XCOM 2
Damage Reactions
52 条留言
tac  [作者] 9 月 7 日 下午 9:22 
@Mr. Nuke What was happening in game at the time of this log? What TRIGGER_METHOD do you have in config?
Mr.Nuke 9 月 7 日 下午 2:57 
[8294.44] Log: Failure: GameState submission attempted on read-only thread when gamestate submission is already running
[8294.44] Log: Context: XComGameStateContext_ChangeContainer Transient.XComEngine_0:XComGameStateHistory_0.XComGameState_27082.XComGameStateContext_ChangeContainer_33899
[8294.44] Log: ScriptCallstack: Script call stack:
(X2TacticalGameRuleset_CoordInt_1) X2GameRuleset::SubmitGameStateInternal
(X2TacticalGameRuleset_CoordInt_1) X2GameRuleset::SubmitGameStates
(X2TacticalGameRuleset_CoordInt_1) X2GameRuleset::SubmitGameState
(Default__X2Effect_DamageReactionControl) X2Effect_DamageReactionControl::GrantAIActionPoint
(Default__X2Effect_DamageReactionControl) X2Effect_DamageReactionControl::DoAIReaction
(Default__X2Effect_DamageReactionControl) X2Effect_DamageReactionControl::OnUnitTakeEffectDamage
LightenedDark 6 月 14 日 下午 7:23 
This is a really sweet mod, but the amount of time it takes for a extra scampers after each attack is painful. Is there a mod that makes enemy movement instant (besides just slomo'ing the game to insane speeds)
uberjammer 1 月 10 日 下午 9:30 
Well, there's only one conclusion to draw from that... Advent has infiltrated the mod creator.
tac  [作者] 2024 年 12 月 28 日 下午 7:13 
I appreciate the suggestions guys, however I REALLY want to focus on my new project from this point forward. As it is, I'll leave the mod alone unless there's bugs that need fixing.
Fatal 2024 年 12 月 28 日 下午 3:39 
Is it possible to make this only trigger based on a certain amount of damage taken, like x% of their max health?
uberjammer 2024 年 12 月 28 日 上午 7:30 
Would be nice to eliminate the scamper on MECs as well, while keeping hunker and aim. I think it would fit better.
This mod is pretty groundbreaking, by the way. First time I've really felt like Xcom started to "work".
uberjammer 2024 年 12 月 28 日 上午 7:24 
I really think that the hacking debuff on Rush is a bad idea. If it's possible to simply set hacking to 0 (or 1) for the duration, sure, but as it is, one of the main reasons to use it is because of Xcom having lousy mechanics for the "one square from the goal" phenomenon. In the case of hacking, the process should definitely auto-fail any bonus objectives, but you can't hack at all when you're at negative hacking, and I've had that mess me up at least 4 times now in the early game when I didn't roll any specialists.
tac  [作者] 2024 年 12 月 16 日 下午 3:23 
Update should be live!
tac  [作者] 2024 年 12 月 16 日 下午 3:18 
Ah, nice catch. Will update
LeyShade 2024 年 12 月 16 日 上午 9:58 
@Tac: To let you know, you have a minor issue in your AI.ini

DR_EmergencyFallback_TryStandardMove_Root should be "DR_EmergencyFallback_TryMove_Root" - otherwise it's an invalid child in branch.

