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I will echo what other comments have said, because I'm experiencing the same thing.
There's a bug with spawning zombies and Overwatch. Game will just hang. Eventually if I wait like 10 minutes the hang will be cleared. Please look into this.
I already mentioned what I think about Incendiary Bombs + Lightning Reflexes on basic troops (although I misspoke-I meant "everytime you dont' kill a Cultist on player phase, not Overwatch/Cultist phase).
I also think Cultist pod sizes are too big (especially considering zombies can be raised as well) and reinforcements should not be every turn on Raider missions. I just completed a Recover Intel mission and the end mission report said it took 7 turns and my soldiers killed 60/83 enemies. I believe there were 37? or so enemies when I started the mission. The final 83 count is from initial enemies + psi zombies raised + reinforcements.
Thanks for this cool mod! I made a translation into Russian. Please add it!
Русский перевод
Распаковать в папку локализации мода (...\steamapps\workshop\content\268500\1368626625\Localization)
https://drive.google.com/open?id=19w7rhRGezc4Ji_uRSBy_YvgeEOlafXrn&authuser=axaaaid%40gmail.com&usp=drive_fs
Had about 20 active enemies at once - good fun. Worked out okay with no losses.
I guess this is because the game treats the cultists as not quite enemies?
No worries, hopefully you know what to look for now with other mods.
WotC. See the list of "Required Items" and "Required DLC" in the right-hand column?
Thanks again, Dragon32!
I believe you are talking about the Data Retrieval mission added by "Raider Faction Bases". That's how that mission is designed: when you grab the package reinforcements will drop continuously until you evac.
Keep the Raider Faction mods and don't use that mod, the Raider enemies will continue to spawn as a SitRep in vanilla game missions but that new mission type will not appear.
Don't take it the wrong way. Just giving you my advice. I've played with this and all of the raider mods and haven't had an issue with the way it was designed (minus the fact they don't scale well with certain toggle options).
Just had the same freeze proc.
I've had problems in the past removing an enemy mod mid-campaign. But these factions are added by SitRep so I think you should be OK; as long as you're not mid-mission or have someone performing a Covert Action specific to this faction.
I think what should happen is any missions already generated with this SitRep will be assigned another one.
sry for reposting. I just wanted to ask, if there is a way to configurate the appearance of your raider factions?
It is filled with bugs and unbalanced shit missions. Your squad will spawn inside textures and such, enemies spawn in packs of 10 guys every turn.
Mod author, please delete this trash!
+ExcludeGameplayTags="SITREP_GOCIncursion"
+ExcludeGameplayTags="SITREP_ChaosIncursion"
+ExcludeGameplayTags="SITREP_FoundationIncursion"
+ExcludeGameplayTags="SITREP_HereticGethIncursion"
Ps: Fulton Harness will not recruit them, why are they even in the game? I wanted a full team of templars...
Happened to me yesterday. The only thing I can think of that might have triggered the conflict is the MORE SITREPS mod, since it happened in a rescue expedition Lost map.
Perhaps an AI conflict? For example I've only just started Yellow Alert so it will be interesting to see if that happens to me.
It's just REALLY jarring to see one of them with only a set of eyeballs and teeth for a head.