XCOM 2
[WOTC] EU Aim Rolls
294 Comments
Jonny Woo 4 Aug, 2024 @ 1:31pm 
Hi! I'm trying to get to the bottom of the conflict between this mod and Extended Information. Is this problem solved? My testing doesn't show any error. Both Extended informaion and EU show same numbers when SHOW_CHANCES are true. Also Extended Information picks up any custom number from HEIGHT_MODIFIER. Thanks
Kevin from HP Customer Service 24 Jun, 2024 @ 12:47pm 
@Dan I'm pretty sure there's an old beta (but still the newest version) of extended information on the xcom modders discord that allegedly addresses this issue.

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.
M'aiq 13 Oct, 2023 @ 7:48am 
I'm very glad I found this mod. Why is this mod not in the top? I still remember how I burned when the gatekeeper killed with a shot my favorite grenadier-colonel through full indestructible cover, inflicting huge critical damage on him from a fairly large distance.
Sodium Chloride 23 Aug, 2023 @ 6:26am 
I'm not using LW2 but this mod still tells me i am and i should change config
Mustang0524 9 Feb, 2023 @ 6:33am 
Is this compatible with Damage Calculation Tweaks? Sorry if this has been asked.
RedDobe 8 Feb, 2023 @ 2:20pm 
Honestly I think that the one roll makes sense. If you are in high cover than your exposure is mostly your head peaking out. I am still intrigued by this mod though.
Theocratical Goblin 8 Feb, 2023 @ 8:50am 
So THAT'S why troopers are always fucking critting my guys through high cover
Holy shit
What kind of chimpanzee there thought that putting it in one roll was a smart idea
Dragonlord 22 Jan, 2023 @ 11:25am 
@Dan that cannot be fixed per say. The modder of the WOTC - Extended Information! needs to write code to include that.
Dan 31 Dec, 2022 @ 8:50pm 
Great mod ! But there is a compatibility issue with WOTC - Extended Information! .
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 ?
Jukse 30 Dec, 2022 @ 4:53pm 
Essential mod. Also, thanks, Jack! Great stuff, adding that to my ini.
=[NK]= Col. Jack O'Neil 28 Nov, 2022 @ 5:23pm 
*I'm just redoing my mods and thought I'd repaste this. I use this mod to add in multiple levels. I don't think the base game had the configurable levels?

+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)
Darkling 22 Oct, 2022 @ 9:01pm 
The function StaticInternalRollForAbilityHit seems to be missing the Highlander fix for issue #426 [github.com]
-bg-  [author] 18 Oct, 2022 @ 9:49pm 
ya, but note that code basically just make the targets considered as flank properly for effects that care about flanking purposes, if you solely want to adjust for aim, you can always just have the hit mod adjustment effect instead, which i have the other mod that does that - ignore partial cover
Darkling 15 Oct, 2022 @ 8:22pm 
Could I use your code to ignore cover for overwatch shots as part of this mod ? Full credit will of course be given.
-bg-  [author] 22 Aug, 2022 @ 2:36pm 
the message show up by detecting the Long war 2 highlander that also did their own aim roll patch. So if any mods that uses that are enabled it will cause the message to appear so you should do the same config changes.
Martian 22 Aug, 2022 @ 7:59am 
I’m getting the “bad config for LW2” message on startup, but I don’t have LW2 installed. I’m running a covert infiltration campaign, do the same config changes have to be made?
Gguy 31 Jul, 2022 @ 10:04am 
Honestly, this is just too damn amazing. I always preferred the way EU and EW did rolling, and it's nice to have something similiar for wotc. I'm already having a lot more fun than I did before.

