Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

X-COM XCOM 2 + War of the Chosen Expansion Thread

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,136
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The "all pod active" mod was quite interesting also. Alien Tactical Awareness seems similar, but I haven't tested this one.
APA activates all pods on the turn after you trigger the first, so it makes pod management irrelevant. The problem is that they start beelining to your position which does not make much sense on some missions, and might be a bit hard to handle in missions with lots of Aliens.
I'd like something like that but with intelligent ai. They should move towards the position where xcom was last seen, then spread out to hunt (again reconvening if spotted). Anything else is just boring and sad.
Indeed, everyone rushing to your position would work better for 40K Orks.
Evernyone magically knowing your position is Oblivion Guard AI. I should hope a decade would be enough to move away from such simplicity...
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,496
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
Alien Tactical Awareness doesn't seem to do that actually: every alien know the position of the operative that was spotted, but they don't know the position of your agents before the first contact, and I think they only know the position of someone afterwards if one alien has LoS to him.
They can even resume patrol according to the mod author (but will still remain alerted).
I don't think APA know where your agents are either, they just beeline to the general position where you were spotted iirc. But with all aliens converging on you one turn after the first pod is triggered, I did not try hiding much (and them going to you make time management easier if you survive).

But the inability of the AI to work as a team (marking targets does not count...) is made more patent with this kind of mod indeed.
 
Joined
Mar 3, 2010
Messages
9,259
Location
Italy
original long war came after two expansions.
there's no time to try and salvage this piece of crap, we need extreme measures now: let long war 2 be!

i'm highly skeptical this can be truly saved, with its countless retarded gamey gimmicks but who knows, there's a first time with everything, maybe i'll be surprised this one.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,204
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Find it a bit funny that the Xcom team took inspiration from The Long War to make Xcom 2, and now there is a Long War coming for Xcom 2. Makes me wonder about Xcom 3.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,496
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.

Skittles

He ruins the fun.
Joined
Apr 20, 2011
Messages
983
How is the state of the game looking?
Over all? Still runs like crap. A Better Advent 2 and LW Toolbox to up squad size, add red fog, and randomized soldier stats are pretty much straight upgrades. LW perk overhaul is a step in the right direction. Game suffers from some really stupid issues--like the pod issue mentioned above--but it's recognizably a TTB combat game and I'm able to have fun with it.

ABA2's modder has a decent list of mods that add challenge and QoL improvements that you can pick and choose from here: http://steamcommunity.com/workshop/filedetails/?id=807695319
I haven't tested all of them personally, but most are sensible. Timer Tweaks is for pussies, though.

Lastly, hit Caps Lock when returning from missions.
 
Joined
Aug 21, 2010
Messages
272
The ongoing line of sight bugs still annoy the crap out of me. Spotting/shooting through multiple walls/floors etc. FIX THIS, FIRAXIS.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,963
original long war came after two expansions.
there's no time to try and salvage this piece of crap, we need extreme measures now: let long war 2 be!

i'm highly skeptical this can be truly saved, with its countless retarded gamey gimmicks but who knows, there's a first time with everything, maybe i'll be surprised this one.

Incorrect. Long War had EU versions before EW. It was also cobbled together out of minimods. It didn't start as a grand modding project--but happened organically as different mod authors started cooperating.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
The long war guys said that "The long war 2 mod will support Dlcs, but they're not required".

Does this means that they also built stuff around dlc content? or not?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,273
DLC content is not game changer. It adds some new weapons and enemies and 2 new one time missions. There is nothing to build around here.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
DLC content is not game changer. It adds some new weapons and enemies and 2 new one time missions. There is nothing to build around here.

Sure, but it's still possible to do some perk and tech overhaul for Mecs (like they did with soldiers) and add new Alien ruler bosses.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,136
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
DLC content is not game changer. It adds some new weapons and enemies and 2 new one time missions. There is nothing to build around here.

Sure, but it's still possible to do some perk and tech overhaul for Mecs (like they did with soldiers) and add new Alien ruler bosses.
I would say alien rulers and mecs is actually a pretty decent addition. I have no idea how mecs work now, and I hear alien rulers are shitty, but I'm sure they could be modded to be good additions.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,273
DLC content is not game changer. It adds some new weapons and enemies and 2 new one time missions. There is nothing to build around here.

Sure, but it's still possible to do some perk and tech overhaul for Mecs (like they did with soldiers) and add new Alien ruler bosses.
I would say alien rulers and mecs is actually a pretty decent addition. I have no idea how mecs work now, and I hear alien rulers are shitty, but I'm sure they could be modded to be good additions.
Alien rulers are a cool addition for anyone that wants some added difficulty because base game is predictable. Mechs are almost a waste of soldier space and its missions is too long and irritating.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
Damn, i can't wait what they will add with an expansion, but i'm afraid that if they won't announce it with LW2, there will be probably no expansion at all
 
Joined
Mar 3, 2010
Messages
9,259
Location
Italy
i was going to make a joke about praising mods and mods tools without even a game, but then i realized people are doing just that in the "dao vs nwn" thread.
full circle indeed.
 

LizardWizard

Prophet
Joined
Feb 14, 2014
Messages
1,012
Damn, i can't wait what they will add with an expansion, but i'm afraid that if they won't announce it with LW2, there will be probably no expansion at all

Xcom2 was like top 12 in overall revenue on steam last year. I'm sure it will get at least one major expansion.
 

RuySan

Augur
Joined
Jul 11, 2005
Messages
777
Location
Portugal
I never got into the first one because of the stupid alien pod activation system. Is this one any better in that regard?

With the humble monthly promotion I'm thinking about forking for it.
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,496
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
I never got into the first one because of the stupid alien pod activation system. Is this one any better in that regard?

With the humble monthly promotion I'm thinking about forking for it.
Nope, it is the same, but some mods have removed it.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,060
I have no idea how mecs work now, and I hear alien rulers are shitty, but I'm sure they could be modded to be good additions.
They can't. XCOM 2 shouldn't be about fighting a boss of the week. It's not shonen.

It should be, theoretically, a game about guerrilla warfare against alien oppressors. Which are not oppressing. And the warfare isn't guerrila, it's same deployment as in XCOM with a missions that you couldn't refuse/delay. So the current gameplay is pick all missions and when you'd be lucky until you have additional slot for a soldier, you'd have massive boost.

And yes there should be base managenment, which isn't that much managing. Items are build instantly, instead of experiencing consequences of limited manpower and manufacturing facilities. Basically they made sequel without much improving last version of original game with expansion.
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom