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Is shutdown still an option available to choose, or is it just the take control rewards?
Just use the Alternate Mod Launcher [github.com]
It won't be anything wrong with this mod, 2K will have released another rubbish launcher.
Firstly love this mod. just want to make you aware of 2K's f up. this mod creates a crash with there new and improved launcher. not sure what the problem is just errors on it. sorry for the bad news
Theta strike does make them silly powerful though (16 armour with a bit more health) so a lock-down of their systems is very much appreciated! I'm probably going to go for the 'in universe' excuse of the specialist having a coding battle with the target's AI. HACK THE PLANET!
I can understand why they felt the need to nerf it if this was the original design, but they went a bit too far resulting in the nigh useless Haywire we got in the base game. Good mod, not to my tastes but nice.
So happy to see some love given to Specialists. As the successor to Support troops from EU/EW I was sad to see they just didn't have the payback on running them in the game. It was all about overwatch with little option for serious tactical play, and as most players use Alpha Strike tactics this class got left behind.
This mod brings the Specialist to the party again. Thank you.
And if you're are reasonable at modding ini files, then adding Favids Recharge and/or Botnet, or Richards AimAssist to your Specialist really makes them sing.
This is because you can get the same control duration with both reward 1 and reward 2, and
since reward 1 has the same chances of happening as a shutdown pre-mod changes, it's the better choice for situations where you'd need to guarantee control of a robotic enemy.
Hence, my mod negates the unreliability of hacking by giving people more feasible options when determining how they want to control an enemy.
Correct me if I'm wrong, but from the pics your mod although it offers better (way better) rewards, it keeps the feedback lurking there and at apparently the same chances of happening. From your description, the feedback in your mod is actually WORSE punishment than before.
You say that unreliable hacking and the feedback swayed players away from using the skill, how is your mod any different? Aside from giving you much juicier rewards if you like gambling.
[XComGame.X2Ability_HackRewards]
-CONTROL_ROBOT_DURATION=3
+CONTROL_ROBOT_DURATION=0
I would believe you are right.
But the game FPS would drop badly in tatical mod and even in GEO globe of Avenger flights.
And yes, I using ton of gameplay changes mod and soldiers customization in perks.
But I rarely using voice and bigger than 500MB skin mods.
I was surprised after I disable the peek from concealment mod, suddenly raised my FPS.
I can not explain what behind it myself. All i could do now is to disable it...
Maybe there is something to do with the TLP? Just beyond my knowelege...
By the way, after I confimed this lagging source and disable it.
Both this mod and [WOTC] Iridar's System Infiltration can be function without any lagging spike.
There are a variety of mods that could be causing your lag, whether it be largely unoptimized voice pack mods or huge soldier customization packs. Miniscule gameplay mods such as this one just aren't known for causing hangs or visualizer slowdowns in the middle of combat.
After I check up all of the mods,
I found threre is a mod called:
[WotC] Peek From Concealment UI Fix
It conflicted with Gotcha and as modder said:
it can be fixed by delete the line
+ModClassOverrides=(BaseGameClass="XComPathingPawn", ModClass="XComPathingPawn_GA")
I did it in the past and then ignore the alternative launcher warning as believing it is fixed.
However, In this run of check.
It isnt been really fixed and consuming tremendious amount of PC resource.
I think it might be the source that pushed my PC to the limit point and let it would start lagging after either this mod or other hacking mod which also required resource to become a breaching point to lag my game.
I would like to know if there is a way to fix this. However, I had no idea how to fix it in the coding problem. It would be great if there is something I can do about it.
Just to point it out for what I met after the patch.
For that, ALL of Hacking related mod would caused my game a paused in each movement.
Where the all the same mods list were fine, this happen after the TLP dlc.
This is more likely a reporting in, because there would be many more mod I would check out that is semi-incompatiible along the way to know what made my game in to a Hovac now.
So far I check out even more mod that is have issue with TLP and the alternative launcher said that is compatiible...
there are much for me to go around to finally find my day to play my modded XCOM again.
This made me to believe there are some changes in hacking in TLP DLC and made hacking mod got coding issue leading to wasting PC resource to lag the playing performance.
After the latest DLC TLP patch is up. This mod had some semi imcompatiible issue occur:
There might been something changed and make game LOADING SPIKE suddenly peak high in soldiers movement. Leaving an obviously gap time between each soldier command and sometime made the misplacement fot soldier's moving and displayed in a wrong position which they are not really standing there.
So far I detected mutiple mod casuing the same problem, checking it one by one. This one is one of it.
I would humblely suggest you to recheck it for the TLP patch.
Alternatively, you can comment everything out with a semicolon (;), but that seems unnecessary since you can just unsubscribe and resubscribe :P