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thx
Another option would be to subscribe to a mod that updates the AI of the General and take peak in the mod's XCOMAI.ini - if the modder hasn't completely overridden the old AI behaviour tree, you might be able to see what the General originally uses.
This is probably the best resource: https://old.reddit.com/r/xcom2mods/wiki/index
If I am mistaken about needing to recompile SRC scripts, I could give you a rough guide on what to do.
p.s.: sorry for such broken English. I use a translator
I just tested what would happen if I removed the officers from the XComWOTCAdventReinforcements.ini and it removed the ability as intended. So for clarity's sake, the officers lose their ability to call reinforcements when they are removed from the .ini file. I'm not sure what that'd mean in regards to other Advent enemies not getting the ability by being added to the .ini file, as it seems like the custom integration is not the issue? I have no clue myself, I'm very green when it comes to all this.
I'll try turning off the integration and adding the officer back into the .ini file, and see if that does anything.
I believe the dev for that has implemented some custom integration settings for this mod, which may be overriding your .ini file, or possibly changing the logic to add the ability.
You could check by to removing the AdvCaptainM1, AdvCaptainM2, AdvCaptainM3 from the .ini file (or maybe renaming them to a 'fake' unit to save you re-ordering 60ish indexes) - if that file is being referenced we'd expect the officers to no longer be able to call in reinforcements.
As for the 3rd party mod loader, I'm not familiar with it, but it might be caching .ini files?
Edit their AI so they know how to use the ability
[WOTCAdventReinforcements.X2DownloadableContentInfo_WOTCAdventReinforcements]
CharacterTemplates[0]="AdvCaptainM1"
CharacterTemplates[1]="AdvCaptainM2"
CharacterTemplates[2]="AdvCaptainM3"
CharacterTemplates[3]=”AdvTrooperM1”
CharacterTemplates[4]=”AdvTrooperM2”
CharacterTemplates[5]=”AdvTrooperM3”
CharacterTemplates[6]=”AdventPathfinderT2”
CharacterTemplates[7]=”AdventPathfinderT3”
CharacterTemplates[8]=”AdventPathfinderT4”
And so on, up to 64. I can post a pastebin of the entire .ini file if it would help. Any help is appreciated. Thanks!
ReinforcementsID="CRx4_AdventTroops"
You could try swapping that for a default one, such as:
ReinforcementsID="ADVx3_Standard"
Surely the disable mod should still be affecting it? This is why I hate programming lol
Alternatively, what happens if your friend 'hosts' the campaign? Do you get a mod-desync issue? does it work?
Global Pod Size Multiplier: 1.19
Adjust Spawn Lists: Unchecked
Ignore Single-Unit Pods: Checked
Ignore Fixed Pods: Checked
Affect Alien Pods: Checked
Affect Lost Pods: Checked
Affect Neutral Pods: Unchecked
Affect Resistance Pods: Chcekced
Affect XCOM pods: Unchecked
Verbose Logging: Unchecked.
That is how mine is set up and when I use the reinforcements ability the flare doesn't spawn but it does when I disable the Configurable Pod Sizes mod. Thanks again for looking into this for me, can't believe it's been so hard to narrow down lol
I've got the MCM, Highlander, Configurable Pod Sizes and ADVENT Reinforcements enabled, in that order - had some cosmetic mods disabled, which I know disabled mods can cause problems in debugging, but I can't fathom how they would cause any issues here.
With 2x pod sizes, I went into the first mission, killed everyone except the captain, who called for reinforcements, which dropped 4 guys. I fought about 10 advent soldiers, so I know the pods were being increased. It's possible a we have different settings in the Configurable Pod Sizes MCM?
@Wilko That you are looking into it at all is mighty kind of you. I'm truly grateful. No rush my friend, it would just be awesome if there was a way to fix it.
@Scroller It's definitely that mod. I only had ADVENT Reinforcements, Community Highlander, Mod Config Menu, Direct Control and Configurable Pod Sizes installed. With Configurable Pod Sizes on it breaks and when it's off it works. I'm not sure how it could be working for you but it's definitely conflicting.
@Dragon32 Thank you for the suggestion. At least I have something else that I could maybe use if Wilko is unable to find a way to fix it for the Configurable Pod Sizes mod. I just like being able to edit the pod sizes from the Mod Config Menu is all, it's handy for mid game tweaks.
As the guys suggested, if you're using the pod mod to just add a flat increase in enemies, you might find other versions that update the encounter list counts in a more traditional way.
I've been using this with "Diverse Aliens By Force Level", maybe try that instead?
I've been playing a PVP campaign with a friend and we've been using the pod sizes mod to make enemy pods bigger as we're also playing with a starting XCOM squad of 8 for really intense battles.
I feel rather cheeky in this request but could you maybe take a look at what is causing the problem? A fix would be incredibly appreciated as my friend and I would like to keep our massive battles but also be able to use your mod alongside the others we are using.
I'm glad I was at least able to find the conflict and notify you of it just in case anyone else has this issue. Thanks again for your awesome modding work and for the support you provided before.
SkipExclusions.AddItem(class'X2AbilityTemplateManager'.default.DisorientedName);
So I'm even more confused. It should currently be preventing the ability when the Officer is disorientated. I'll try to boot up a campaign later, see what happens on my set-up.
You could try AIBTExplorer, it does some syntax checking of AI behaviours
https://github.com/RossM/AIBTExplorer