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Laporkan kesalahan penerjemahan
Any console commands I can use to bypass it?
On the Blacksite mission, I had a couple soldiers go down early. I called in Evac before picking up the vial, and sent the injured and downed soldiers to evac to get them out of there. However, next turn I picked up the vial, and the evac zone suddenly moved halfway across the map, but it still had a "3 turns left" countdown. I couldn't get all of my soldiers out before it happened, and now 3 of my soldiers are trapped in the Blacksite mission, with evac already gone, no way to end the mission since reinforcements keep coming, and the "Request Evac" button is greyed out. THere's a symbol on bare ground that says "go here for evac" but there's no blue flares around it and there's no option to evac there.
Just wondering if there's a fix
In the meantime for anyone who can't evac their units there's the console command "endbattle" which ends the mission
Thanks!B
Bug: I also get the bug that other people are reporting with turns remaining frozen at 2 turns. This occurs after missing first evac and calling for second evac.
Suggestion: This mod has two ways to call evac. One is random placement (within certain distance of the squad--default is 10 tiles). Another is you can choose where Skyranger lands. I have been playing with random placement but I noticed it often puts the evac location in a perfect killzone for the enemies. So I've thought of switching to choosing the location but I feel like choosing exactly where Skyranger lands is maybe unrealistic. So I wonder if you can add a hybrid method? Player chooses a location that they would prefer Skyranger to land, but actual location is random but within a certain # of tiles (configurable) to the chosen location.
// Remove the Evac State oject too, since it serves no purpose at this point.
NewGameState.RemoveStateObject(self.ObjectID);
fixed it for me.
if (`SYNC_RAND_STATIC(100) < 10)
{
SoundAndFlyOver.CharSpeech = 'MissionAbortRequest';
}
else
{
SoundAndFlyOver.CharSpeech = 'EVACrequest';
}
Those lines inside the X2Ability_RequestEvac.uc file are likely assiging the voicelines, so a separate version with the code removed (or some kind of check for the Voice Patcher installed) would be useful for anyone who prefers using other, custom voicelines during the EVAC.
@Fenrira, I don't know of that mod so I would have to check how it's done to think of a way to prevent that.
From the change notes
I will check.
lol your profile pic fits perfectly with your comment.
The troops are trained in surviving off the land so they're still alive. I think the war is over by now though :P
@ZJwh5S, you're able to call for evac again. Hope you managed to do so during the last year 😅
@HaziTru, in the config you can chose to place the evac zone or have it randomly select a spot. The distance is also a pameter you can change. Up to you 👍
Its giving me ambush vibes, like your just praying evac is close and you dont attract more pods. Placing your evac would be neat or have the skyranger go within 5 tiles of the soldier who called evac. Next campaign without CI I'll definitely sub and give it a try.
I ran into the weird/rare case of missing an evac and needing a re-evac. I was playing the Blacksite mission and stole the vial. Called for evac while I was fighting the drop reinforcements. I forgot to evac in time (not used to having an evac window) but survived against the reinforcements. Now it looks like there's no way to end the mission - I can't evac my squad and I think there's no more enemies on the map. In a case like this, would it make sense to have Skyranger make another pass since the landing zone is no longer hot?
Brave are the heroes who uses this with SOCI!
Yes. I was thinking it could be useful for those "Get the supplies and leave" missions too. But will need even more time to test that feature.
One thing that would be great IMO:
To have this mod "integrated" with Strategy Overhaul/Covert infiltration mechanics, similarly to how Pavonis did it for LW2.
If you infiltrate to 250%, the evac is (almost) instant, otherwise 3 turns at 100 % infil, etc.
https://github.com/boundir/RequestEvac/releases/tag/1.1.0rc1
NOT IMPLEMENTED
Aww this is just what I needed... I love all the other options in the config, just wish I could choose the location myself... Any chance of it being implemented in the near future?
This can lead to some funny shit if the one carrying the body gets shot and goes down.
It's possible to completely circumvent this this issue by using the mod that makes picking up AND dropping a body a free action. Just drop the body after every movement, then pick it back up next turn.
This also enables you to keep picking up and dropping a body until you get it in the tile you want it to be in.
I'm not sure how one would go about fixing it for evac zones though. Maybe code it so that the zone always spawns within sight range of the soldier who calls the evac?