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Also, your [WOTC] Better Attachments includes your Better Repeater, but I think this is the outdated version. I assume I can still use [WOTC] Better Attachments but then ensure the newer version of the Better Repeaters is loaded after and everything will work properly?
Thanks so much for the reply and continued support of your great mods! I've used ABA in the past and it was a great experience. This will be the first time combining both ABA and LW
Alien pack so it should be a nice challenge on Commander difficulty along with Covert Operations.
On closer look it turns out that ABA is even mentioned in the description of that mod as compatible.
Considering what I know, the mods might be adding practically twice the specialist troopers (rocketeers and such), which would behave slightly differently. This is useable, but I can't call it "compatible".
[WOTC] Standalone LWOTC Alien Pack
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3005345170
You should probably take a look at the EncounterLists.ini files in my mod yourself and confirm that it works like you want it to.
I do take care of Units getting upgraded by grouping them together and tying the Unlock to killing any enemy within that group. But does any group get completely filtered out lategame?
That should be exactly what you are looking for.
It worked thank you!
@shodanpc: That's going to be a bit of work. The file you want is XComEncounterlists.ini which has the min and max forcelevels for aliens, depending on mission types and other parameters. So they will appear multiple times in those lists. ABA adds to those lists too, with several XComEncounterlist.ini files in its config folders, sorted by alien type.
Gotta' say, I did not see that coming.
I knew I forgot something. Here's two mods that you can use to more easily view/select your soldiers in the tactical layer. I don't know if they conflict. I personally use Quick Soldier Info, and have not tried the other one:
[WOTC] Quick Soldier Info (-bg-)
[WOTC] Select Soldier Icons Redux (RustyDios)
Armor calculation "fix":
[WOTC] EU Armor Mechanics (Solmyr)
There are other excellent mods especially ones related to configuring class slots, weapon slots/dedicated pistol slot/dual wield, scatter, increasing squad size, limited reloads, etc. but I'll stop there. I think that's a pretty good "core"/curated list. I've run all mods mentioned except for [WOTC] Unarmed Weapons in the same modlist with no apparent conflicts/issues. Have fun :)
Two of my personal favorite mods:
[WOTC] Jet Packs (Iridar)
[WOTC] Dynamic Deployment by Iridar (Iridar)
Map/plot/parcel mods:
Just look up the author "eclipsezr". Here is the collection I am currently using: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2822837750
Soldier events/relationship mods:
Look up the author "AgRipnus".
Various excellent mods. Hand to Hand Abilities in particular is realistic in giving everyone a melee option without eating up a slot. TeslaRage's Loot Mod is just too much fun. First Aid/Stabilize for all seems realistic and improves tactical flexibility (do not require Specialist/Field Medic to perform these actions):
[WOTC] Hand to Hand Abilities (Iridar)
[WOTC] Unarmed Weapons (Iridar)
[WOTC] TeslaRage's Loot Mod (TeslaRage)
[WOTC] First Aid by Iridar (Iridar)
[WOTC] Stabilize Me (dotvhs)
[WOTC] Sensible Mission Penalties (Anisotropic)
Chosen Reward Variety (HoneyTheYellowBear)
Improved Rocket Targeting (RealityMachina)
QoL mods:
[WOTC] Fast Forward My Game (davidtriune)
[WOTC] Skip Everything (davidtriune)
Pause World time (davidtriune)
Instant Avenger Menus - WotC (BlueRaja)
Evac All - WotC (tracktwo)
[WOTC] Gotcha Again Redux (RustyDios)
[WOTC] Unit Flag Extended (RustyDios)
[WOTC] More Target Icons 2024 (RustyDios)
[WOTC] New Target Icons (dotvhs)
[WOTC] Cost-Based Ability Colors (shiremct)
Yet Another F1 (robojumper)
[WOTC] Iridar's Loadout Manager (Iridar)
Cosmetic management mods:
[WOTC] Iridar's Appearance Manager (Iridar)
[WOTC] [FINAL] Unrestricted Customization Redux (RustyDios)
