XCOM 2
[WOTC] EU Aim Rolls
302 件のコメント
Dragon32 8月26日 6時38分 
@arashii77
No.
arashii77 8月25日 17時07分 
i dont understand on thing, do this mod remove the aim assist ?
Daddy Takeda 7月6日 16時40分 
Crap... I've put positive value instead...
-bg-  [作成者] 7月6日 15時15分 
negative value is correct, positive value will make shooting up easier
Daddy Takeda 7月5日 19時23分 
Oh, yeah sorry, I know it is zero by default, I was just asking clarification as the functionality of the DefenseBonus value. I saw a comment made by someone else about their own modification of your mod and they but negative values to the defense bonus, so I'm just wondering if I'm reading it right. If I put DefenseBonus=10, I will get a 10 defense bonus, right?
-bg-  [作成者] 7月5日 17時39分 
by default no defence, but you can set a custom value for it.
Daddy Takeda 7月5日 9時30分 
このコメントは弊社の自動コンテンツチェックシステムによる分析待ちです。有害なコンテンツ(情報を盗もうとするWebサイトへのリンクなど)が含まれていないことが確認されるまで、一時的に非表示になっています。
Daddy Takeda 7月5日 9時29分 
So about the +HEIGHT_MODIFIER, units that have high ground have offence (aim) bonus relative to the height difference between them and their target, but they also have a defence (enemy aim) malus the higher they are?
Jonny Woo 2024年8月4日 13時31分 
Hi! I'm trying to get to the bottom of the conflict between this mod and Extended Information. Is this problem solved? My testing doesn't show any error. Both Extended informaion and EU show same numbers when SHOW_CHANCES are true. Also Extended Information picks up any custom number from HEIGHT_MODIFIER. Thanks
Kevin from HP Customer Service 2024年6月24日 12時47分 
@Dan I'm pretty sure there's an old beta (but still the newest version) of extended information on the xcom modders discord that allegedly addresses this issue.

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.
perfect_Prefect 2023年10月13日 7時48分 
I'm very glad I found this mod. Why is this mod not in the top? I still remember how I burned when the gatekeeper killed with a shot my favorite grenadier-colonel through full indestructible cover, inflicting huge critical damage on him from a fairly large distance.
Sodium Chloride 2023年8月23日 6時26分 
I'm not using LW2 but this mod still tells me i am and i should change config
Mustang0524 2023年2月9日 6時33分 
Is this compatible with Damage Calculation Tweaks? Sorry if this has been asked.
RedDobe 2023年2月8日 14時20分 
Honestly I think that the one roll makes sense. If you are in high cover than your exposure is mostly your head peaking out. I am still intrigued by this mod though.
Theocratical Goblin 2023年2月8日 8時50分 
So THAT'S why troopers are always fucking critting my guys through high cover
Holy shit
What kind of chimpanzee there thought that putting it in one roll was a smart idea
Dragonlord 2023年1月22日 11時25分 
@Dan that cannot be fixed per say. The modder of the WOTC - Extended Information! needs to write code to include that.
Dan 2022年12月31日 20時50分 
Great mod ! But there is a compatibility issue with WOTC - Extended Information! .
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 ?
Jukse 2022年12月30日 16時53分 
Essential mod. Also, thanks, Jack! Great stuff, adding that to my ini.
=[NK]= Col. Jack O'Neil 2022年11月28日 17時23分 
*I'm just redoing my mods and thought I'd repaste this. I use this mod to add in multiple levels. I don't think the base game had the configurable levels?

+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)
Darkling 2022年10月22日 21時01分 
The function StaticInternalRollForAbilityHit seems to be missing the Highlander fix for issue #426 [github.com]
-bg-  [作成者] 2022年10月18日 21時49分 
ya, but note that code basically just make the targets considered as flank properly for effects that care about flanking purposes, if you solely want to adjust for aim, you can always just have the hit mod adjustment effect instead, which i have the other mod that does that - ignore partial cover
Darkling 2022年10月15日 20時22分 
Could I use your code to ignore cover for overwatch shots as part of this mod ? Full credit will of course be given.
-bg-  [作成者] 2022年8月22日 14時36分 
the message show up by detecting the Long war 2 highlander that also did their own aim roll patch. So if any mods that uses that are enabled it will cause the message to appear so you should do the same config changes.
Martian 2022年8月22日 7時59分 
I’m getting the “bad config for LW2” message on startup, but I don’t have LW2 installed. I’m running a covert infiltration campaign, do the same config changes have to be made?
Gguy 2022年7月31日 10時04分 
Honestly, this is just too damn amazing. I always preferred the way EU and EW did rolling, and it's nice to have something similiar for wotc. I'm already having a lot more fun than I did before.

