XCOM 2
Tactical Mod Alpha
28 Comments
Mystic501 16 Jul, 2017 @ 5:08pm 
so i reinstalled xcom and i am using your mod again and i jsut want to clarify somethings, short_beam_range is for pistols and shotguns while medium is rifles and cannons, and long is sniper?

rogersmithbigo 22 Jan, 2017 @ 12:22pm 
roger that.
Milo  [author] 22 Jan, 2017 @ 2:33am 
I can't promise that, I stopped playing Xcom long ago, and I don't want to invest time and effort into a new mod. Don't expect any update, if I ever go back to modding the game, I'll let you know.
rogersmithbigo 21 Jan, 2017 @ 5:55pm 
Ill steam gift you the dlc's if you promise to update this mod for the dlc's, long war 2 and add aiming angles or just help me do it.
Mystic501 2 Oct, 2016 @ 9:29am 
THANK YOU
Milo  [author] 2 Oct, 2016 @ 3:47am 
I don't own the DLC, so I'm not sur if I can see and modifie the data related to them. When I look in the ini, I don't see anything related to them.

Anyway, if you want to modifie the mod, go to Steam/SteamApp/common/Xcom2/XcomGame/Mods/TacticalMod/Config, The main modification I made are in "XComGameData_WeaponData".

You can look in XcomGame/config to see the original "XComGameData_WeaponData" look there if you see anything related to the sparks unit range. If you do, modifie the data as you like them.

To let you know how it work, when you see the line "MEDIUM_CONVENTIONAL_RANGE[9] = 5" it mean that a medium weapon at a distance of 9 units from the ennemie will have a +5% aim bonus. look for a similar line related to the sparks ;)
Mystic501 1 Oct, 2016 @ 6:05pm 
since you arnt going to up date this can you tell me what ini i need to change so the sparks unit has the increase aim as well?
Milo  [author] 29 Sep, 2016 @ 1:49pm 
The mod is no longer up to date, newest content may not work with it. Vanilla game should still be okay ;)
Mystic501 28 Sep, 2016 @ 12:19pm 
My sparks unit is missing quite alot, more often than rookies in fact, did his tables no update properly? i got the sparks dlc after i installed this mod
rogersmithbigo 7 Sep, 2016 @ 11:17am 
so if i modify your XComGameData_WeaponData.ini file so that the ai range tables [FLAT_CONVENTIONAL_RANGE], [FLAT_MAGNETIC_RANGE] and [FLAT_BEAM_RANGE] match [MEDIUM_CONVENTIONAL_RANGE]; would that mean the ai has the same weapon range bonuses as xcom operatives?
[=VF=]-Ray Jefferson 6 Jul, 2016 @ 8:11am 
This mod work with new dlc?
Milo  [author] 13 May, 2016 @ 8:40am 
Yes, he should ! ;)
[=VF=]-Ray Jefferson 13 May, 2016 @ 8:01am 
This mod work with new dlc?
jackito 15 Apr, 2016 @ 1:57am 
Your mod changes a lot!!! Now trhe game on the Legend and Ironman makes sense! Especially together with Improved Overwatch Mod made by ..deakin
inge.rasch 6 Mar, 2016 @ 1:34pm 
This mod is great. I love how it changes random chaos into something a bit more strategic. If I get into a bad situation now, I know it's because I couldn't flank the enemies and now have 0 chance to hit. When I do flank though, or pull off some other strategic movement, it feels rewarding to get a nice 80+ chance to hit.

Thank you for making this.:steamhappy:
NoDMoD 23 Feb, 2016 @ 8:15am 
I played quite a few hours with the mod, at first I thought 20% more accuracy is too much because I finished quite a few missions flawlessly, but then it all turned around. The mod works fine and doesn't make it too much easier. Had some great long gun fights, flanking becomes very important with this mod, however, I fell that it's essential to not have turn limits in missions, because it really extends the gun fights.
dantoleon 23 Feb, 2016 @ 7:21am 
I played about 3 hours yesterday and all good, love the mod! :steamhappy:
dantoleon 22 Feb, 2016 @ 7:49am 
Just what I was looking for, the randomness in vanilla ruin the experience for me. I will post my experience. Thank you for the mod!
NoDMoD 21 Feb, 2016 @ 11:51am 
Thanks a lot :), you saved me a lot of time, so I appreciate it, maybe I will do another run with your mod as it is and try acouple of more missions, then screw around with the stats to get a real tactical feel!
Milo  [author] 21 Feb, 2016 @ 11:49am 
for ennemies, the accuracy is the same than vanilla when you are behind a low cover, you probably just had bad luck.

