Xcom 2 ?

http://steamcommunity.com/sharedfiles/filedetails/?id=630126797

Not available on the Nexus due to copyright issues, but I know there are people here who wanted to see something like this. I bet that there are already overhaul mods in the works. :nod:
save your concern till all patch and dlc are released, cause that is the reason some modder take hold to do big stuff earlier, and the modding community still discussing on how to implement a function that beyond ini setting.

so behold, for a xcom 2 version of skse to be released
 
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save your concern till all patch and dlc are released, cause that is the reason some modder take hold to do big stuff earlier, and the modding community still discussing on how to implement a function that beyond ini setting.

so behold, for a xcom 2 version of skse of be released

Thanks, but I already know all of that, I'm just posting it for the people who might've wanted something like this. There's already been quite a lot of gameplay mini-overhauls beyond simple ini tweaks though. Personally, I didn't know XCOM 2 even needed a script extender - I thought that was only with Bethesda's engine.

Not to mention that the Long War mod the first time round (if I recall correctly) was made before Enemy Within got released, and it was updated accordingly only after, so it's not impossible to create an overhaul before, it's just more of a fuss later on if you want to update it to make it expansion-compatible.

Either way, once I've gotten out of being lazy, I might try my hand at XCOM 2 modding. I've created a couple of mods for New Vegas, though they were really just cheap tries with the GECK that anyone without any previous knowledge of modding or coding could do - a starter pack of equipment, and making an unplayable race playable though in a very bugged state. :confused:
 
Thanks, but I already know all of that, I'm just posting it for the people who might've wanted something like this. There's already been quite a lot of gameplay mini-overhauls beyond simple ini tweaks though. Personally, I didn't know XCOM 2 even needed a script extender - I thought that was only with Bethesda's engine.

Not to mention that the Long War mod the first time round (if I recall correctly) was made before Enemy Within got released, and it was updated accordingly only after, so it's not impossible to create an overhaul before, it's just more of a fuss later on if you want to update it to make it expansion-compatible.

Either way, once I've gotten out of being lazy, I might try my hand at XCOM 2 modding. I've created a couple of mods for New Vegas, though they were really just cheap tries with the GECK that anyone without any previous knowledge of modding or coding could do - a starter pack of equipment, and making an unplayable race playable though in a very bugged state. :confused:
editing spawn point for example, in preparation upcoming "resistance guerrila & propaganda" mod, as it need to stimulate larger soldier spawn limit and space for guerrilla faction.
https://rq.reddit.com/r/xcom2mods/comments/48wmsz/psa_we_can_now_override_xcomgameupk_we_should/

https://www.reddit.com/r/xcom2mods/comments/49ez1h/is_it_possible_as_far_as_we_know_right_now_to/
 
Three mods for the Archon Sentinel under the Heaven,

Seven for the holy Sectoids in their GlideSphere,

Nine for XCOM Heretic doomed to die,

One for the 'Thereal One on his Psi throne

In the depth of Oceans where the Elders lies.

One Mod to rule them all, One Mod to find them,

One Mod to bring them all and in the Nexus find them

In the depth of Oceans where the Elders lies.
 
I'm really surprised at how good XCOM 2 turned out. It is more of an RPG than Fallout 4 can ever be. The level of character customization and the incredible variety of skills, upgrades, etc is exactly what I have been looking for in a game. It strikes a great balance between being complex ("hardcore") and being "streamlined." There is not one single upgrade I have seen that looks useless. All of the skills look appealing, and its hard to choose one over the other.

And the fact that the encounters, levels, and progression is always varied makes the replayability of this game amazing as well. Unlike Fallout 4, this was money well spent.
 
Announcing xcom 2 dlc

ac_keyart.jpg


lol i can't compare but It's funny that the developers are the ones giving us a lot of the outlandish items and then the more utilitarian military kit is in the workshop. like capnbub mod for example.
 
Well, that's a pretty big "meh"... I don't mind a purely cosmetic dlc (and I've already paid for it through the Reinforcement Pack) but now that modding is a big deal it feels kinda superfluous. And I don't like the style of what we've seen so far at all. Notting I'd use, for sure. Doesn't fit the theme of the rest of the game.
 
For a Ranger: Rapid Fire or Reaper?

I have two Rangers on my squad and was thinking of using Rapid Fire on one and Reaper on the other and see how it works out. Wondering if anyone has any thoughts?
Rapid fire; not even a competition. Rapid fire doesn't have cool down and since rangers almost always make %100 chance attacks thanks to shotguns, it practically doubles the damage output.

Reaper on the other hand pretty much useless. Because swords never get %100 chance with attacks, they barely do half the damage a shotgun do and this gap widens as talon rounds and superior laser mods become avaible. Run and Gun + Rapid Fire practically allows you to take out any target even if it's a Gate Keeper, provided you shred it's armor.
 