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.
Kamen42 2022年6月2日 8時36分 
@-bg- Thanks for the answer, I only need this mod then.
-bg-  [作成者] 2022年5月31日 11時48分 
this mod has a config to customize that called ONEHUNDREDPERCENT_CANCELSDODGE
Dragon32 2022年5月31日 9時32分 
@Kamen42
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.
Kamen42 2022年5月31日 1時41分 
@-bg-
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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1130400927
Saxit 2022年5月20日 7時03分 
What's the difference between ABILITY_AIM_OWNERONMISS and ABILITY_AIM?
-bg-  [作成者] 2022年5月3日 20時48分 
this mod does not really do much calculations beyond the vanilla behaviour, and those log stuffs are just for animations timings (I may implement a log level setting in the future if i have stuff to update). Random long lags are caused by conflicting overwrites, if the mere act of writing these logs causes the lag (which mind you only happens when animations are playing), you have actual disk issues as xcom write logs to disk directly rather than memory.
Daywalker 2022年5月3日 19時07分 
I'm not sure how it works, but I had some time lags for 10-30 seconds when this mod was busy with calculations or something like that, and it can be clearly seen in the log file. After I removed it, game started to run faster again. And there is nothing to do with hard drive speed. Have a latest Samsung SSD with 32 GB of RAM, modern CPU.
-bg-  [作成者] 2022年5月2日 11時32分 
if writing a < 1 KB log slows down your game drastically you need to check your hard disk
Daywalker 2022年5月1日 23時35分 
the mod is very bugged, i looked at the log file it generates multiple messages like these: [1349.84] EUAimRollsVis: Pre block notified
[1349.84] EUAimRollsVis: Pre block got context
It slows down the game drastically.
Dragon32 2022年4月21日 16時32分 
@Terrance The T-Rex
I'd say the vanilla game behaviour is more consistent, in that an entity in cover who's hit will be consistently critical hit.
TeRa 2022年4月21日 16時00分 
ngl I am very confused by all this text, would you say this is more consistent than the default?
Dragon32 2022年3月2日 10時43分 
@Rossocuore
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
Rossocuore 2022年3月2日 8時06分 
@Dragon32
Thanks for the Pastebin tip. Didn't know about that one. Here I attach another example:

https://pastebin.com/ahr8P877

What do you think?
Dragon32 2022年3月2日 6時49分 
@Rossocuore
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
Rossocuore 2022年3月2日 0時04分 
I suspect this mod being involved in crashes with my configuration; these are the last lines of the crash log:

https://ibb.co/4SdnJmj

What do you people think about it? Thanks.
Tenga 2022年1月2日 10時04分 
@-bg-

Happy New Year!

The "Mod updated!" error modal doesn't have the mod name anywhere in it, so it takes a bit of effort to find out that EU Aim Rolls has shown the modal.

https://i.imgur.com/qXgwEcs.png

Might be worthwhile to have something like "[WOTC] EU Aim Rolls - Mod updated" and "[WOTC] EU Aim Rolls - Bad config for LW2!" in the title to save others the effort.
Dragon32 2021年12月18日 2時32分 
@MissGambit
You sure about that? I didn't need to disable separate hit and crit rolls in my last RPGO campaign, although that was before -bg-'s latest change to this mod.
QueenGambit 2021年12月17日 18時21分 
Hi -bg- thank you for the mods you've made.

If you guys are running RPGO mod, you will have to do a quick change to the config. Click the "please read - for long war 2 (LW2) users discussion link above ^. Otherwise you will get this error message upon startup: https://i.ibb.co/TLk0zVK/image.png
-bg-  [作成者] 2021年12月5日 21時03分 
commenting out any lines will result them to be set to default values, which is false/0
LeyShade 2021年12月5日 4時22分 
Regarding configs: Is it safe to ;; out any and all lines that change things outside the way rolls are done, as would like the rolls without the changes to anything else...
-bg-  [作成者] 2021年12月2日 18時26分 
the crit portion is not ignored
seekingone 2021年12月2日 10時26分 
Thanks for the prompt reply!
One more question: does your mod also do something with the squadsight crit penalty?

I see that in your config there's only the parameter for squadsight aim penalty (which I used to remove said penalty and it worked perfectly well). However, I tried to make a separate mod that also removes squadsight crit penalty found in XComGameCore.ini, and it doesn't seem to work. At the same time comment in your config says "the original squadsight penalty config is ignored" - which makes me wonder whether the original crit penalty is ignored too.
If that is indeed so, what's the easiest way to get rid of the squadsight crit penalty while having your mod in place?
-bg-  [作成者] 2021年12月2日 9時50分 
it's just an example
seekingone 2021年12月2日 7時23分 
Hi! Thanks for this great mod.

I'm curious about this line:
+SQUADSIGHT_MODIFIERS=(EffectName=SquadsightMaster, PenaltyModifier=2.0, IsTargetEffect=false)

What is this "SquadsightMaster" effect? Is it a real game effect or just an improvised name you put there as an example?
Bardmaster 2021年11月25日 22時13分 
@-bg- I am suspecting a freeze associated with this mod. Total freeze, no crash to the desktop. no crash log & file created. In the launch.log the last entries are several iterations looking like this:

26463.44] Log: X2TacticalGameRuleset_18 TurnPhase_UnitActions: Available Actions
[26463.57] Log: X2TacticalGameRuleset_18 TurnPhase_UnitActions: Available Actions: Done waiting for New States
[26463.57] Log: X2TacticalGameRuleset_18 TurnPhase_UnitActions: Waiting for Visualizer: 1.5
[26463.91] EUAimRollsVis: Pre block notified
[26463.91] EUAimRollsVis: Pre block got context
[26463.92] Log: X2TacticalGameRuleset_18 TurnPhase_UnitActions: Available Actions
[26463.92] EUAimRollsVis: Pre block notified
[26463.92] EUAimRollsVis: Pre block got context