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It won't. If it's one of eclipsezr's map packs I think there's a modified config file linked in the mod's Discussion
at least for me thats the main thing that gives retaliations a point. for me the main reason to use this mod is because it makes no sense to lose contact with a region because we didn't loot a random convoy or because we didn't extract a random scientist
while with retaliations the base of your resistance is under attack so you have to defend it or you will lose the cel
Pyrrhic Victories also affects win conditions, but I don't think that affects Retaliations either.
That's the only other mod I can think of.
Last sentence: "no changes have been made to retaliations".
Yes.
https://imgur.com/a/RpyEd
It doesn't seem to be working for some reason.
I skipped a supply raid, and got punished with a disconnect.
I don't what the problem might be. It's just so frustrating trying to figure out what mod is conflicting. Is there ANY known conflicts you know of?
From the Pyrrhic Victories discussion:
RealityMachina [author] 9 Oct @ 8:16pm
["Sensible Mission Penalties" is] in incompatible in a soft sense: ["Pyrrhic Victories"]'s override of the supply raid/extraction and landed UFO templates will take priority over Sensible Mission Penalties, but that mod will otherwise be able to work.
Pyrrhic Victories
Compatible with?
... i welcome this.
lose world contact
lose contact with gravity
lose contact with your mother
lose contact with reality
Advent kicks your dog
Thank you for this *****ing mod.
lose contact with its region?
Gee, SORRY West Africa, that I let that ONE Scientist die. I know I'm trying to save the entire rest of the world, but next time I'll be sure to cater to YOUR needs, which I'm sure are much more important.
Thanks for the mod.
Have a read of these:
Troubleshooting: Mods not working properly / at all , but grab the Community Mod Launcher [github.com]
Mod not working? Mods still have their effects after you disable them?
Pretty sure they're exclusive to whether or not you're playing with the expansion. You can edit the vanilla version's effects on Retaliation missions in its INI.
I could understand if the game applies a harsh penalty for failing a haven assault mission like losing contact and not being able to reestablish contact for a few weeks or even month as the resistance members are actively slaughtered.
But for simply not doing an optional supply mission it is silly no matter what you think about it.
The second effect i.e. the dark event that was attempted to be countered not started right after the failed attempt is logic. It would have started on a specific day, just because a mission was attempted puts for instance the construction of a facility an additional 3 weeks ahead? One would assume the aliens already do put every available ressource into said project but magically the already maximized effort is doubled?