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i have a mod with additional missions (in some of them there r militias who helps u so they r not just some additional goals to get the aliens distracted, with this mod they r actual helpful ^^)
no civis spawn except soldiers,civis are replaced with advent.
so only 6 civis in the counter
i disabled this mod and it gone. yesterday was all good
- uninstalled the game, all mods and then reinstalled everything. Still, Militia will not shoot.
This is happening to me too.
use the mod "[WOTC] Don't Pull That Trigger" to stop Militia from shotting mind controlled.
https://youtu.be/07YUeTSVbZo?t=2897
(Watch the mission to the end)
Cause I had my Militia mission today in a modded map and they had NO one to defend them.
The clusters of civilians without protection became sheep locked with a wolf (easy targets).
Had a question if it would be alright to use your Militia overhaul mod as a base for a Militia mod including units such as the Long War 2 Resistance Mecs which I've posted a few pictures of in the modding discord, friendly lesser Skirmisher Troopers, Resistance Snipers, etc.
1. Every militia member is active on mission start. While it is not a huge issue strange things can happen due to this. You can safely pass turns and just watch militia do your job when pods are not discovered yet. Aliens wont hit militia but they are hit by them.
2. Strange behavior. Overwatch without cover. Chaotic movements.
Right hand column, the box labelled "REQUIRED DLC. This item requires all of the following DLC"
Just looking at "XComGameData_CharacterStats.ini", saw that the change to mobility for CivilianMilitiaM2 was missing a "+", so it's just "CharacterBaseStats[eStat_Mobility]=10"
Dunno how much of a problem that is...
And CivilianMilitia has eStat_Offense]=72, rather than 70 as in the Description, and so has better Aim than the M2
M3 has [eStat_Offense]=80, think it should be 75, as per the above.