X-COM 2 - 2019 Campaign Thread

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Mirgalen
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Re: X-COM 2 - 2019 Campaign Thread

Post by Mirgalen » Sat Mar 02, 2019 7:30 pm

Just got in that one but still missing hak.

Got 2.65 installed now. Puzzled.

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Vanya Mia
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Re: X-COM 2 - 2019 Campaign Thread

Post by Vanya Mia » Sat Mar 02, 2019 7:42 pm

Which hak is it?

Edit: I can see you in game Mirg, has it worked?

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Mirgalen
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Re: X-COM 2 - 2019 Campaign Thread

Post by Mirgalen » Sat Mar 02, 2019 8:14 pm

All good made a "John Doe" char

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Vanya Mia
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Re: X-COM 2 - 2019 Campaign Thread

Post by Vanya Mia » Sat Mar 02, 2019 8:25 pm

Cool. I'll leave the server up for you to try at a more friendly time of day Karv. Post and let us know of success or if you have more issues.

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Karvon
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Re: X-COM 2 - 2019 Campaign Thread

Post by Karvon » Mon Mar 04, 2019 3:16 am

Ok, figured out the problem and solution.

If you're having problems seeing servers, nearly all greyed out, and connecting in MP, you very likely need to check and change the version of NWN:EE you have installed. After you launch the Beamdog Client, take a look at the upper left side of the screen. There is listed the version you have installed and running. Clicking on the title, you can change to another version of the install. Mine read "Developmental", i.e., the original beta release version. You need to select "Retail Version" and then proceed to update you game.

Once I finished that, I was able to find and connect to VM's Server thru Gamespy and make a character without any problems.

LB, you may be able to host, if everyone's got the retail version properly installed.

Regards,

Karvon

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Karvon
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Re: X-COM 2 - 2019 Campaign Thread

Post by Karvon » Mon Mar 04, 2019 4:44 am

VM, what's the status on classes fully implemented now in 2.2? Considering options.

Karvon

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Vanya Mia
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Re: X-COM 2 - 2019 Campaign Thread

Post by Vanya Mia » Mon Mar 04, 2019 9:38 am

Unfortunately people who do have the retail version installed couldn't connect as they couldn't locate the server even by Direct Connect. Neither Shadani or Klasa could connect to LB's version but could when we tried mine. You're right about keeping on top of updates though, we'll all need to keep an eye that again like back in the day.

Classes are pretty much the same as previously. I've started the process of adding more but while they are included in the new player guide document the feats aren't fully implemented. However the only two new classes that would be accessible in this campaign are Techie and Investigator and I will try to complete the custom scripts if anyone wants to try those.

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Karvon
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Re: X-COM 2 - 2019 Campaign Thread

Post by Karvon » Tue Mar 05, 2019 2:36 am

I'd recommend people double check on their version, as I thought I had the "normal" version installed via the regular updates I did via the beamdog client. I'd never noticed the version menu bar until I read on the website about it from someone having the same problem.

I'm definitely interested in the techie, as I'm planning on running an engineer this time around.

thanks,

Karvon

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Ayram
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Re: X-COM 2 - 2019 Campaign Thread

Post by Ayram » Tue Mar 05, 2019 7:10 pm

I've been thinking about doing a martial artist with stealth capability. Haven't really fleshed it out in my head, but that's what I'm leaning towards

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Lazybones
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Re: X-COM 2 - 2019 Campaign Thread

Post by Lazybones » Thu Mar 07, 2019 2:05 am

We'll be starting at 1st level so only basic classes at first, but do note down the prereqs for the advanced class(es) you'd like to pursue as it will save a lot of time and trouble later on.

You may also want to take a look at my note about proficiency feats on page 1 of the thread. Guns are pretty important obviously but you can get by the whole campaign with just the Personal Firearms proficiency, if you wish. Armor will be taken care of via training (i.e., you'll get a wearable object issued to you with the necessary feats).

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