Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Id love to set it to Total HP from all soldiers combined. So if my soldiers are overall in good health but possibly wounded, its an increase in difficulty. But if they are mostly heavily wounded, but not dead, difficutly doesnt change. Is that possible?
So the baseline would be that I'd manage to get the mission completed, noone dies, but everyone almost does.
I'd love to add it to my modlist.
Also, to the guys below me, I'm not a modder in any way, so EXPERIMENT with what I'm about to say:
Try commenting out the mod class override UIMissionSummary in this mod's configs, in my head that will make the Force Level display on the mission over window stop working but it eliminates the conflict and the force level mechanics of this mod will (MAYBE) still work.
Conflict found for 'UIMissionSummary':
[WotC] RW Better Mission Result Based Autoadjusting Difficulty
* [WOTC] Overflow Ability Points
* [WOTC] Soldier Development
* After Max Level Advancement
* Birthdates [WOTC]
should I ignore it or does it actually conflict?
Can I just notepad++ edit the 20's to say 50...or will that be bad o.O
Nope.
Nope, but I suspect that both Mod can work simultaneoulsy. ;)
SpawnDistribution[1]=(Template="Viper", MinForceLevel=4, MaxForceLevel=10, MaxCharactersPerGroup=1, SpawnWeight=16)
I haven't tried because never felt the need to but I have a strong feeling it is the right place you want to put your hands in... ;) SpawnWeight=16, if you are wondering, is the "probability" with which a Viper is randomly chosen (for example: double probability than an enemy with SpawnWeight=8 and half probability than an enemy with SpawnWeight=32...)
https://steamhost.cn/steamcommunity_com/workshop/discussions/-1/412446292773370341/?appid=268500
I'd like to see the new kind of enemy (temporary stronger unit) to be central for 3 missions at least (originally in Xcom1-2 I felt it like that before all the expansions) while now I get 1 new unit each mission (or even two), which is too fast for my longer-than-normal campaign and recruitments.
Example: I get vipers for the first time but the next mission I get another unit and 3 missions later vipers are not even there anymore. Instead I'd like to experience the vipers a little longer as the actual major threat (minimum 3 missions).
;CASUALTIES MODIFIER
EnemyForceLevelChangeWithNoWounded = 1
EnemyForceLevelChangeWithJustWounded = 0
EnemyForceLevelChangeWithBetween01And33PercentKilled = -1 (originally 0)
EnemyForceLevelChangeWithBetween34and50PercentKilled =-2 (originally -1)
EnemyForceLevelChangeWithBetween51and100PercentKilled =-3 (originally -2)
;MISSION RESULT MODIFIER
EnemyForceLevelChangeWithMissionAccomplished = 0
EnemyForceLevelChangeWithMissionFailed = -1 (originally 0)
Mission failures usually result in losing contact with a country, which really hurts XCOM, so -1 force level seems appropriate.
@Aegelweard
Yes, enemy strength should get to 20 if you keep getting flawless missions.