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Seems to, I've never had any problems.
Try changing that number to 0. You will see a noticeable difference.
Thank you for the suggestion, however after multiple missions, the problem still persists. Well, out of five missions, I only had one mission where pods weren't hanging out together at the back of the map and right on top of the objective.
Try reducing SubtractOffsetAlongLOP
Try 10
Thinking about it I think I got that value from a comment of yours earlier in this Discussion :)
Just a thought, but maybe it'd be worth making that the default?
Try
SubtractOffsetAlongLOP = 10
That seems to work for me, it is random though.
Overall I have been using this mod with yellow alert and mostly pleased with the results. However, it does seem like enemies are often far back on the map and very rarely closer to spawn. Is there a setting i can tweak to make the spawn zone extend a little bit closer to spawn?
This console command can help with debugging maps
X2DebugMap
Enter it then click "show map" and it should give the name (which starts with Plot_).
The maps your missions happen on are procedurally generated.
A map's Plot defines the general layout and specifies where certain significant features / buildings (i.e. Parcels) are located, the gaps in a Plot between the Parcels are covered by PCPs (Plot-Covering Parcels).
Which Parcels and what PCPs are used is random.
WotC added a number of new biomes, including the Subway one.
If it's the one I think it is that's a TLP plot and I've had the Chosen spawn there too. I don't think it's this mod causing it. I think the plot needs to be edited and some kind of spawning exclusion zone added (if that's even a thing).
Has anyone changed the valuse and if so to what?
Thanks for the help.
Adampcloth
It's ok I got an answer and that's a-ok with me now that I know it's not a mod mishap
Only started yesterday and I'm commenting on the mods I've updated since then. Any help would be appreciated please.
X : Pulling global ini values
X : Pulling gatecrasher ini values
X : Updating values based on SitRep overrides
<< Processing XCom Unit List >>
8 : Units registered to XCOM Squad list
X : Updating XCOM list counts
8 : XCOM squad units in play
0 : XCOM squad units killed
0 : XCOM squad units extracted
4 : Set XCom Heavy Losses threshold
X : TacIntro Camera to Vector : pan->mark->viewer->return
Mission Difficulty set to LEGEND
X; Exec LOS Camera to Vector: pan->mark->VO->return
<< XCOM : Concealment Broken >>
(...yup no s**t I chucked a 'nade to see what you'd say game o.O)
That's all I managed to screen grab I'm afraid. Always after ALIEN ACTIVITY and just before My Turn, it's like the games telling me engine or script or something stuff?
<<<< Processing Start of XCom Turn >>>>
<<<< Processing Turn Timer : UMS Basic Timer >>>>
X : Timer is not engaged
But I actually think that it may not be possible to fix for this mod. So... just something we have to live with, happens rarely anyway.