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Awesome! So it's like I am creating a redundancy or creating a "just in case" edit.
Thanks!
As that link says, if the line starts with "+" then it's not added if it would create a duplicate.
Ah thanks. I was thinking it just like Elder Scrolls and how it may overwrite.
Trying to find if several mods edit the "Double Agent" list sounds like a pain.
Editing the list (ind this mod) for added mods would cause 2 entries in the same list.
Would this cause any problems?
I ask because I'd rather have all ABA, A Better DLC, Adv Psi Priest Revamped, etc. mods that introduce humanoid units added to this mod ([WOTC] Better Double Agents) rather than scouring to see if these independent mods added their lists properly.
Plus it looks neater :)
Thanks!
If you scroll down to #7 you can see what the various line prefixes mean XCom 2 Mod User Tips [imgur.com]
Basically if you've a bunch of mods that use "+" then they're all adding their entries without overwriting each other
No idea how you're setting load order but it probably doesn't work. Load order in XCOM 2 is weird [robojumper.github.io] and not as important as, e.g., Elder Scrolls games.
If people are interested I can add A Better DLC as well.
Question: since this mod replaces the list for Double Agents, it will replace ABA's as well right? So this mod needs ABA units added to the list to work properly?
I currently have this mod loaded AFTER ABA and A Better DLC
Thank you!
Is that normal?
Doesn't LWotC get rid of SitReps?
FYI - I would classify this mod as an "Immersion" change, as that is the main purpose for me.
I like to orginize my mods in catagories to find them easily. If the Advent draw is not "shuffle deck" type this is clearly a bug that should be under bug fixes. If it's random then it's 50/50 no matter how you look at it.
If it's supposed to be shuffle deck (which means the 3 draws of each are reset after 6 draws) this is a gameplay mod.
Regardless good mod. Pretty sure it's a bug since Firaxis can't code good even their life were dependant on it.
Advent Purifer: "I was helping XCOM burn everything in sight, plus they have the coolest outfits."
Advent Captain: "Is that so? How do I get in on this action?"
Advent Purifer: "Just SUBSCRIBE to the 'Better Double Agents' mod by Yagisan, SIR.
Advent Commander: *Enters room* "What's this talk about XCOM?"
<crickets>
@frizzeldian12 What did you have in mind ? People linking here get the benefit of bugfixes and balance updates.
Neat mod idea btw.
While ADVENT clearly has a lot more Stun Lancers and Troopers than anything else, if I weight those too much, you may never get any other type of Double Agent due to the RNG being unhappy.
I wrote the mod and got 6 Stun Lancers in a row before I got a Priest!
2/2
Getting the percentages right isn't an exact process. Without changing the unreal script I can specify an enemy name, a start force level, and an end force level.
Take Force level 1 for an example. There are only 2 options. Trooper and Captain. 50% chance of each, IF you succesfully roll a double agent (I have a mod to ensure you always roll it).
By Force Level 4, you are now down to a 20% chance, and at Force Level 8, 16%.
1/2
However, I dont think these should all be the same percentage, as a Captain is more valuable than a Trooper in every case.
The distribution weights should be about these, if you take into account that a trooper is "10". You can put flat percentages because of the differing force levels, so weights would be good.
Stun Lancer 8
Trooper 10
Purifier 10
Priest 8
Captain 6
Shieldbearer 4
This mod -> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126403071 gives you a 100% chance for a volunteer solider / double agent IF the map supports it.
This mod has 6 possible choices. 100 / 6 = a 16.666% chance that any one of those 6 choices gets picked.
The force level was evened out to ensure that the game picks from the same 6 choices, regardless of force level.