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.
Kamen42 2 Jun, 2022 @ 8:36am 
@-bg- Thanks for the answer, I only need this mod then.
-bg-  [author] 31 May, 2022 @ 11:48am 
this mod has a config to customize that called ONEHUNDREDPERCENT_CANCELSDODGE
Dragon32 31 May, 2022 @ 9:32am 
@Kamen42
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.
Kamen42 31 May, 2022 @ 1:41am 
@-bg-
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
Saxit 20 May, 2022 @ 7:03am 
What's the difference between ABILITY_AIM_OWNERONMISS and ABILITY_AIM?
-bg-  [author] 3 May, 2022 @ 8:48pm 
this mod does not really do much calculations beyond the vanilla behaviour, and those log stuffs are just for animations timings (I may implement a log level setting in the future if i have stuff to update). Random long lags are caused by conflicting overwrites, if the mere act of writing these logs causes the lag (which mind you only happens when animations are playing), you have actual disk issues as xcom write logs to disk directly rather than memory.
Daywalker 3 May, 2022 @ 7:07pm 
I'm not sure how it works, but I had some time lags for 10-30 seconds when this mod was busy with calculations or something like that, and it can be clearly seen in the log file. After I removed it, game started to run faster again. And there is nothing to do with hard drive speed. Have a latest Samsung SSD with 32 GB of RAM, modern CPU.
-bg-  [author] 2 May, 2022 @ 11:32am 
if writing a < 1 KB log slows down your game drastically you need to check your hard disk
Daywalker 1 May, 2022 @ 11:35pm 
the mod is very bugged, i looked at the log file it generates multiple messages like these: [1349.84] EUAimRollsVis: Pre block notified
[1349.84] EUAimRollsVis: Pre block got context
It slows down the game drastically.
Dragon32 21 Apr, 2022 @ 4:32pm 
@Terrance The T-Rex
I'd say the vanilla game behaviour is more consistent, in that an entity in cover who's hit will be consistently critical hit.
Terrance The T-Rex 21 Apr, 2022 @ 4:00pm 
ngl I am very confused by all this text, would you say this is more consistent than the default?
Dragon32 2 Mar, 2022 @ 10:43am 
@Rossocuore
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
Rossocuore 2 Mar, 2022 @ 8:06am 
@Dragon32
Thanks for the Pastebin tip. Didn't know about that one. Here I attach another example:

https://pastebin.com/ahr8P877

What do you think?
Dragon32 2 Mar, 2022 @ 6:49am 
@Rossocuore
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
Rossocuore 2 Mar, 2022 @ 12:04am 
I suspect this mod being involved in crashes with my configuration; these are the last lines of the crash log:

https://ibb.co/4SdnJmj

What do you people think about it? Thanks.
Tenga 2 Jan, 2022 @ 10:04am 
@-bg-

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.
Dragon32 18 Dec, 2021 @ 2:32am 
@MissGambit
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.
stopsharing 17 Dec, 2021 @ 6:21pm 
Hi -bg- thank you for the mods you've made.

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
-bg-  [author] 5 Dec, 2021 @ 9:03pm 
commenting out any lines will result them to be set to default values, which is false/0
LeyShade 5 Dec, 2021 @ 4:22am 
Regarding configs: Is it safe to ;; out any and all lines that change things outside the way rolls are done, as would like the rolls without the changes to anything else...
-bg-  [author] 2 Dec, 2021 @ 6:26pm 
the crit portion is not ignored
seekingone 2 Dec, 2021 @ 10:26am 
Thanks for the prompt reply!
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?
-bg-  [author] 2 Dec, 2021 @ 9:50am 
it's just an example
seekingone 2 Dec, 2021 @ 7:23am 
Hi! Thanks for this great mod.

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?
Bardmaster 25 Nov, 2021 @ 10:13pm 
@-bg- I am suspecting a freeze associated with this mod. Total freeze, no crash to the desktop. no crash log & file created. In the launch.log the last entries are several iterations looking like this:

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
=[NK]= Col. Jack O'Neil 5 Nov, 2021 @ 12:42am 
Thanks for your reply and all the awesome mods you've done :)
-bg-  [author] 4 Nov, 2021 @ 10:50pm 
No, but you can turn off each individual changes made in this mod to get close to vanilla behaviour except with only the bug fixes and the height customization
=[NK]= Col. Jack O'Neil 4 Nov, 2021 @ 4:24pm 
Will there every be the chance of a standalone mood for the height bonuses?

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?
Dragon32 4 Nov, 2021 @ 11:34am 
Cool, thanks again.
-bg-  [author] 4 Nov, 2021 @ 11:33am 
yes
Dragon32 4 Nov, 2021 @ 11:29am 
Thanks for the update -bg-

Just checking, we still need to set DefenseBonus as a negative? Like this:
+HEIGHT_MODIFIER=(ZDiff=3, OffenseBonus=20, DefenseBonus=-10)
Vaultwulf 4 Nov, 2021 @ 8:50am 
While I did not suffer from any CTD issues. I really appreciate the update and continues support for all of these years! Thank you! :steamthumbsup:
-bg-  [author] 4 Nov, 2021 @ 3:01am 
welp for a long time I am unable to reproduce the crash issue, finally found the actual cause of it. Fixed in the latest update.