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By default, I prefer the sitrep to appear almost anywhere (excepted some one-timed missions that I have added to the default config), but now it is at least configurable.
@Epigamesh I think you might be able to avoid this by setting ValidMissionTypes and not including the retaliation and rescue in the list. Alternatively it might be possible by creating a hidden sitrep that is forced to occur on such missions and using that to invalidate Julian via mutual exclusivity or via ExcludeGameplayTags. See the Savage Sitreps config for possible examples.
I don't think this is something that could be easily fixable, though (at least not with my current knowledge)
Thanks for your reply! I will give this one a try!
This standalone version doesn't change anything about lost towers or sparks and the sitrep appearance is purely determined by forcelevel and probability of occurrence.
I would only advise to deactivate the Raiders and Resistance Strategic Spawning mod if you're using it and Julian doesn't spawn in spite of the sitrep (I have discovered the lastest version to cause problems with my Alternative DLC Integration mod, which the standalone code initiates from).
The sitrep stays the same, though (there's no modification with forcelevel), so you won't be indeed able to tune its balance for the higher forcevel.
This is more a way to have Julian do some cameos during a campaign than a truly independent robotic faction.
I'm just curious if this mod works with LWOTC?
I'm in the middle of my very first LWOTC campaign and I could build my SPARK units without doing the Lost Tower mission so they must have integrated the Lost Tower mission into the campaign somehow. Not sure if how it would affect this new Sitrep.