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Am I misreading the description or is that unintended?
However, it makes things fun if you tilt other things in your favour as well, such as taking RPGO, boosting the XP rates (and ability point gain rates) and gathering huge numbers of RPGO abilities, plus letting all your team become psionics as well as normal troops. Build up those sentinel skills especially, and that unstopable mass wave of alien attackers is met by your immovable super-powered heroes who fire multiple overwatches per turn.
The combination gets really interesting.
abadoned
this is not working as written. you will get rekt sometimes by aliens having 2 turns it seems. and yes, multiple pods.
AlertOnSight = false
This is normally set to true, so if you change it to false, this will make it so the Aliens activate on the Aliens turn instead.
I still love the idea of this mod since I think it's silly that Advent wouldn't have radios to call for help, but the issues of Advent getting a free turn to relate and not patrolling properly makes me want to revert back to letting LWOTC's yellow alert deal with activation.
I got the same issue
Why are you using this mod with LWotC? That already implements a Yellow Alert mechanic.
Is this intended? Makes it quite hard to manage as they are getting a free turn now.
Either this is intentional, or this is an issue.
Give Yellow Alert Gameplay a go instead.
I've had none of those issues in my ~200 mod setup
Little late but pods not patrolling was for me, I think , being caused for me by running Patrol When Revealed with this.
The base game should have been balanced around this mechanism. The guys who made Xcom probably had two major issues they needed to attempt to address in the expansion - the lack of competitive aliens against third tier equipment, and the pod metagaming whereby players intentionally avoid advancing.
Both weren't considered priorities - clearly because they don't understand their own game as well as we might think they do.
I can understand the difficulties in balancing recursive pod activation, but late game variants is a no brainer to improve.
just you
patrols are working with my 200 mod setup
quite sure the AI retardedness you're referring to is present in vanilla, for example, you can sniper cheese everything
I haven't noticed any issue with the chosen though
I've gotten pretty bored of the meta-tactics that the vanilla pod system necessitates, so I was very excited when I found this mod. One thing that I have noticed though, is that when off-screen enemies are activated, they tend to dive into non-sensible cover, such that when I move into sight range they already are flanked, or are easily are flanked. I am wondering if there is some way to change this behavior as it tends to make some missions a lot easier than I would like.
Second, the chosen sometimes seem to be quite bugged when this mod is installed. It's interesting because this wasnt an issue when I used Dynamic Pod Activation with other mods (a better Advent, etc.)
I hope that you are able to continue to support and improve this mod because I am a big fan of it and very excited about its potential.
Good luck, commander!