Console command mods:
[WOTC] Additional Soldier Console Commands (shiremct)
[WOTC] XpanD's Console Commands (XpanD)
Mods to increase realism in the same vein as Yellow Alert:
[WOTC] Dynamic Encounter Zones (RedDobe)
[WOTC] Complicated Red Fog (RedDobe)
[WOTC] Request Evac (Boundir)
Mods that facilitate stealth/stealthy gameplay:
Simple True Concealment (kregano)
Reconceal After Battle (davidtriune)
[WOTC] Stealth Objective Interaction (davidtriune)
[WOTC] Stay Concealed Using Items (Zelfana)
[WOTC] Hey, Stay Put! (davidtriune)
Mods to somewhat counterbalance harder enemies and larger enemy pods:
[WOTC] Militia Overhaul Plus (No Longer Supported) (Deadput)
[WotC] Configurable Objective Health (TeP)
Timer Tweaks for WotC (Shaska)
Mods to have greater control over your initial soldiers, their classes/stats/loadouts, and development, and a mod to diversity soldier stats:
(WOTC) Starting Soldiers (John)
[WOTC] Point-Based Not Created Equal (shiremct)
ADVENT Not Created Equal WOTC (h4ilst0rm)
[WOTC] Randomized Gatecrasher Loadouts (Iridar)
Commander's Choice [WOTC & Vanilla] (sqparadox)
[WOTC] Rebuild Soldier (TeslaRage)
[WOTC] Soldier Development Redux (beta) (XpanD)
I forgot to do this, but since you said it's your first big modded playthrough and since I noticed the mods you mentioned are all mods I also run, I would like to recommend some additional great mods (I will split in multiple comments because of 1000 character limit per comment).
Companion mods for ABA by DerBK:
A Better Campaign PLUS
A Better Chosen
ABA: Better DLC
Companion mod for ABA by Boundir (there is an error in the default config that Boundir has not corrected yet, so check the comment section where I have mentioned a fix):
[WOTC] A Stronger Advent
I've run ABA for a long time (a few years) and ABA has never been a problem for me.
I also run Yellow Alert, and Yellow Alert can definitely be a problem with its default config. Try disabling the extra reflex actions (you can do that in on of the config files). There's also a setting for whether pods will activate each other upon seeing each other which you might want to also disable so that Retaliation missions or missions with Raider/3rd party factions don't become ridiculous (and sometimes being impossible).
I just had a soldier who was in cover shot at by a newly revealed pod though so I wanted to ask about the AI. My understanding is that reinforcement troops from dropships won't shoot on the first turn they land (correct me if I'm wrong), so I put a Reaper next to it to be revealed and take an overwatch shot. That part worked perfectly as that pod scattered.
But then a 2nd pod that could now see the Reaper took two shots at her even though she was in cover from their direction. I know the Anti-Beaglerush thing allows newly discovered pods to shoot you if they flank you, but she wasn't flanked by them!
Is this a change in AI behavior from your mod? Or is this in the original as well? Like, if a soldier gets revealed by any pod, then any pod can shoot at them? Just want to understand what happened here as I thought I had a great plan.
I'm difficulty commander but it's to easy 3 games on 4.
Even the chosen Assassin (I kill her to fast)
What do u recommand?
Thing is, i am not sure when the final mission generates the enemies on it. I guess you could do something weird like play the normal game until the Broadcast Tower and only afterwards subscribe to ABA and ABC, but that'd give you a pretty steep difficulty cliff. Doesn#t make much sense imo. But with 12 soldiers, whatever you put on the map is moot anyways.
I wanna play with a squad of 12 to give them a proper ending, but i Still want the final mission to be hard as fuck, but i'm scared with 12 soldiers it'll be easy or if you have another to advise me
And it's not to difficult to had better advent and better campaign for a first run xcom 2 ever and in commander ?
I'm 100% sure to use better chosen tho
They seem more scary (and that's the point on WAOC)
Want to play Commander with grim horizon or grim horizon lite