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In the config folder of my mod, i have subfolders for the different mission types. The ones labeled "NFC" are what you are looking for, the variants on the Neutralize Fieldcommander mission.
I believe that through deleting (or better, blanking them) the XComMissionSources.ini in both the "NFC" and "NFC_var01" folders you should be able to remove those variants from the mission rotation.
This won't affect missions already on your hologlobe, anything already generated in your save is already past that.
And there the description has details on the changes as well.
Sorry about that!
I meant to say diverse aliens by force level, i'll try running both and see if it works
Thanks for all your work :D
Not sure what to tell you ¯\_(ツ)_/¯
I think this has been an issue from the start.
I don't think there's really anything else i can do to help you then. Been out of the game for too long.
I'm able to complete the Neutralize All Aliens objective without issue, but the commander doesn't count as having been killed.
I also can't complete it by ForceCompleteObjective, and I've checked the XComMissionDefs ini to make sure I'm feeding it the right parameter.
If that doesn't work or you are stuck in the mission for some other reason, you can force it to end with the console command "endbattle 1". It will register the mission as failed but at least you can continue then.
Aside from that i can't offer you much help as i don't know what the issue could be.
It's "Increase pod size by Force level". I confirm it works ok with the ABA.
The XComEncounters.ini has the pods that can spawn, including their pod sizes. Fair warning: You can potentially screw up your campaign there.
So... At start I have 8 XCOM troopers (with 12 max squad)... and I need to balance that with more (MOAR!) Advent.
So far I went through 1 month on "normal" difficulty and the enemy numbers are still... insufficient (to my liking).
Previously I used "Increase pod size by force level" - the problem is that it increases pods not supposed to be increased (like hordes of Custodians from a mod). So I disabled it when downloaded this mod... But can I actually combine the two? Or is there a way to increase the numbers of aliens? Can we have a version of this mod like "ABA: Better Missions doubleplus"?
Otherwise, a look into the log might turn up something anyways.
I really do appreciate all of the Better Campaign and Better Mission Plus options you've made available. I cant play without ABA, and your additional plugins are incredibly fun. Makes it feel more like core gameplay, since the elements can be seen in so many more places. I often get to the point where I have trouble remembering what vanilla is like and where all the mods begin.
XCOM2 just doesn't work with 10 soldiers. It barely works with 8.
And i would assume that others might very well be incompatible with my mods, as running multiple mods that try to change pod contents do not exactly stack up well.
As the campaign goes on, these imbalances get ironed out fairly quick, the first squad size upgrade already makes a LOT of difference.
Enlisting 10 soldiers is definitely overkill and will push all challenge out of the game.
I got the 6 faceless retalation on my first r talation and had to evac cause no chance doing it with 6 squaddies.
Also got the 8 enemy per pod mission and triggered 2 pods together cause the map was small, 8 vs 16 . No saying my squad got decimated i tried my best already.
I think u should balance these mission cause atm need a squad of at least 10 to face some of these.
"Found a conflict with ABA: Better Missions PLUS (and presumably the non PLUS version). When both are enabled, the Mission Startup Block doesn't pull in the WMO ini values.
Modlist --
Mission Overhaul: Core
Mission Overhaul: Mercury
ABA: Better Missions PLUS
A Better ADVENT: War of the Chosen (Dependency for Better Missions)
When Better Missions is disabled the WMO ini values show up in the Launch.log file as normal.
Swapping the load order doesn't change anything.
All testing done on Gatecrasher. (As a side note, planting the x4 for Gatecrasher breaks concealment even with EnableStealthTrackLogic set to true. Must be hardcoded)"
Currently, the mission timers for the S&D missions are fixed. All others will use the ones from vanilla, so your tweak mod should apply.
To make the Search and Destroy missions less punishing in the very early game, i put a safeguard in. If you didn't reach forcelevel 5 yet, you will only encounter up to three pods (including the boss pod) on SND: Prototype and SND: Powerful Alien.
Note that this is not true for "Neutralize Alien General" (which is literally just the General mission with the boss swapped out) or for SND: Bughunt. SND:Bughunt only uses baby Chryssalids in the early game, i am fine with throwing some more of those your way :D