Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks for owsome work!
Also btw Lux, if you want, you're more than welcome to check out my YT channel and join my upcoming Xcom covert infiltration legendary/honestman playthrough https://www.youtube.com/watch?v=VWHLUIbQRbY
You can send in a soldier for my rooster if you will :D
but as I understand it it should be on true, otherwhise a crit cant turn a graze into a normal hit if its not even beeing rolled for
or am I misunderstanding his code here?
Thats really cool
I will try that out asap ^^
he explicitly states support
and on my launcher there were no conflicts
the aiming angles work
but I dont know how to veryfy if EU aim rolls work as intended
do you know how to check for that?
is it hardcoded or does [LWOTC] EU Aim Rolls for Long War of the Chosen work too?
https://steamcommunity.com/sharedfiles/filedetails/?id=2219222037
I have a suggestion for improvement. For vertical good angles, high/full cover should be treated differently than half/partial cover. The thought is that if I have a 45% height advantage on a target, but the target is behind a full cover pillar, that really doesn't help the shooter very much. But if the target is behind a trashcan, that 45% height advantage is much more significant. Perhaps this could be accomplished by providing different height advantage settings for full cover targets vs half cover targets.
Great work nonetheless !
Get with bg and maybe find a way to splice EU rolls in this
On that note - krumiro, will you be porting this to Chimera Squad? I really, REALLY loathe the flat +20aim vanilla height advantage bonus, rather than the much more interesting defensive bonus of this with a hint of offensive bonus against cover.
UseIndividualConsecutiveRollsForHitChanceCriticalChanceDodgeChance = true
PrioritizeCriticalChanceOverDodgeChance = false
AlwaysRollForBothDodgeAndCriticalEvenWhenOneUnsuccesful = true
So if I'm reading the sequence correctly...
-Shots will use three dice rolls to determine damage
-If I hit, and he dogdes, there will be no crit chance
-If I hit, and he doesn't dodge, a crit chance will apply
Is that right? Or did I misinterpret the sequence?
XCOM1 - 3Rolls:
FirstRoll30%Hit -->
SecondRoll(10%of30%=)3%CriticalHit -->
ThirdRoll(20%of27%=)5%Dodge
(10%of 30%=) 3%CriticalHit,
(30%- 3%- 5%=)22%NormalHit,
(20%of 27%=) 5%Dodge,
(100%-30%=)70%Miss
XCOM2 - 1Roll :
(10%of100%=)10%CriticalHit,
(30%-10%-20%=) 0%NormalHit,
(20%of100%=)20%Dodge,
(100%-30%=)70%Miss
XCOM1, 3ROLLS:
FirstRoll90%Hit -->
SecondRoll(10%of90%=)9%CriticalHit -->
ThirdRoll(20%of81%=)16%Dodge
(10%of 90%=) 9%CriticalHit,
(90%- 9%-16%=)65%NormalHit,
(20%of 81%=)16%Dodge,
(100%-90%=)10%Miss
XCOM2,1ROLL:
(10%of100%=)10%CriticalHit,
(90%-10%-20%=)60%NormalHit,
(20%of100%=)20%Dodge,
(100%-90%=)10%Miss
EU ROLLS: DICE-ROLL SYSTEM OF XCOM 1
UseIndividualConsecutiveRollsForHitChanceCriticalChanceDodgeChance = false
"false" will ignore the other 2 variables
PrioritizeCriticalChanceOverDodgeChance = true
Hit?Yes-->Critical?No-->Dodge? OR
Hit?Yes-->Dodge?No-->Critical?
AlwaysRollForBothDodgeAndCriticalEvenWhenOneUnsuccesful = false
If both successful then they cancel out becoming Normal Hit
;EXTRA DICE-ROLL OPTIONS
GuaranteedHitsCannotDodge = false
IndirectFireGuaranteesHit = false
YES!!! EU AIM ROLLS!! ;) After so much begging for it I decided to put some time on it and give it to you guys … but hey, at least ONE of you could have been kind enough to cough out AT LEAST a single Donation, just saying… O_o ...keep in mind that I spent lots time for a modification that I don’t even use/need/want but just because someone else needs it out there… probably I’ve been softened by Christmas… ;);
Although Extended Information can be used simultaneously with this Mod without conflict, on the other hand it is not compatible with this Mod
The reason is that, while XCOM2 is correctly using my overridden version of "X2AbilityToHitCalc_StandardAim" to add the Bonuses/Maluses and really use them, on the other hand Extended Information Mod (to "show" you the information) is "not reading" my "Override_X2AbilityToHitCalc_StandardAim" but the "default original" one of XCOM2...
The solution would be for you to kindly ask the Modder of Perfect Information to make his Mod "check" the presence of my Mod and, if present, read my Override_X2AbilityToHitCalc_StandardAim instead of the standard one X2AbilityToHitCalc_StandardAim... ;)
Got any idea what might've caused that?