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Each enemy has a list of Allowed Followers, the mod-maker or mod-user can edit that list to add or remove enemies from the vanilla game or other mods.
AFAIK, When pods are built this mod will draw from the pod leader's Allowed Followers list.
I know this is supposed to work with A Better Advent but how does it interact with ABA + other enemy mods like Muton Harrier, Armored Vipers etc?
Does a single pod get to have different aliens from different mods or are pods "diverse" but locked to their parent mod (so ABA enemies and other mod enemies can't spawn in the same pod)?
No. I've a hazy memory of that happening with a mod years back, can't remember which one though. At a guess there's a mod with a typo in its "XComEncounterLists.ini", check your launch.log that may flag the error.
i checked and it doesn't look like it
it looks like it by default is supposed to be disabled when it comes to generating golden path missions
Dunno, not run a campaign with that mod. AFAIK they included this mod in it so I'd check its .ini and see if you need to configure it like this one.
thanks
i've decided to use the Diverse Aliens By Force Level WOTC mod for now and if the increased pod sizes are to much for me i'l swap over to this mod
I know it does.
looks like he's getting them discounts on the citadel.
"HQ.MeetsAllStrategyRequirements(FollowerTemplate.SpawnRequirements)" accomplishes what we need to filter out the units that shouldn't appear yet even though they are present in the encounter lists for the current FL.
What's going on might be that codexes are being generated as followers by DAP before you've skulljacked a captain. If that happens, the game might be refusing to spawn them but not replacing them in the pod with another enemy. If that's the case, then a) it's a vanilla behavior, and b) there are a *lot* of codexes getting generated as followers.... but I have a plan to fix it if that's the case, I just don't wanna do a lot of work for nothing if it's not.
Even if there were still a bug there, the latest update should've hidden it by not affecting the pod because the end size would be smaller than the starting size.
For the record, the size DAP is using is the size of the pod after it gets handed the pod, not the original size before other mods have changed it. So if the pod definition in the game files says 3 enemies, and DAP gets handed a pod with 5 enemies, it will generate a pod with 5 enemies.
If Alien Side Goals is decreasing the size of pods, adding another mod to increase the size again would counteract it, yes. On the user end, that's probably the best you can get.
At the end of the day, Alien Side Goals is probably creating some specific 2-enemy pod that is supposed to be significant, but DAP is overriding it by removing the follower and replacing it with a generic enemy. It might not be a bug at all, but simply a natural consequence of adding these two mods together.
As for Alien Side Goals, I did notice the pod alteration once I did a test run without IPSBFL. So, for my second question, would using a mod to increase pod size help counteract this issue?
Put another way, if DAP's pod would be smaller than the original pod, it doesn't change the original pod. The fact that it is changing the pod means that it is being given a pod of that size.
The new bReplaceFollowersInPlace config flag will force the replacement followers in, replacing only as many followers as could be generated. For example, if the original pod had 5 enemies, and DAP could only generate 2 followers, it will replace the first 2 followers and leave the other 2, and leader, alone.
If the proper number of followers could be found for the pod, the new flag won't do anything. It's only for those cases where another mod conflicts or did not set up their SupportedFollowers properly.
This basically means that I'm turning my mod off in those cases where other mods conflict with mine, but at the very least you shouldn't be looking at any empty pods anymore.
I think i found the possible cause of pods bugged
is possible that Alien Side Goals and this mod have a conflict somewhere
My game works fine without the mod and the pods works fine too, correct number and correct size.
Maybe the last update created a conflict with any of my +450 mods instaled.
I'm not angry or mad at you, relax, all i wanted is to find what in the world can cause a conflict with your mod so it can be fixed. Maybe like i said is other mod that conflict with this one
I suggested Iridar core metamod that was updated same day to have a reference
When I said I don't see how this mod could be doing anything to loading screens, I meant it. I'm not normally one for making absolute statements, but I do not see a single way this mod could be interfering with loading screens. It would crash your game at the geoscape before it affected loading screens.
Who know. I'm running more testing to see if pod number of enemies is correct now
It *definitely* doesn't do anything during loading screens. Of that, I'm absolutely sure. The only time anything from this mod runs is when you're passing time on the geoscape.
Well i ran some test because after refreshing the config my game crashed a lot on loading screens. i verified local files and put son order in modoptions.ini
Still crashes. I dissabled this mod and all is working fine now
Seems the mod has a beef with another mod but dunno wich one, also in this day the core mod of iridar was update, maybe is connected? that mod is a meta mod and dunno wich mods updated.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2166295671
I'll try to delete the cfg and make a new one.
Also i don't have other pod mods, only yellow alert
If log lines are already turned on, then something else is interfering with DAP's ability to run.
https://pastebin.pl/view/0be8ffa6
I don't see any reason the latest update would've caused such a catastrophic error, given that all I did was change it from looking at only the first index in an array that matched a criterium to looking at all indices in the array that matched that same criterium.
The change was made in the code block that adds enemies to the final group, right before rolling to determine which ones get added to the pod. If it was going to error, the only error I could think of would be that the iterator would fail, which would mean no enemies got added to that group. Immediately after that code block is a check which says, basically, if no enemies got added to the group, then just leave the original pod.
In short, the only error I could see happening would result in the pods not being changed from vanilla. What's happening to you, I have no clue.
Enemy pods were reduced to only 2 or 1 enemy per pod
Sectoids spawn without followers
2 soldiers instead of 3
Advent Captian spawn with only 1 follower.
I'll try disabling your mod and check, since i started 3 new games and the 3 got the same pod problem.
the making of which made me hate XCOM2
That's a real shame: something that's supposed to be enjoyable becoming the exact opposite. Hope you've found something else that brings you enjoyment.
DAP is about 250 lines long and even if I don't remember it, most of those 250 lines is comments reminding me how I did everything when I made it. Maintaining DAP is easy. I'll maintain DAP until the day I die.