XCOM 2
Dragonpunk: Soldiers of Fortune
Kanaya 15 Sep, 2016 @ 10:13pm
How to Play!
Due to requests, please reference this for how to play! I will be covering how we managed to play fine during Pre Pre Alpha in a playable state! This was with no other mods besides Soldiers of Fortune running.

Before we get into the How to Play! Regarding Mods. We're not certain how Soldiers of Fortune will play with other mods enabled. However as long as you and your player 2 are using the exact same mods. You should be fine!

Firstly, make sure you and your friend have the mod installed obviously. And then start the game with it turned on. Both you and your friend load up saves, any saves will work, though I would not advise running a important save. This is a early alpha and you will experience issues somewhere.

- Do note that you both MUST be loaded into a save, and you both must be on the squad select screen. Host cannot invite their friend to the game while they are on the main menu. This is will result in a crash.

After you and your buddy are loaded into saves, whoever is hosting must go to load up a mission and get to the squad select menu. Set up your team accordingly and then remove 1 of your soliders. You will see a new button under "Select Soldier" named "Invite Friend". After you click this button you should have the Invite Friend Steam Overlay popup. Invite them, click the return to game button at the bottom right, and click accept, but DO NOT add your last soldier back. Once your friend joins the game, have them select the last soldier. Once you're ready to play have the host click the Launch Mission button at the top of the screen!

- We did this on default squad size with host controlling three of the four characters. We do not believe the game will currently work properly if P2 attempts to use more than one. Though you can test it if you choose too, we do not reccomend it as of yet.

Once you load into the mission it is advised that the Host waits until their Co-Op buddy confirms that they're finished loading and into the mission as well. Afterwards, Host will more than likely be moving his units first. Player 2 may be shown that they can move as well. DO NOT do this. Wait until the host confirms that they have used all their actions, and that you have witnessed them all as well. After both visual confirmation and the host telling you all their actions are spent. It will now be Player 2's turn to move. Keep following this rhythm and communication and all should be well.

- Please take into consideration that it has been experienced that it may take between a few seconds to a few minutes for all actions between players to transfer over to each other, especially after combat is initiated. Please be patient.

Feel free to reference this for what some things will look like!
https://youtu.be/r1vuLDqcI98

That about covers everything! If you encounter any bugs or crashes while playing, please refer to the Bug Report thread and make a post! It helps us greatly! And thank you for helping us test!

Bug Report Thread
Last edited by Kanaya; 20 Oct, 2016 @ 2:21am
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Showing 1-9 of 9 comments
Superfleet0 16 Sep, 2016 @ 3:12pm 
How do you let player 2 controll more people?
Flipper 16 Sep, 2016 @ 4:08pm 
Originally posted by superfleet0:
How do you let player 2 controll more people?
Remove more soldiers and let player 2 add them in again, although as they said it might be a little buggy.
Hydrall 18 Sep, 2016 @ 7:23pm 
Does this have to be the only mod active? Can other mods be active? Do both players need the same mods active, if so?
Game kNight Plays 20 Sep, 2016 @ 5:16am 
Originally posted by Ursamancer:
Does this have to be the only mod active? Can other mods be active? Do both players need the same mods active, if so?

'We're not certain how Soldiers of Fortune will play with other mods enabled. However as long as you and your player 2 are using the exact same mods. You should be fine!'

So you can test it out to help them :)
Yeshalot 8 Oct, 2016 @ 10:14pm 
does it work?
just tried, they would spam into T pose and then the fourth person would appear there for the person trying to join, while the host would see that as the person missing.
I'm a rock! 17 Oct, 2016 @ 8:19am 
Is there coop outside of missions as well? Will Host and Co-Op-partner share basecontrol as well?
Hellfire 18 Oct, 2016 @ 1:21am 
No tested it yet, but I'm very interested in that mod. But one question arise for me:
It's possible to reload a save game done within a mission without problem of syncing etc.?
E.g. Player 2 dies and he wants to reload a save point from two rounds before.
EladDv  [developer] 19 Oct, 2016 @ 6:03am 
Please note that in order to play both players must be on the squad select screen before being invited.
Zandy man 6 May, 2017 @ 6:42pm 
This mod is great and all but your sitting here talking about making a bigger mod with expensive guys when you have not even ironed out this mod 1st. I would stop over reaching and focus 1st on getting this ironed out and even getting it to be a full campinge mode co-op, then move up from there. I can see this going all kinds of fun and crazy if you could manage to focus. I mean being able to play from start to finish with a full co-op even if it was just one sided where like the co-op helps the host, but later on you have the co-ops custome characters or even two avengers running around both playing at the same time on different maps. Have 4 on 4 pvp matches online. like Atlas reactor xcom.
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