Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I personally use it and I think it works fine even though im not payying attention to the numbers. RustyDios mentioned it in Extended info's modpage.
Holy shit
What kind of chimpanzee there thought that putting it in one roll was a smart idea
The flyover showing the hit chances from this other mod do not include the height advantage tweaks from [WOTC] EU Aim Rolls. The %Hit displayed uses the vanilla value for height advantage (+20%).
Any ideas how to have these height tweaks visibles to Extended Information ?
+HEIGHT_MODIFIER=(ZDiff=1, OffenseBonus=2, DefenseBonus=-2)
+HEIGHT_MODIFIER=(ZDiff=2, OffenseBonus=5, DefenseBonus=-5)
+HEIGHT_MODIFIER=(ZDiff=3, OffenseBonus=10, DefenseBonus=-10)
+HEIGHT_MODIFIER=(ZDiff=4, OffenseBonus=15, DefenseBonus=-15)
+HEIGHT_MODIFIER=(ZDiff=5, OffenseBonus=20, DefenseBonus=-20)
+HEIGHT_MODIFIER=(ZDiff=6, OffenseBonus=25, DefenseBonus=-25)
The "flanking guarantees crit" is also a thing that I like seing brought back. It makes you focus a lot more on keeping your soldiers flanks covered, and it makes it more benefical for you to try and surround your foes.
Both mods override the same classes so probably don't work together.
I think if you crit with this mod the target can't dodge, you can edit the behaviour somewhat in the .ini but I don't believe Mr Nice's mod can be duplicated.
quick question - in vanilla, if you have 100% hit chance, it removes all dodge chance from the enemy. How does this mod handle this? From the flowchart it looks like the dodge may still occur even on 100% hit.
I also installed this mod to preserve the dodge chance on 100% hit and i realized there may be a conflict between these two mods.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1130400927
[1349.84] EUAimRollsVis: Pre block got context
It slows down the game drastically.
I'd say the vanilla game behaviour is more consistent, in that an entity in cover who's hit will be consistently critical hit.
Again, a sizable chunk of time between the last event written to the log and the crash event. Five seconds this time
[3640.98]
[3645.22]
If you've got a repeatable crash then try a binary search to find the problem mod.
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_binary_search
Thanks for the Pastebin tip. Didn't know about that one. Here I attach another example:
https://pastebin.com/ahr8P877
What do you think?
There's about 10 seconds between the EU Aim Rolls event and the crash event. Also, use something like Pastebin for text files, they're not images
https://ibb.co/4SdnJmj
What do you people think about it? Thanks.
Happy New Year!
The "Mod updated!" error modal doesn't have the mod name anywhere in it, so it takes a bit of effort to find out that EU Aim Rolls has shown the modal.
https://i.imgur.com/qXgwEcs.png
Might be worthwhile to have something like "[WOTC] EU Aim Rolls - Mod updated" and "[WOTC] EU Aim Rolls - Bad config for LW2!" in the title to save others the effort.
You sure about that? I didn't need to disable separate hit and crit rolls in my last RPGO campaign, although that was before -bg-'s latest change to this mod.
If you guys are running RPGO mod, you will have to do a quick change to the config. Click the "please read - for long war 2 (LW2) users discussion link above ^. Otherwise you will get this error message upon startup: https://i.ibb.co/TLk0zVK/image.png
One more question: does your mod also do something with the squadsight crit penalty?
I see that in your config there's only the parameter for squadsight aim penalty (which I used to remove said penalty and it worked perfectly well). However, I tried to make a separate mod that also removes squadsight crit penalty found in XComGameCore.ini, and it doesn't seem to work. At the same time comment in your config says "the original squadsight penalty config is ignored" - which makes me wonder whether the original crit penalty is ignored too.
If that is indeed so, what's the easiest way to get rid of the squadsight crit penalty while having your mod in place?
I'm curious about this line:
+SQUADSIGHT_MODIFIERS=(EffectName=SquadsightMaster, PenaltyModifier=2.0, IsTargetEffect=false)
What is this "SquadsightMaster" effect? Is it a real game effect or just an improvised name you put there as an example?
26463.44] Log: X2TacticalGameRuleset_18 TurnPhase_UnitActions: Available Actions
[26463.57] Log: X2TacticalGameRuleset_18 TurnPhase_UnitActions: Available Actions: Done waiting for New States
[26463.57] Log: X2TacticalGameRuleset_18 TurnPhase_UnitActions: Waiting for Visualizer: 1.5
[26463.91] EUAimRollsVis: Pre block notified
[26463.91] EUAimRollsVis: Pre block got context
[26463.92] Log: X2TacticalGameRuleset_18 TurnPhase_UnitActions: Available Actions
[26463.92] EUAimRollsVis: Pre block notified
[26463.92] EUAimRollsVis: Pre block got context
Only because (I'm probably wrong), but does the aim calculation of this mod mess with some other mods that alter abilities or add in new shooting abilities?
Just checking, we still need to set DefenseBonus as a negative? Like this:
+HEIGHT_MODIFIER=(ZDiff=3, OffenseBonus=20, DefenseBonus=-10)