Search found 4 matches

by you_would_not_believe
Sun Feb 26, 2017 11:02 pm
Forum: Modders' Forum
Topic: ModClassOverrides Madness
Replies: 2
Views: 6532

Re: ModClassOverrides Madness

I had heard (and I don't have official sources on this) that this behavior changed with one of the early XCOM2 patches. At release it did merge XComEngine.ini into My Games, but this was changed later to only do the merging in-memory at launch time from each mod folder and not write out the results...
by you_would_not_believe
Sun Feb 26, 2017 9:10 pm
Forum: Modders' Forum
Topic: ModClassOverrides Madness
Replies: 2
Views: 6532

ModClassOverrides Madness

Are these supposed to be explicitly written to ~My Games\XCOM2\XComGame\Config\XComEngine.ini? Or is the game supposed to read them dynamically from the respective mod's ~Config\XComEngine.ini? From the time I've been messing around trying to understand, I still have no idea. The only way I can get ...
by you_would_not_believe
Sun Feb 26, 2017 6:29 pm
Forum: Long War 2
Topic: What determines when Faceless appear on a regular mission?
Replies: 17
Views: 20891

Re: What determines when Faceless appear on a regular mission?

Ever since vanilla, I have found them to be a bit of an "unfair" and counter-intuitive unit considering how the Firaxis' XCOM has been about allowing you to react to any situation and have a chance to prevent taking damage. With time considerations, either through explicit timers or civili...
by you_would_not_believe
Mon Feb 06, 2017 11:05 pm
Forum: Long War 2
Topic: [Suggestion] Add option to hide missions on Geoscape
Replies: 2
Views: 5412

[Suggestion] Add option to hide missions on Geoscape

With the advent haha of being able to undertake multiple infiltrations simultaneously, often the Geoscape (and mission bar) will be littered with missions; a lot of them often ones you have no intention of doing. I think the option to hide them would aid in reducing clutter and make it easier to nav...