If you want to tweak it by yourself, go in the DefaultGameCore.ini, around 2/3 of the file you have what you want :
[XComGame.X2AbilityToHitCalc_StandardAim]
LOW_COVER_BONUS=20
HIGH_COVER_BONUS=40

Just change this to whatever you want (and disable the mod, as it will overwrite your change)

Edit : I've been irrelevant. my mod does not change the ini files, it overrides them, so you can't change anything about the mod just with the ini.

You probably can change the mod by going into your Xcom install folder : XCOM2/XcomGame/Mod/TacticalMod/config, go in XComGameData_WeaponData.ini

here you can change the accuracy bonus for the AI, it's the 3 last block. The game use different name depending on the weapon type, but the value are the same. vanilla value are 0 everywhere. If you find any improvement, I'll be happy to look at it ;)
NoDMoD 21 Feb, 2016 @ 11:17am 
Hi Milo, thx for the quick response, I just play tested the first mission with your mod on commander difficulty and I have to say the accuracy is almost too good. The AI pretty much hit everyone in low cover, instant kill every time, even from a bigger distance, which file is the one for covers? I also tried the covers only mod, which changes only the cover values to 30%-45% but without the accuracy bonus. Maybe I just had bad luck, but I think the accuracy bonus is too high. I would like to try with 10% accuracy, can you tell me which .ini file it is and which line? Thx!
Milo  [author] 21 Feb, 2016 @ 10:18am 
the_nodmod :
low cover : -40%
high cover : -70%
vanilla value are 20% and 40%. The aim bonus is on average 20%.

When you trie to attack a full covered soldier who is in front of you and at least 8 cases far, you have about 15% accuracy. I still wonder if I should buff the high cover bonus to 80%, but 70% seems okay to me.
NoDMoD 21 Feb, 2016 @ 9:56am 
What are the stats for cover in your mod? I must decide if I use a cover only mod or yours, and full cover should really be full cover and have much better stats.
andbruu 21 Feb, 2016 @ 3:00am 
@Milo. OK. Havent played much since, but I give feedback as soon as I have some more experience with it.
Milo  [author] 21 Feb, 2016 @ 1:58am 
andbruu : every weapon type got a precision modifier depending on the distance between you and the ennemies. I changed those value to be globaly higher, and very powerful on close range (exept for the sniper). meanwhile, I improved the defensive bonus granted by covers. I won't give all the number, because it's a long list, but you can look on the left side of the HUD when you aim, you have all the information you want to know ;)

about balance, for what I saw, concealment in very strong, as your ennemies are uncovered. It is way stronger than in the original game, but logical, you attack by surprise a group of uncovered ennemies. the sniper is not that much OP because cover are very efficient. You have to flank or to be at close range, and the sniper have difficulties to do so. Anyway, if you see something "OP" screen and feedback, I'll patch it ;)
Milo  [author] 21 Feb, 2016 @ 1:58am 
Bad at BlOps : yes, I mad the change in the both ways, but the game don't use the same numbers for the player and for the AI, so I don't thinks It's totally balanced (the change can make the game a bit easier or harder). I'll need some feedback on the balance ;)
andbruu 20 Feb, 2016 @ 4:11pm 
Great approach to making the game more tactical using only "behind the curtain" changes. It would be great if you could list all changes, including the new modifiers. IMO, more tactical game-play, requires more info. Will try it out anyways, to see how it feels.
Without having tried it, I wonder if it runs the risk of snipers being OP with the help of concealed rangers, and if OW becomes to powerful, especially against melee enemies (looking at you stun lancers).
Juiceblaster10k 20 Feb, 2016 @ 3:25pm 
do the stats work both ways, for and against the player as well?