Announcing xcom 2 dlc


lol i can't compare but It's funny that the developers are the ones giving us a lot of the outlandish items and then the more utilitarian military kit is in the workshop. like capnbub mod for example.

I had the exact same reaction. I'm probably not going to buy it, but as far as cosmetic DLCs go 100 options for 5$ isn't abusive.

Also, new patch is live, and Mimic Beacons are hit hard; they now cost 75 supplies, cannot take cover and will always be hit by enemies.

I feel that's a fair change. I'm watching a youtuber Let's Playing the game at Ironman Legend, and he clearly uses them as a crutch. There were several times he slipped uo and triggered multiple pods carelessly, and the Beacons utterly saved his ass.

On the bright side, enemies can no longer Dodge 100% shots. Makes Archons and Codices less annoying for sure.

And yeah, they should buff Ranger's swords. They really are gimmicky at best in the current build. At the very least make them 100% to hit, and probably bake Blademaster into the class, give them another ability at Squaddie level. Something like ''soldier takes less damage/has more defense when within 2 tiles of an enemy'' to encourage getting up close and personal.
 
alright folks, the new achievment for the next DLC has appeared

might go some little observasion here
4XJ1EEp.png
 
Assassinating alien rulers? I'm down for that.

Not sure how a Viper King works since they're shown to be all-female, but eh.
 
I think "Ruler" is just supposed to be a synonym for "Elite" or something, not that we'll be hunting actual high-ranking aliens. The next DLC doesn't seem like an Enemy Within-sized expansion just yet. I could be wrong, though.
 
https://xcom.com/news/en-dangerous-ruler-aliens-await-in-xcom-2s-alien-hunters-dlc

I gotta say, I'm very disappointed with the dlc so far. After the glorious Enemy Within, I had high hopes for XCOM 2 content and confidence in Firaxis. But the dlc so far feels like glorified (and paid) mods.

I guess that's the downside to heavily supporting mods - any additional content you create will be measured against what modders can offer. But I honestly thought Firaxis would set the bar higher than campy ridiculous outfits and this collecting bullshit.

Maybe I'm jumping the gun here, maybe this dlc will add some great things to the game. But it also worries me that Firaxis is simply not bothering with a worthwhile expansion to the game, leaving it all up to modders, while these dlc are simple cash-grabs riding on the hype before the game's release.
 
https://xcom.com/news/en-dangerous-ruler-aliens-await-in-xcom-2s-alien-hunters-dlc

I gotta say, I'm very disappointed with the dlc so far. After the glorious Enemy Within, I had high hopes for XCOM 2 content and confidence in Firaxis. But the dlc so far feels like glorified (and paid) mods.

I guess that's the downside to heavily supporting mods - any additional content you create will be measured against what modders can offer. But I honestly thought Firaxis would set the bar higher than campy ridiculous outfits and this collecting bullshit.

Maybe I'm jumping the gun here, maybe this dlc will add some great things to the game. But it also worries me that Firaxis is simply not bothering with a worthwhile expansion to the game, leaving it all up to modders, while these dlc are simple cash-grabs riding on the hype before the game's release.

remember, we still talk about dlc not expansion. enemy within is expansion, slingshot pack is dlc which i'm sure you know what i mean.

that said, even i were not expect great stuff from their dlc announcement. especially if you know who's behind their pre order policy.
 
remember, we still talk about dlc not expansion. enemy within is expansion, slingshot pack is dlc which i'm sure you know what i mean.

Yeah, of course there's a difference. But Slingshot was a series of purely story-driven extra missions with a little reward in the end. Everything in it, including the new customization options, fit right in with the base game. We don't know exactly how this dlc will play out, but it will only entail one new mission. The rest is just added fluff that, based on the descriptions and the previous dlc, sound very campy and gimmicky.
 
The final planned DLC was released today (or yesterday depending on how you look at it) Shen's Last Gift. https://xcom.com/news/en-shens-last-gift-comes-to-xcom-2

I haven't played the game since before the first DLC so I am starting again so I can play both this and Alien Hunters. I guess this adds a MEC type robot that you can have in your party, seems really cool though I am not sure how a giant robot can be stealthy. I have been reading comparisons between the this robot and a robot called Johnny Number 5 from some movie, I just see it as a Gremlin attached to a MEC body. :shrug:
 
The final planned DLC was released today (or yesterday depending on how you look at it) Shen's Last Gift. https://xcom.com/news/en-shens-last-gift-comes-to-xcom-2

I haven't played the game since before the first DLC so I am starting again so I can play both this and Alien Hunters. I guess this adds a MEC type robot that you can have in your party, seems really cool though I am not sure how a giant robot can be stealthy. I have been reading comparisons between the this robot and a robot called Johnny Number 5 from some movie, I just see it as a Gremlin attached to a MEC body. :shrug:
to me this is seem to be lot of improvement from sligshot dlc. even though there are some art inconcistency in some game asset.
 
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