XCOM 2
Perfect Information
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tjnome  [geliştirici] 28 Şub 2016 @ 4:23
TODO List
This will include a list of what is to come, and things that I will maybe include into the mod.

Cleanup my workshop threads. Make them cleaner and easier to read. This will include discussion on topic that people want to Comment, but not needed to comment on the front page.

Add information about "everything" into mouse hover over UI. Enemy stats is one of them that I have included. Not finnish still need tweaking and work.

Decide on what information should stay in flyovers and what should not stay. Information that can added through others scources should be added through others scources like the UI.

Shotbreakdown into the hud. Include hidden information.

Make everything configurable from ini file...
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This mod works for me, because I just disabled the BS aim assist in the DefaultGameCore.ini, but I'm sure many people would love to see hidden information included like the Enhanced Shot HUD mod does.
tjnome  [geliştirici] 28 Şub 2016 @ 17:18 
@GeminiGod. Working on it. That include the same feature into this mod. Just haven't got around to it because I've been busy fixing bugs in latest patch. Have the code almost ready for lunch. Just need couple days to sort everything out.
One last wishlist item:

Since you created the handy soldier stat popup box for combat, it probably would be pretty straightfoward and super useful to also incorporate that into a popup in the armory when I hover over a soldier's name. That way I can see all the hidden stats that vanilla doesn't show, which is huge for anyone playing with Not Created Equally and Hidden Potential mods.
tjnome  [geliştirici] 3 Mar 2016 @ 14:50 
Have plans for doing so. Just haven't started on "outside of combat area" yet :=)
First of all - thanks a ton for the mod. :-)
However, there is one thing that is missing for me. I like to use not created equal and sadly that makes hiring new recruits ("recruit" in the armory) a guessing game. Any chance you could add a tooltip for their stats?
Oh, and an xp counter, inside and outside of a mission. Those 2 things would make it perfect for me. :-)
GrimyBunyip  [geliştirici] 13 Mar 2016 @ 8:48 
En son GrimyBunyip tarafından düzenlendi; 13 Mar 2016 @ 22:52
@devine, it really defeats game balance and the purpose of NCE if you can cherry pick new recruits. You might as well just set everyone's stats higher.
GrimyBunyip  [geliştirici] 24 Mar 2016 @ 9:57 
https://drive.google.com/file/d/0B1dEhLOK6ejJNkpZUnIwd1lKUWc/view?usp=sharing

Quick update

Minor fix to how crit damage is calculated, isn't relevant in vanilla but could be relevant with modded weapons and abilities.
Haywire Protocol and Skulljacks should display their hack chances now
There's still the missing xcomnativepawn.uc file, that's needed to apply mindamagepreviews to melee attacks.
GrimyBunyip  [geliştirici] 30 Mar 2016 @ 18:32 
http://pastebin.com/HJb39bGE

Added weapon damage/spread/plusone to the enemy tool tip

Afterall, knowing whether an advent captain has a 20% to hit for 4, or 50%, or 80% to hit for 4 is a pretty big deal in the early game.
GrimyBunyip  [geliştirici] 29 Nis 2016 @ 15:39 
http://pastebin.com/pKxRNANM

This is an addition to XCom_Perfect_Information_UITacticalHUD_Enemies

With the change, the game will display an XCom icon when targeting a loot drop
Without it, the game will display a rainbow error icon
En son GrimyBunyip tarafından düzenlendi; 5 May 2016 @ 20:40
GrimyBunyip  [geliştirici] 27 May 2016 @ 11:26 
Quick bugfix to the shot bar:

XCom_Perfect_Information_UITacticalHUD_ShotHUD.uc

the line:
GrimyCritChance = clamp(GrimyCritChance,0,100-GrimyDodgeChance);

should be:
GrimyCritChance = clamp(GrimyCritChance,0,GrimyHitChance-GrimyDodgeChance);
GrimyBunyip  [geliştirici] 30 May 2016 @ 17:05 
Another bugfix:

class XCom_Perfect_Information_XComUnitPawnNativeBase

needs to be changed to extend:

XComPathingPawn

Likewise the engine.ini file needs to be changed as well:


+ModClassOverrides=(BaseGameClass="XComPathingPawn", ModClass="XCom_Perfect_Information_XComUnitPawnNativeBase")
GrimyBunyip  [geliştirici] 31 May 2016 @ 18:36 
https://drive.google.com/file/d/0B1dEhLOK6ejJMWxzWF82ajU4VDg/view?usp=sharing

latest project, including the last few posts as well
GrimyBunyip  [geliştirici] 10 Haz 2016 @ 19:39 
so for x2action_applyweapondamagetounit

wouldnt:

calcHitChance = AbilityContext.ResultContext.CalculatedHitChance;

be better than recalculating the hit chance?

unfortunately the resultcontext doesn't store the dodge chance and crit chance. We'd need a highlander for that.
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