readme

rohan
Oct 12, 2022, 8:28 AM
ZJUAVDF3VXY4GVAHLLU3R6IFNTUGSC354B7DCJBA43RFUD5ACQ6AC

Dependencies

  • [2] UA2L2WYU use correct config file
  • [3] X4IR7ZAH baseline from krumiro's [WotC] RW Realistic Aiming Angles
  • [4] MNK5JUZU fix up build

Change contents

  • replacement in RWRealisticAimingAnglesHL.XCOM_sln at line 1
    [3.1][2.0:1063]()
    
    Microsoft Visual Studio Solution File, Format Version 12.00
    # XCOM ModBuddy Solution File, Format Version 11.00
    VisualStudioVersion = 12.0.21005.1
    MinimumVisualStudioVersion = 10.0.40219.1
    Project("{5DAE07AF-E217-45C1-8DE7-FF99D6011E8A}") = "RWRealisticAimingAnglesHL", "RWRealisticAimingAnglesHL\RWRealisticAimingAnglesHL.x2proj", "{FBE22F50-CBA1-4451-B6ED-E4AFCD956C90}"
    EndProject
    Global
    GlobalSection(SolutionConfigurationPlatforms) = preSolution
    Debug|XCOM 2 = Debug|XCOM 2
    Default|XCOM 2 = Default|XCOM 2
    EndGlobalSection
    GlobalSection(ProjectConfigurationPlatforms) = postSolution
    {FBE22F50-CBA1-4451-B6ED-E4AFCD956C90}.Debug|XCOM 2.ActiveCfg = Debug|XCOM 2
    {FBE22F50-CBA1-4451-B6ED-E4AFCD956C90}.Debug|XCOM 2.Build.0 = Debug|XCOM 2
    {FBE22F50-CBA1-4451-B6ED-E4AFCD956C90}.Default|XCOM 2.ActiveCfg = Default|XCOM 2
    {FBE22F50-CBA1-4451-B6ED-E4AFCD956C90}.Default|XCOM 2.Build.0 = Default|XCOM 2
    EndGlobalSection
    GlobalSection(SolutionProperties) = preSolution
    HideSolutionNode = FALSE
    EndGlobalSection
    EndGlobal
    [3.1]
    
    Microsoft Visual Studio Solution File, Format Version 12.00
    # XCOM ModBuddy Solution File, Format Version 11.00
    VisualStudioVersion = 12.0.21005.1
    MinimumVisualStudioVersion = 10.0.40219.1
    Project("{5DAE07AF-E217-45C1-8DE7-FF99D6011E8A}") = "RWRealisticAimingAnglesHL", "RWRealisticAimingAnglesHL\RWRealisticAimingAnglesHL.x2proj", "{879E6729-0938-448E-8178-186065F0E949}"
    EndProject
    Global
    GlobalSection(SolutionConfigurationPlatforms) = preSolution
    Debug|XCOM 2 = Debug|XCOM 2
    Default|XCOM 2 = Default|XCOM 2
    EndGlobalSection
    GlobalSection(ProjectConfigurationPlatforms) = postSolution
    {879E6729-0938-448E-8178-186065F0E949}.Debug|XCOM 2.ActiveCfg = Debug|XCOM 2
    {879E6729-0938-448E-8178-186065F0E949}.Debug|XCOM 2.Build.0 = Debug|XCOM 2
    {879E6729-0938-448E-8178-186065F0E949}.Default|XCOM 2.ActiveCfg = Default|XCOM 2
    {879E6729-0938-448E-8178-186065F0E949}.Default|XCOM 2.Build.0 = Default|XCOM 2
    EndGlobalSection
    GlobalSection(SolutionProperties) = preSolution
    HideSolutionNode = FALSE
    EndGlobalSection
    EndGlobal
  • replacement in RWRealisticAimingAnglesHL/ReadMe.txt at line 1
    [3.92215][3.92216:92534]()
    X2ModBuildCommon v1.2.1 successfully installed.
    Edit .scripts\build.ps1 if you want to enable cooking.
    Enjoy making your mod, and may the odds be ever in your favor.
    Created with Enhanced Mod Project Template v1.0
    Get news and updates here:
    https://github.com/Iridar/EnhancedModProjectTemplate
    [3.92215]
    ==================================================
    [WotC] RW Realistic Aiming Angles + Highlander+
    ==================================================
    Heavily based on Krumiro's "[WotC] RW Realistic Aiming Angles"
    (https://steamcommunity.com/sharedfiles/filedetails/?id=1281687514) this started as a merge with Highlander 1.24.0 but
    has acquired some additional changes of my own. Many things are the same - see the original mod for details.
    Changes:
    ApplyVerticalBadAngleAgainstHigherTargetAsProportionalHeightDisadvantage is no longer used. Instead it is combined with
    AllowFarCoverToGiveSomeCoverProtection which has also changed to avoid occasionally odd behaviour. Far-cover is
    determined by vertically scanning the target's location and their "peek" location, which is where they're looking around
    any cover they may be behind. Anything not already protected by cover which does not have line-of-sight will add to
    their far-cover. This is relatively low precision (currently 14 samples) to keep performance up, as the AI, in
    particular, will check for cover quite a lot while deciding how to act. Because it's just two vertical scans the
    no-line-of-sight check is a bit touchy and may need some further refinement. The benefit of this method is that targets
    which would not normally get any cover will do so, but only if enough of the target is covered so that less than an
    Advent Trooper's worth of them is visible (yes, an Advent Trooper is the standard unit of hitability, didn't you know?).
    You XCOM troops are now always considered to be alerted when applying
    OnlyAlertedTargetsCanHaveTheExtraProtectionOfFarCoverAndHeightDisadvantage which makes sense to me as we're not just
    wandering though a city thinking "soooo bored, are there any aliens here at all?". Plus the behaviour before was
    inconsistent, with some player troops never getting alerted even after being shot at. That seems like a bug in the core
    game, but a mild one given that I don't think it's used for anything in core.
    Maximum far-cover bonus now scales to whatever the high-cover bonus is set to.
    Finally, the vanilla behaviour of reducing the "good angle" bonus when next to more cover has been removed as it's
    already accounted for by the far-cover calculations
    Thanks to Krumiro for the concepts and much of the code in this mod. Any bugs and balance issues with far-cover are my
    own.
    Source code is available at https://nest.pijul.com/rohan/XCom2-RWRealisticAimingAnglesHL
    --------------------------------------------------
    Created with Enhanced Mod Project Template v1.0
    Get news and updates here:
    https://github.com/Iridar/EnhancedModProjectTemplate