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My logs show lines like
Failed to load 'XModBase_Interfaces.XMBEffectInterface'! Referenced by 'EUAimRollsWOTC.OldAimRoll:XMBGetAdditionalHitModifiers' ('---').
The patch notes mention XModBase Redux. I don't have that installed. Maybe the patch accidentally created a hard dependency on that mod?
Disabling the mod or installing XModBase Redux fixes the crashes for me, so I think it's likely the mod now accidentally requires XModBase Redux.
No.
+HEIGHT_MODIFIER=(ZDiff=6, OffenseBonus=25, DefenseBonus=-25)
I personally use it and I think it works fine even though im not payying attention to the numbers. RustyDios mentioned it in Extended info's modpage.
♥♥♥♥♥♥♥♥♥
What kind of chimpanzee there thought that putting it in one roll was a smart idea
The flyover showing the hit chances from this other mod do not include the height advantage tweaks from [WOTC] EU Aim Rolls. The %Hit displayed uses the vanilla value for height advantage (+20%).
Any ideas how to have these height tweaks visibles to Extended Information ?
+HEIGHT_MODIFIER=(ZDiff=1, OffenseBonus=2, DefenseBonus=-2)
+HEIGHT_MODIFIER=(ZDiff=2, OffenseBonus=5, DefenseBonus=-5)
+HEIGHT_MODIFIER=(ZDiff=3, OffenseBonus=10, DefenseBonus=-10)
+HEIGHT_MODIFIER=(ZDiff=4, OffenseBonus=15, DefenseBonus=-15)
+HEIGHT_MODIFIER=(ZDiff=5, OffenseBonus=20, DefenseBonus=-20)
+HEIGHT_MODIFIER=(ZDiff=6, OffenseBonus=25, DefenseBonus=-25)
The "flanking guarantees crit" is also a thing that I like seing brought back. It makes you focus a lot more on keeping your soldiers flanks covered, and it makes it more benefical for you to try and surround your foes.
Both mods override the same classes so probably don't work together.
I think if you crit with this mod the target can't dodge, you can edit the behaviour somewhat in the .ini but I don't believe Mr Nice's mod can be duplicated.
quick question - in vanilla, if you have 100% hit chance, it removes all dodge chance from the enemy. How does this mod handle this? From the flowchart it looks like the dodge may still occur even on 100% hit.
I also installed this mod to preserve the dodge chance on 100% hit and i realized there may be a conflict between these two mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=1130400927
[1349.84] EUAimRollsVis: Pre block got context
It slows down the game drastically.
I'd say the vanilla game behaviour is more consistent, in that an entity in cover who's hit will be consistently critical hit.
Again, a sizable chunk of time between the last event written to the log and the crash event. Five seconds this time
[3640.98]
[3645.22]
If you've got a repeatable crash then try a binary search to find the problem mod.
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_binary_search
Thanks for the Pastebin tip. Didn't know about that one. Here I attach another example:
https://pastebin.com/ahr8P877
What do you think?
There's about 10 seconds between the EU Aim Rolls event and the crash event. Also, use something like Pastebin for text files, they're not images
https://ibb.co/4SdnJmj
What do you people think about it? Thanks.