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Area of Operations, the battle map.
I did. Scroll down
If I judged every mod based on their default values, I'd probably end up removing every one I had
I really respect the mod idea and it works, but it's hard to recommend it. Maybe you can work around the sitreps, and that would be interesting, but because they show up so often and are so prevalent, it really drags the gameplay. Either way, great work that maybe needs some tweaks.
It doesn't matter how small or big the penalty to hit is, a generic +X or -X to hit is the most boring type of bonus/pealty there could possibly exist.
It adds an interesting mechanic to play around, that's not super toxic because it affects enemies.
AND lastly, you can always just disable the experimental stims!
(did end up removing the Chemical Weapon though; the ability activation kept revealing all units on the map at mission start, and I'm not a huge fan of the idea)
There is no more information I can give than what's in my posts. If you can't follow them then either don't use the mod or accept that SitRep.
Comment out the +SitReps="ExperimentalStims" line in the [XComGame.X2SitRep_DefaultSitReps] section.
The other section is about the characteristics of the SitRep
I'd comment out the SitRep's lines in the .ini using a semi-colon.
Hi @RealityMachina , I am a great enthusiast of your work.
I really like the idea of having more variations for SITREP but there are some MODs that I would really like to see their Sitreps and I just can't find it. With my large amount of Mods (I play over 200 at the same time) and this has created a lot of siteps and I just can't find a few - due to their excess - and that frustrates me.
I would like to know if there is a possibility to "delete / disable" some Sitreps specifically or even enter a hit order so that ALL Sitreps can occur? This way I have a bigger and better variation of the mission content, unfortunately I don't have the technical knowledge to do it without help.
Thank you very much for your attention.
<Steam>\SteamApps\workshop\content\268500\1169625825\Config\XComGameData.ini
XCOM 2's unique ID is 268500; you can get a mod's unique ID from its URL here on the Workshop.
When the game was doing its "here's the objective" camera pan I got a nice preview of where all the enemy units were as the status effect was being applied.
Not sure if it's possible to hide that or make the status effect apply on reveal of enemy pods?
Yeah, had that Sit Rep in this campaign. Made a mental note to bring rookies next time I get it...
That said, I had the Resistance Cell Sit Rep on a "Neutralize Avatar Project VIP" mission from "Additional Mission Types Redux", they very kindly killed the VIP I was looking to knock out and extract. Thanks guys.
You can change it in the INI, make it -20 or -5.
You can change it in the INI, make it -20 or -5.
Archon bombardmend
Each other turn, a bunch of Blazing Pinion strikes randomly target the map. So you start the mission, next turn you get the markers, they blow up the turn after, next turn more markers ect.
You you wanna be mean add Devastate strikes and/or make new markers appear every turn
And kids, this is why you take grenadiers, templars and Psi ops