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I don't think so
This mod doesn't add missions, just the Bandit SitRep that can be added to missions.
Try the console command (hat tip to Zelfana):
enableglobalability placeevaczone
That sounds like what I was thinking of. Hope it works for you.
[WOTC] Multiple Sitreps 2.0: Guaranteed & Categories
This mod seems to be the one. Allows us to edit Sitreps: likehood and which missions we want them to appear.
A new SitRep, Bandit Incursion, is added to the list of SitReps (like Double Agent). When the game generates a mission that qualifies for a SitRep it picks one from the list.
AFAIK there's nothing to edit in this mod to make them appear more often.
I meant a file in this mod of the bandits here. What defines wheather or not they show up a in mission? I imagine is based on chance like a porcentage, no? And that amount could be changed, so it would be more likely for them to show up.
I don't think there's a vanilla game setting or a mod that increases the chance of a particular SitRep appearing. I think there's a mod that will add SitReps to missions that don't usually get them, I don't use it though.
If you've a lot of mods that add SitReps then this one could be drawn from the deck just that one time. Actually, even without that could happen with RNG.
I have SCP Faction and they are showing up in my first couple missions.
By that I mean when the mission objective has friendly people that need rescuing (resistance and council ops) Raider factions will shoot at and kill the target before XCOM reaches them.
On top of that, if a Raider moves too close, they'll 'rescue' the target and give control to XCOM, which admittedly allows them to immediately run for XCOM's position making the mission easier... usually.
Open 2683996590\Config\XComGameCore (or same file in 'Long war of chosen' in AML), find this block:
!PlayerTurnOrder=()
+PlayerTurnOrder=eTeam_XCom
+PlayerTurnOrder=eTeam_TheLost
+PlayerTurnOrder=eTeam_Alien
+PlayerTurnOrder=eTeam_Resistance
+PlayerTurnOrder=eTeam_Neutral
add
+PlayerTurnOrder=eTeam_One
+PlayerTurnOrder=eTeam_Two
All neutral factions is acting now.
See "Required DLC"
If you've a lot of other mods that add SItReps they could get squeezed out. There's a Raider Faction Bases mod that makes that SitRep more common near their base.
Do you have TLP? The gun models and sounds come from there.
I think they were Alien Hunters & DLC items. Was also using another Raider mod at the time, might be a bug from the remove weapon mod. But I'm not going to bother removing it or the other Resistence Ring mods.
They use the weapons models added in TLP. I don't think this needs Alien Hunters.
Which items? Can't say I've seen that myself and I'm on my third or fourth campaign with these guys.
Thanks for the mod!
Русский перевод
Распаковать в папку локализации мода (...\\steamapps\workshop\content\268500\1368613369\Localization)
https://drive.google.com/open?id=1GiPa0F-102r1fMKkQkTfGS57_748PDUX&authuser=axaaaid%40gmail.com&usp=drive_fs
Looks like ForcedSitreps is a thing in XComMissionDefs.ini but I don't see a DisallowSitreps or equivalent.