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If there were other mods that do this at the time, I don't remember what those would have been. It's been two years :) Sorry for the uninformative response.
screenshot
( my previous screenshot )....same weird height disadvantage as positive (i most likely screwed up editing the EU aim rolls mod's ini file and should really have put a negative)
I'll edit the ini in that mod, see what happens. then remove that tweak and see if your bonus comes into play.
??
heh. i'll wander off and bug the author of 'fatigue' because my gals aren't getting extra fatigue for a 56 turn "Shen's Last Gift" mission...and leave you in peace.
;-)
2) now, the interesting thing is whether the default (once i resubscribe) values of EU aim roll - remember i said i'd tweaked the value beyond 0 - override your mod.
It definitely removed the bonus entirely...override or load order?
3) gonna try resubbing to your mod and see if the mythical load order actually exists...and NO...didn't work...still no modifier visible. So i'm still unconvinced load order is a thing in XCOM2 (as opposed to skyrim where it's definitely a thing)
in conclusion (i totally exhausted all testing) i agree with your warning. i'll need to modifier EU aim rolls to match your mod.
For the time being, I'd suggest using EU Aim Rolls' config file to replicate the 10% defence bonus. I'll put a warning in the description.
i'm assuming it'll be using the same name of modifier "disadvantage"
screenshot
( my previous screenshot )....same weird height disadvantage as positive (i most likely screwed up editing the EU aim rolls mod's ini file and should really have put a negative)
I'll edit the ini in that mod, see what happens. then remove that tweak and see if your bonus comes into play.
btw, i did aim at an alien on higher ground (see image i'd linked earlier in comment section)...it's just that they won't have the perk will they?
Anyways, i'll see what i can do to figure it out.
Basically, my interest in this is (1) is this interest in defensive bonus redundant if the bonuses (for this mod, AND 'damn good ground') don't stack (2) if my sniper, on higher ground, and behind low cover gets both bonuses and raises the defense to 50...would i consider that overpowered?
Messing with to-hit calculations isn't trivial and I'm a bit overloaded with extant bullshit at work, but I'll try to make time and look through it.
I'm not sure what you mean. What higher ground perk are we talking about? Do you mean the 10 extra defence for being on higher ground? If so, I'm not sure what you're trying to stack it with.
[XComGame.X2TacticalGameRuleset]
+UnitHeightDisadvantagePenalty=-10
So likely no - the two mods won't stack since they'll be adding the same line. I don't think it'll cause issues, but only one of the lines will be picked up by the actual class files.
Tell you what - why don't I go do that and push an update that I can't test easily, you tell me if it's working :)
now, i'm actually curious as to whether (once you code it) your mod's height advantage mechanic stacks with EU's height advantage mechanic.
then 3 hours ago i put up one picture of me shooting from higher elevation and the other picture of me shooting AT an enemy at higher elevation.
i didn't use the unit height disadvantage as much as add 10 to the eu aim mod's config file for defense at height.
I'm sure both versions will work the same =)
let me absolutely confirm i changed it to positive 10 instead of negative...*confirmed*
X2TacticalGameRueleset is being used as a struct here, meant to hold data for classes to pull out of, and data for UnitHeightDisadvantagePenalty is being pulled from it when calculating hit chance AddModifier() itself tracks to the superclass - X2AbilityToHitCalc where it checks for a miss (via the weirdest switch/case I've ever seen), then does a bunch of things I'm really not sure I understand.
I'd admittedly completely forgotten we talked about this. The game's a bit too engrossing :) I'll try to find time to experiment with this, though. Still need to download the mod in question and look through the class files. Ideally, I'd like to find either the UnrealScript code or the ini value for height advantage, since I suspect Loke's mod has done a fair bit of extra work to get everything working.
example of offense ; example of defense
+HEIGHT_MODIFIER=(ZDiff=1, OffenseBonus=0, DefenseBonus=0)
+HEIGHT_MODIFIER=(ZDiff=3, OffenseBonus=20, DefenseBonus=0) ; LW2: Set OffenseBonus to 10
; These lines represents the default height advantage behaviour, height advantage over the max number of difference listed here will use the entry with the max number of difference
; Z difference in between will use the largest ZDiff that is smaller than the actual Z difference[/code]I'm tweaking the defense to 10 on the ZDiff=3 line. i wonder if that'll do it?
(last update june'16; loke was online 9 days ago; 186hrs for xcom2...nothing recent)
pretty sure he'll agree. i'll wait patiently, since my modding skills are woefully inadequate, atm.