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Rapporter et oversættelsesproblem
It would be possible, and not all that difficult, to tweak the vision range to only double rather than five times. There's either one variable in the files, or one per class which affects it.
Unfortunately, I don't have the files to hand anymore (they'll be somewhere in the depths of my hard drive), so I can't give you more guidance than that. But I encourage you to have a go yourself - this is, mechanically, a very simple mod. Most of the files are weapon range tables, which you shouldn't need to touch to affect the actual vision range!
Quick question - is it possible to make a "lite" version here? Like a 50% thingy?
Fortunately, it should be pretty easy to get ModBuddy, since you already have XCOM 2! In your Steam Library, look under Tools for the XCOM War of the Chosen Developer Tools. That should be it! (Note that you might have to ensure that it, XCOM2, and Steam are all installed in the same drive - a quick local test threw up errors for me, but honestly my file structure is a mess and I really need to just reinstall Steam.)
A quick search online also turned up this guide to getting a simple mod up and running: https://steamcommunity.com/sharedfiles/filedetails/?id=956935800 .
While I did increase the number of "active" enemies available, there's still a cap. This is probably what's causing the issue you're seeing - only a certain number of enemies are permitted by the game to engage XCOM at once, and if more than that know where you are they'll waste their turns rather than rush in and overwhelm you. Normally that's well hidden, but when you can see most of the map you can also see this happening.
It's probably an easy enough fix if you want to dive into the files. I forget the exact variable that switches it up, but increasing it might fix what you're after.
HOWEVER, I thoroughly encourage you to have a go! If you download this mod, you should be able to look through its files (that's how I figured out how to make the dang thing, using the mod credited in the description). All you should have to do is remove the lines that affect non-XCOM units, and then bam!
I believe there's one variable (possibly one per class?) that affects vision; the rest of the code will be weapon range tables. Good luck!
I simply would like to reduce random pod RNG and this concept is phenomenal, not to mention the mod works great, but often times I can see across the entire map, and so can the enemy.
I hope it isn't too much to ask if you happen to have a mod lying around that only increases player vision by 3x or something.
Custodians
Exalted Custodians
Alien Elite Pack
Armored Viper
Berserker Omega
Muton Harriers
Purge Priests
The Hive
ADVENT Assault Troopers
But I'm kinda having a problem (and frankly I 'm suprized noone mentions it yet). With the adjesments to visual range I believe that skills are being affected too. For instance skill that attack in a cone patern are straight lines to infinity with very difficult time to actually hit/target anything at close range (where they are supposed to be used).
Any tip on how to fix/adjust this, but keeping the mods main feature alive? Heck I ll still keep the mod active and stop using said skills lol. But killzone, area suppresion and other useful stuf will get benched and it's a shame.
@SomeoneYouKnow: That's weird, I've not seen that. I'll take a look though, thanks for letting me know. Glad you liked it regardless!
With this and RealityMachina's mod with the raider factions, you can walk into situations where a bunch of situations that feel like just absolutely bananas chaos. This is great. Thank you
If you do go for 3x, the value you're looking for (for most units) would be sight radius = 81. Let me know how you find it!
The mod you point out actually overwrites the same value by the looks of things, setting it to 0.5 like the blind grenades they add. You may need to do some manual .ini editing to make the two play nicely together.
So yeah, IMO the blind multiplier should be adapted to match vanilla's, otherwise the blind effect is kinda pointless.
That said, I imagine that if there's to be a big performance hit it'll be on larger missions with more enemies. I've seen it handle a moderate number of Lost without too much issue though.
If I (or anyone else) notice anything especially prominent, I'll add a note to the description.