous version of this mod is still my only choice.
e.g
Fatigue = False;
TrueConcealement = True;
...
My current game has hit a roadblock on research roughly a month-and-a-half in: available techs are the Officer Autopsy, Hybrid Materials, and Mag Weapons - but I have only one officer corpse and no alloys, so I can't research anything. A complete stall on research progress this early in the game probably shouldn't happen at all, and definitely shouldn't happen if you've succeeded at every mission offered to you (which I have... so far, at least).
The autopsy is probably the biggest offender; missions that end with an evac don't give corpses, so I've missed some opportunities to recover officers because the mission in question was a VIP op rather than something like destroy device. Players are guaranteed ONE officer corpse from the first mission, but everything after that is luck-of-the-draw.
Very nice mod. It seems that you put a lot of work to it.
It would be nice to include numbers to every change in the readme.
At the moment some of them are kinda too general and I don't know what was the real change
Anyway, I am looking for new versions.
Keep it comming
T-->
--x
--x
--x
--^
--U
T= Target
X= Walls
U= My unit
-= Air
My unit's % to hit was 48% because the target was in hit cover, and I never had that happen to me before the mod, does the mod do something like that?
Are you saying that they're getting high cover when flanked?
I would add that, for my personal taste, is quite good, bear in mind I tweaked my game thoroughly, and I do so almost daily, so I gave my units more hp, and more armor, along adding more hp and armor to enemies, and it's manageable, specially if you use a proper team comp and super good positioning.
I don't know if it changes anything but I also use Better Advent and Advent Ascended and all of the SWR mods.
Please, do dublecheck on blocks [PoweredArmor_Diff_1 X2TechTemplate] and [PoweredArmor_Diff_2 X2TechTemplate] in XComStrategyTuning.ini.
I believe, instead of ArtifactCosts[2]=(ItemTemplateName="EleriumCore", Quantity=2) there should be ArtifactCosts[1]=(ItemTemplateName="EleriumCore", Quantity=2), otherwise it is impossible to research armor.
That's all, good luck and thank you for your work.
Would be useful to have the Instant Avenger Menus mod incorporated as well
I like the compilation you did otherwise - fix the flanking issue and its golden
Great mod, much appreciated.
Just want to notify you that there is a critical typo in XComStrategyTuning.ini.
In block "SpiderSuit_Diff_1 X2TechTemplate" and "SpiderSuit_Diff_2 X2TechTemplate" instead of "CorpseAdventOfficer" you got "CorpseAdventOffcier", so there is impossible to research Spider Suit in Proving ground.
That's all, good luck with mod and keep doing your thing.
Sorry my bad English.
I felt compelled to use the same guys constantly because they were the best and could just go again, the fatigue system really promotes getting an entire company ready for combat instead of the handful of main class guys plus an alt for when the main class guy was hurt.
We will be watching, Commander.