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@MalucoMarinero
MalucoMarinero / linux.bat
Created April 23, 2018 21:06
Highlander Cooking
rename ".\steamapps\common\XCOM 2 War of the Chosen SDK\XComGame\Published\CookedPCConsoleLinux" "CookedPCConsole"
".\steamapps\common\XCOM 2 War of the Chosen SDK\Binaries\Win64\XComGame.exe" make -final_release -full
".\steamapps\common\XCOM 2 War of the Chosen SDK\Binaries\Win64\XComGame.exe" CookPackages -platform=pcconsole -final_release -quickanddirty -modcook -sha -multilanguagecook=INT+FRA+ITA+DEU+RUS+POL+KOR+ESN -singlethread -tfcsuffix=_XPACK_ -nopackagecompression
if not exist ".\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\X2WOTCCommunityHighlander\CookedPCConsole" mkdir ".\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\X2WOTCCommunityHighlander\CookedPCConsole"
if not exist ".\steamapps\common\XCOM 2 War of the Chosen SDK\XComGame\Mods\X2WOTCCommunityHighlander\CookedPCConsole" mkdir ".\steamapps\common\XCOM 2 War of the Chosen SDK\XComGame\Mods\X2WOTCCommunityHighlander\CookedPCConsole"
copy /Y ".\steamapps\common\XCOM 2 War of the Chosen SDK\XComGame\Published\Cooked
@MalucoMarinero
MalucoMarinero / Linux Cook Log
Created February 2, 2018 21:21
Cooking Log for Linux WOTC Highlaander
[0001.06] Log: Executing Class UnrealEd.CookPackagesCommandlet
[0027.35] LoadAnIniFile was unable to find FilenameToLoad: D:\Games\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Binaries\Win64\..\..\XComGame\Config\DefaultPlaylist.ini
[0027.35] LoadAnIniFile was unable to find FilenameToLoad: D:\Games\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Binaries\Win64\..\..\XComGame\Config\XComPlaylist.ini
[0027.36] LoadAnIniFile was unable to find FilenameToLoad: D:\Games\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Binaries\Win64\..\..\XComGame\Config\DefaultWeb.ini
[0027.36] LoadAnIniFile was unable to find FilenameToLoad: D:\Games\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Binaries\Win64\..\..\XComGame\Config\XComWeb.ini
[0029.35] Cooking with SEPARATE Lighting TextureFileCache...
[0029.35] Cooking with SEPARATE Character TextureFileCache...
[0029.45] **** Multilanguage Cook
[0029.45] Adding Language: INT Fully localized.
[0029.45] Adding Language
@MalucoMarinero
MalucoMarinero / WindowScroller.example.js
Last active November 25, 2016 02:40
Demonstrating style comparison shallow vs stringify
/** @flow */
import cn from 'classnames'
import Immutable from 'immutable'
import React, { Component, PropTypes } from 'react'
import { ContentBox, ContentBoxHeader, ContentBoxParagraph } from '../demo/ContentBox'
import WindowScroller from './WindowScroller'
import List from '../List'
import AutoSizer from '../AutoSizer'
import shallowCompare from 'react-addons-shallow-compare'
import styles from './WindowScroller.example.css'
;A configuration File
[GuerrillaWar.GW_TacticalGameRuleset]
+arrMissionLogicBindings=(MissionType="SabotageCC", MissionLogicClass="GuerrillaWar.GW_MissionLogic_Reinforcements")
+arrMissionLogicBindings=(MissionType="DestroyRelay", MissionLogicClass="GuerrillaWar.GW_MissionLogic_Reinforcements")
+arrMissionLogicBindings=(MissionType="Recover", MissionLogicClass="GuerrillaWar.GW_MissionLogic_Reinforcements")
+arrMissionLogicBindings=(MissionType="Recover_ADV", MissionLogicClass="GuerrillaWar.GW_MissionLogic_Reinforcements")
+arrMissionLogicBindings=(MissionType="Recover_Train", MissionLogicClass="GuerrillaWar.GW_MissionLogic_Reinforcements")
+arrMissionLogicBindings=(MissionType="Recover_Vehicle", MissionLogicClass="GuerrillaWar.GW_MissionLogic_Reinforcements")
@MalucoMarinero
MalucoMarinero / XComMissions.ini
Created May 10, 2016 11:07
Change Spawning to use ATTs
[XComGame.XComTacticalMissionManager]
-ConfigurableEncounters=( \\
EncounterID="WaveCOM_ADVx3_Standard", \\
MaxSpawnCount=3, \\
LeaderInclusionExclusionCharacterTypes="AdventGlobal", \\
FollowerInclusionExclusionCharacterTypes="AdventGlobal", \\
bSpawnViaPsiGate=true)
-ConfigurableEncounters=( \\
@MalucoMarinero
MalucoMarinero / XComMissions.ini
Last active May 9, 2016 13:14
Config your WaveCOM to Taste
[XComGame.XComTacticalMissionManager]
; theses are the default pods, use bSpawnViaPsiGate otherwise they take forever to spawn (long animations)
+ConfigurableEncounters=( \\
EncounterID="WaveCOM_ADVx3_Standard", \\
MaxSpawnCount=3, \\
LeaderInclusionExclusionCharacterTypes="AdventGlobal", \\
FollowerInclusionExclusionCharacterTypes="AdventGlobal", \\
bSpawnViaPsiGate=true)
+ConfigurableEncounters=( \\
@MalucoMarinero
MalucoMarinero / GW.md
Created April 3, 2016 03:30
GW Vision

Guerrilla War Vision

XCOM 2 doesn't feel right because XCOM is, except for maybe the first few missions, stronger than ADVENT and Alien Forces. The guerrilla force somehow has better weaponry, and the capability to control a battlefield.

This mod aims to make the gameplay reflect the narrative better, and also resolve issues in the gameplay that limit the amount of optimal options available.

The core issue that makes tactics limited is the pod activation system combined with a limited number of enemies in the map. This boils down tactics to a fairly predictable approach where you scout, activate and kill pods in single turns. Timers help but don't resolve this issue, as you just get better at scouting, activating and killing in 1-2 turns. There is no impetus to go faster than that because it actually slows you down - cleaning up a bad engagement takes more turns than activating and killing in one turn.

So, what are we aiming to do:

class X2Effect_AimBonusOnKillEffect extends X2Effect_Persistent;
var private CachedEffectGameState XComGameState_Effect;
function RegisterForEvents(XComGameState_Effect EffectGameState)
{
local X2EventManager EventMgr;
local Object EffectObj;
EventMgr = `XEVENTMGR;
@MalucoMarinero
MalucoMarinero / ie8bgpolyfill.coffee
Created December 26, 2014 00:29
PostCSS - IE8 RGBA Background using Data URIs
postcss = require "postcss"
fs = require 'fs'
{Png} = require "png"
{Buffer} = require "buffer"
makePng = (r, g, b, a) ->
WIDTH = 64
HEIGHT = 64
alpha255 = 0xff * a
@MalucoMarinero
MalucoMarinero / ReactComponentUnitTest.ts
Created July 5, 2014 23:51
Testing React with Generative Testing
///<reference path="../typedefs/node.d.ts"/>
///<reference path="../typedefs/bluebird.d.ts"/>
///<reference path="../typedefs/lodash.d.ts"/>
declare var describe, it, before; // Mocha injections.
import SwiftCheck = require('../src/SwiftCheck');
var domino = require('domino');
// DOM must be created prior to including React
global.window = domino.createWindow("<html><head></head><body></body></html>");