This is one figure you may want to take care of directly rather than our group handling it.
Alecthelm 2024 年 11 月 28 日 上午 12:45 
great one, really like the unexpted reactions of some of my grunts:)
tac  [作者] 2024 年 10 月 23 日 下午 9:00 
New update out. You can now enable/disable certain aspects of damage reactions (quick hunker, prepare, etc.)
p6kocka 2024 年 10 月 20 日 下午 10:27 
Great. Thank you.
tac  [作者] 2024 年 10 月 20 日 下午 10:15 
@p6kocka Ah ok. Well, you'll be happy to hear the next update will add what you want as an option.
p6kocka 2024 年 10 月 20 日 下午 10:13 
It doesn't make sense for a damage reaction.
tac  [作者] 2024 年 10 月 20 日 下午 10:01 
@p5kocka Ah, that's fair. Do you mean how it works or more like it doesn't make sense for a damage reaction?
@fifteenspades You're welcome!
p6kocka 2024 年 10 月 20 日 下午 9:08 
It just doesn't make sense to me
fifteenspades 2024 年 10 月 20 日 下午 9:01 
New update is exactly what I was looking for. Thank you! so far, it's been working great.
tac  [作者] 2024 年 10 月 20 日 下午 4:58 
I have to ask though, is there a reason to want to disable it? Is it to strong?
tac  [作者] 2024 年 10 月 20 日 下午 4:44 
There is no way to disable prepare from within the mod, no. I could... PREPARE another update to do that though
p6kocka 2024 年 10 月 20 日 下午 2:16 
Is it possible to disable the Prepare reaction? If yes, how?
tac  [作者] 2024 年 10 月 20 日 下午 12:39 
New update's out. Added the ability to toy with yellow moves in config (default values are set such that nothing changes for people who liked the yellow moves from the previous version). Also, USE_DELAYED_TRIGGERS was changed to TRIGGER_METHOD. This was done to support the three options I'm supporting in the mod. For more details, go check it out in XComDamageReactions.ini. There's some comments on what's the best to use.
tac  [作者] 2024 年 10 月 17 日 下午 7:58 
@fifteenspades and @C7 as well as others who have been requesting messing with yellow moves. There will be an update in the future that adds configs to mess with that aspect. The update's ready, but I'm going to put out an update warning for whoever may have already been toying with their configs. I'll let that sit for a bit and then update.
tac  [作者] 2024 年 10 月 16 日 下午 5:01 
If you're referring to that Forcefield thing running all the time, that is not from this mod.
Mr.Nuke 2024 年 10 月 16 日 下午 4:45 
Seems to run that on every enemy and soldier every action. Is it pre-calculating the reaction or something?
Mr.Nuke 2024 年 10 月 16 日 下午 4:43 
I have 64GB physical and 128GB virtual RAM so no deficiency there
Mr.Nuke 2024 年 10 月 16 日 下午 4:41 
I'm not sure it's this mod though because I don't want it to be LOL. But this loops before the crash ScriptLog: SWDS: Forcefield - Accuracy cut: -10 Not sure what mod that references.
Mr.Nuke 2024 年 10 月 16 日 下午 4:40 
68
tac  [作者] 2024 年 10 月 16 日 下午 4:23 
How numerous are they? Give an example number
Mr.Nuke 2024 年 10 月 16 日 下午 2:40 
I'm loving the dynamics this mod adds. But in my mod list it seems to introduce freezes and hangs when enemies are numerous. I will test the performance with it disabled first to confirm but it is the most recent mod I enabled. I want to keep it too.
grammarsalad 2024 年 10 月 16 日 上午 7:40 
More enemies*than* allies are going to benefit from it
grammarsalad 2024 年 10 月 16 日 上午 7:39 
Yeah, that's what really makes me want to use this in my next playthrough. It may seem at first that it gives XCOM an edge. And, sure. But more enemies and allies are gonna benefit from it in the long term. Seems like even relatively simple fights can quickly get away from you if you aren't careful
steven777 2024 年 10 月 16 日 上午 6:15 
No I have no interest in removing the Move ability - it is what the makes Mod interesting. Gives the Aliens a chance. And a chance to surprise you.
fifteenspades 2024 年 10 月 16 日 上午 1:55 
From my testing, it works with custom templates as well. Next would be nice to figure out either how to remove the move ability (even though self control does this) or make it a half move?
fifteenspades 2024 年 10 月 15 日 下午 11:38 
Sure, it's obvious, but you can also add modded enemies. Myself, I added some of the Advent To Galactic enemies to the blacklist. Check the localization file for template names. So far, it's working with any overwritten template, but this pack has some custom ones; I haven't seen yet to see if it's working like MedDroidM1/2/3 or the TX130.
steven777 2024 年 10 月 15 日 下午 6:00 
A simple idea with game changing results. It shows there can still be new ideas that have a big gameplay impact. I haven't found any bugs so far. Excellent.
grammarsalad 2024 年 10 月 14 日 上午 2:01 
Watching that Mr.Nuke video, this seems like it can really make for dynamic battles. Looks fun (and dangerous). I might just try it as is.

Suggestion: Special perks that give additional reaction options, or improved reactions (bonuses, etc.)
grammarsalad 2024 年 10 月 14 日 上午 1:56 
Awesome! Much appreciated
tac  [作者] 2024 年 10 月 13 日 下午 2:16 
Pushed out an update. Originally I had disabled damage reactions on A Better ADVENT enemies, because I was planning on releasing the mod with USE_DELAYED_TRIGGERS set to false, but, well, that's changed, so they're re-enabled.
tac  [作者] 2024 年 10 月 13 日 下午 2:10 
I suddenly realize I need to modify that config and push out an update
tac  [作者] 2024 年 10 月 13 日 下午 2:09 
@C7 There isn't anything to mess with standard moves, no

@grammarsalad there actually is a way to do that! Go check out UseWhiteListInstead in XComDamageReactions_BlacklistsAndIncompatibilities
Mr.Nuke 2024 年 10 月 13 日 下午 1:44 
I'm enjoying this mod. You can see it in action here https://www.reddit.com/r/xcom2mods/comments/1g2zatk/damage_reactions_mod/
grammarsalad 2024 年 10 月 13 日 下午 12:13 
Cool idea. Is there a way to make this specific to certain creatures (e.g. just chosen, or only mechanical enemies)?
Mr.Nuke 2024 年 10 月 13 日 上午 6:39 
This is EPIC. I love how you just dropped this like .."yeh had this on my ssd, here ya go!" You gatekeeper. This is brilliant. Thanks!
C7 2024 年 10 月 13 日 上午 6:07 
is there config for penalized/discounted Standard move?
tac  [作者] 2024 年 10 月 13 日 上午 5:11 
It works with modded enemies. You make the choice when it's your reactions and the ai will do its own thing for deciding its own reactions.
p6kocka 2024 年 10 月 13 日 上午 3:33 
And does it work with modded enemies?
p6kocka 2024 年 10 月 13 日 上午 3:05 
Just once on a hit. Does the mod choose between the three actions?
tac  [作者] 2024 年 10 月 13 日 上午 3:02 
@p6kocka Once per character per turn is the default. Attacks from concealment won't trigger them and reaction attacks won't trigger them.