Xcom 2 Armor Guide
There are certain buildings and techs that are more useful than others and should be prioritized early on in the game. This guide will show you what to build and research first in XCOM 2. What to build first in XCOM 2The first thing you’ll want to build is a Guerilla Training School. This is where you’ll get to buy “tactics” – upgrades like increasing the squad size. All of the tactics provide great bonuses, but having another soldier or two on your squad is essential.Soon after you start expanding, you’ll use up all your power (you start with only 6 extra power available), so you’ll need a Power Generator. As for the facilities themselves, you’ll want to build a Proving Grounds, which lets you upgrade and make new gear, grenades and specialized ammo types. Either that, or the Advanced Warfare Center, which has a chance to randomly assign an extra perk to soldiers when they level up.
Which one you’ll choose should depend on how much trouble the game is giving you. The former allows for an almost instant boost in power, while the latter is a long-term investment.You’ll need more engineers to expand your base – build a workshop in the center of the map (2nd row, 2nd column), assign a single engineer to it, then make him build two gremlins.
Both of them can be used to staff additional facilities if they’re next to the first one. This will be of great help early on, when you still don’t have quite enough staff.Of course, you’ll need to build Resistance Comms, in order to attract new people, talk to cells around the world and get tips regarding the aliens’ plans. Best Research Order in XCOM 2Researching technologies will unlock new items for purchase, new facilities for building and more. In order to follow the build order laid out above, you’ll need to develop certain techs first.Your first choice will be between better armor and better weapons. We advise focusing on Modular Weaponry, which will allow you to put stuff you take from the battlefield onto your guns. More damage isn’t necessarily better than more armor, but not getting shot at all should be your primary concern.The game will press you to do research Alien Biotech – it will be one of your objectives. This will unlock Officer Autopsy, which you should also perform.
Both of them will allow you to build important facilities. From there, you should go for Resistance Communications.
It will allow you to grow your network of freedom fighters more quickly.
First Time SetupAfter launching Modbuddy for the first time, users will want to set general settings on the IDE related to where XCOM2 is installed. Choose Tools Options, and then scroll down to the bottom of the options menu as shown below. Verify that the paths are set correctly. XCOM 2 Install Path – This path should point to the GAME installation, ending in XComGame. XCOM 2 User Path – This path should point to the SDK installation, ending in XComGame.By default, build information in the Visual Studio Isolated Shell is set to “minimal’.
To get information from the build process / script compiler, you will want to change this setting. Choose Tools Options Projects and Solutions Build and Run. Change the two verbosity dropdowns at the bottom of the options panel to “Normal”, then hit OK.
Mod ComponentsMods for XCOM2 are composed of many different types of data that combine to form changes to the XCOM 2 base game. Script Code: Script code is the most powerful type of mod content. In our example weapon mod, the script code defines a data template which is the gameplay data describing how the new weapon works.
How much damage does it do? Which upgrades can it use? What tech level does it require? Does it need to be built or is it available from the start? How much will it cost? Data templates just scratch the surface for what can be added using script.
Script code, if it overrides script that shipped with the game can be used to make a radically different XCOM game. Unreal Content Packages: Unreal content packages can be UPK files or MAP files. These files contain the content of the game: meshes, textures, animations, sounds, physics models, archetypes, etc. In our example weapon mod, there is a single package called WPModExampleWeaponCV that defines how our new weapon will look, sound, shoot, what projectiles it will use, how it will fall when dropped, etc. This package is referenced by the script data template above. Content packages are created through UnrealEd, which will be covered later. Config Files: Config files, or INIs, are used to provide settings and default values to the game.
They are convenient to use because changing them does not requirethe game to be recompiled, and because the UE3 config file processing system allows for individual config settings to be overridden while leaving the rest unchanged. This handy behavior can be seen in our example weapon mod where XComEditor and XComEngine, both config files with a large amount of settings, simply adds our mod package to the lists that let the engine know our modded script package exists. In this way, many mods making edits to the same config files can co-exist for the most part.
Localization Files: Loc files are really just config files in disguise but they have a specialized purpose: to provide all player facing text in the game. In our example weapon mod, English language (INT) strings are provided to fill out the friendly name and other fields the weapon needs to display correctly in the game. Readme.txt & ModPreview.jpg: The ModPreview image will be used to depict the mod on steam workshop, while the readme.txt can provide instructions or other information related to the mod.
BuildingOnce the mod content has been created and is ready for testing, it is time to build the mod into a form that the game can load. To do this, use the Build Build Solution option on the toolbarOutput Window: After hitting Build Solution, the IDE will display build progress in the output window of the app. During the build process, Modbuddy will create the files necessary to test and upload the mod. Part of this process is the compilation of script code. Be sure to check the script compilation results for success or error codes. TestingWhile developing a mod, it is recommended to test the mod out locally before making it available on steam workshop.
The XCOM2 SDK provides a mechanism to do this through the DEBUG menu.Click the Start Debugging menu option under the DEBUG menu to begin the testing process. This will build the mod, and then start the XCOM 2 launcher.Select the “ExampleWeapon” mod and hit Play. The launcher will enumerate all mods that are subscribed or installed by the user. Local, or stand-alone mods will have their relative path in the description field. Hitting play will launch XCOM2 with the ExampleWeapon mod enabled.Verify that the mod is operating correctly in the game.
The ExampleWeapon mod adds a new weapon that is available from the beginning of the game, so to test it we will launch a single player campaign and equip a soldier with the new weapon. Here is the script code from the template defining the properties we want to see on the weapon:And the mod as running in XCOM2:Now that we have confirmed the mod operates as intended, we are ready to publish it. Publishing to Steam WorkshopTo publish to the Steam Workshop, first visit the Steam Workshop page and verify that your account has agreed to the license agreement there.
Xcom 2 Armor Guide For Kids
This can be found under Community Workshop Your Files View Legal Agreement.Next, use the Tools Publish menu option available in the XCOM2 IDE. This will launch the steam workshop UGC upload process.Information regarding the workshop item creation and uploading process will be reported to the output window of the IDE.Visit your user’s Steam Workshop item page to view the published mod.
Note that the first time a mod is uploaded its visibility will default to Hidden. In order to make the mod available publicly the visibility of the mod item will need to be set. Publishing Stand-alonePublishing stand-alone mods involves bundling up the mod content for distribution through a non-steam source.To publish a stand-alone mod, locate the XCOM2 SDK base directory, and the XComGameMods folder within it.
Essentials of business communication by rajendra pal and korlahalli pdf. It will typically be contained within a steam library or steam installation folder – an example is shown to the right.Zip up / package the ExampleWeapon folder for redistribution.All that is necessary to install the mod on a user’s machine is to unpack the ExampleWeapon folder into the same XComGameMods location in their installation of XCOM2.