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Basically, the overload is a free action, so they can overload + move + stun in the same turn, and since they're guaranteed to stun (at least, as far as I can tell, barring any soldier abilities that prevent stuns) this will always result in a soldier taking damage. It's one of the cheesiest and most frustrating things imaginable since the explosion radius is quite big and you can't even destroy the drone to stop it because it will then blow up.
It's CorpseDroneH , you can find corpse names in a mod's XComGameCore.ini
Their SpawnWeight is pretty low, and they're only set up as followers in a pod and not pod leaders.
The Mod itself is making TLP more "immersive" in it's story as a gap between Xcom 1 and 2, part of this process is removing Aliens that Xcom shouldn't have encountered yet as well as making Xcom stick to only ballistic weapons and armor for the TLP campaigns.
I intend to use the Drone to fill a role similar to the ones from EU and have them come with the Sectopods as allies for repair.
What's the mod's name?
Likewise it would be cool if they instead gave an ADVENT Spy Drone (like Celetids can make mobile Turrets for XCOM, and Phase Drones can be re-built for XCOM use.. these drones could make a mobile unit with the Reapers Shadow/concealment ratio to infiltrate and follow an enemy pod, then self-destruct like a Grenade)
Probably is this,
Who is the file to i need to edit?
I really liked this MOD but had a problem, just at the beginning of Gameplay they appeared, then they were simply not on any mission. I think I've only seen them once. The autopsy requested more than one unit and I passed all the gameplay (completed in the Veteran difficulty) without being able to do the autopsy of them. could update their appearance as Advent Follower throughout the game to have guaranteed frequency of these enemies?
Thank's for your time.
Do not think so.
-Also, how would I go about to prioritize them being followers to Sectopods and ADVENT MECs
That option is not available in XCom 2, the only thing you can do is that they only follow those units and you set the priority of drones to appears very high.
I was wondering, is it possible for me to make ini file changes to prevent them to be part of called in reinforcements?
Also, how would I go about to prioritize them being followers to Sectopods and ADVENT MECs, as support units for those utilizing their repair ability on them when needed, similair to the Drones from Enemy Unknown?
Thanks!
[0595.48] Log: Error detected attempting load of package: Perk_DroneSelfDestruction
Unfortunately, the log doesn't seem to provide much more information from what I can see. If I find out more, I'll let you know.
Might I suggest that especially with the tactical lagecy pack coming out (which correct me if I'm wrong but I don't think includes aliens dows it? (I would hope it would at any rate.)) it would be really cool if you (or someone) could make mod(s) that added gene soldiers, mechs, seekers, especially cyberdiscs, and well everything that was in xcom enemy unknown and enemy within that for some reason or another they did not include in the second full game...;( ;D
I was just thinking that yesterday. I play with ABA and found myself wishing there was something I could do with the drones. Might make for a cool RPGO class, using a drone for some variations on speshie abilities. I should look into the Salarian Engi mod too.