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回報翻譯問題
UseIndividualConsecutiveRollsForHitChanceCriticalChanceDodgeChance = false ;"false" will ignore the other 2 variables
So if I change that to true, I will basically have bg's EU Aim Rolls mod?
in another mod i found this
[XModBase_Core_3_0_0.XMBAbilityToHitCalc_StandardAim]
bBonusAimingAnglesForAll = false;
It appears that the Community Highlander has added a hook for just this case so potentially Mr Nice could update their mod to use that which should remove the incompatibility.
So unfortunately you would need to either need to modify the files if you want the melee hit rates to be modified if you want to use this mod because this mod doesn't affect melee rolls at all.
This mod does everything what eu aim does plus more.
if u use alternative modlauncher its shows u the override without doing anything
Then I saw kurimo's note about
"Simply make a quick Harddrive Search for “+ModClassOverrides=(BaseGameClass=“
The results will show all the XComEngine.ini files of Mods that make Overrides. Check if any of those files have the same Class name after the “=“ and kindly ask the Modders to try to avoid that override or cooperate with each other. When 2 mods override the same class the game gets HORRIBLY VERY SLOW and only 1 of the 2 Mods works (randomly)."
So I searched my files for any conflict and found that these files all modified "X2AbilityToHitCalc_StandardAim" in xcomengine.ini (plus a couple of other mods that were modifying wallclimb for some reason).
I commented out/disabled all the conflicts and my fps shot way back up.
So unfortunately, until someone decides to combine the 3 hit roll mods, using more than 1 will make your fps plummet.
The issue persists in Strategic, but clears up after ~10 seconds of waiting, but returns when switching to/from Geoscape.
How would you like to be sent the log for this?
Can you remove the line "Suppress=XCom_HitRolls" from Documents\My Games\XCOM2 War of the Chosen\XComGame\Config\XComEngine.ini and send me the Documents\My Games\XCOM2 War of the Chosen\XComGame\Logs\Launch.log after running into this issue again. Thanks
No idea what could conflict that badly with this.
Admittedly I've not tried to balance this as a stand-alone mod, nor do I play on legendary. Indeed I generally play with increased timers so there's more turns to get a good position or spend time destroying cover.
I agree that buffing the base soldier aim is probably what you'd want to do. It appears you only need to modify eStat_Offensive in DefaultGameData_CharacterStats.ini for the Soldier, ReaperSoldier, SkirmishSoldier and TemplarSoldier, unless you wish to buff the enemy too.
This way:
- Aim hit chances from shooting from high ground remain roughly the same as before on *both* targets behind cover or in the open.
- Close ranged units, however, still have a bonus edge in comparison with before, for having *both* the "unobstructed fire" bonus *and* the weapon range bonus, unlike high ground users, which only have unobstructed aim bonus.
But I believe that would require to mess with the whole unit classes files...
1. Weapon range - the closer the weapon (with the exception of sniper rifles), the more accurate is the the aim (it goes up to +20 by default)
2. Height Advantage - +20 aim from shooting from High Ground.
These 2 base modifiers are actually crucial to keep game balance, and without any of these 2 it would actually be close to impossible to win a standard game in Legendary Difficulty in Ironman mode.
If the +20 aim from Height Advantage is going to be removed and further added "far cover" aim penalty, you might as well want to rebalance the whole base aim of every unit and rethink about how "weapon range" bonus aim from proximity is going to be implemented, so that the missing aim hit % chance get implemented elsewhere to keep the game actually balanced and less of an RNG chaos.
the ability uses the -20 to aim as a fixed BuiltInHitMod as part of the template,
with "wotc eu aim rolls" it works
No one else seems affected (as there're no comment on this), so maybe it's badly interacting with another mod ?
Krumiro's comment was "Countering the unintended effect of graze band for LW2" so this may be a holdover from the pre-WotC mod. The actual code seems harmless so leaving it enabled shouldn't be a problem.