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Big thumbs down.
Evac'ing counts as a fail, even with Phyrric Victories mod and the 5 combat rounds complete.
I'm guessing it's because 'kill all enemies' objective wasn't complete.
No updates in 4 years and too much of a slog, even on the easiest difficulty. Gotta delete
MissionFamily="Extract", \\
MapNames[0]="Obj_ExtractVIP", \\
MapNames[1]="UMS_MissionCore", \\
MapNames[2]="UMS_BasicMissionTimer", \\
MapNames[3]="UMS_WMO_TriggeredReinforcements", \\
MapNames[4]="UMS_PreplacedEvacHandler", \\
MapNames[5]="UMS_WMO_Subsystems", \\
mission overhaul mercury: these 3 missions have to look like this
+arrMissions=(MissionName="MRRescueVehicle", sType="MRRescueVehicle", \\
MissionFamily="Rescue", \\
MapNames[0]="Obj_RescueVIP", \\
MapNames[1]="UMS_MissionCore", \\
MapNames[2]="UMS_BasicMissionTimer", \\
MapNames[3]="UMS_WMO_TriggeredReinforcements", \\
MapNames[4]="UMS_PreplacedEvacHandler", \\
MapNames[5]="UMS_WMO_Subsystems", \\
+arrMissions=(MissionName="MRRescueAdventCell", sType="MRRescueAdventCell", \\
MissionFamily="Rescue", \\
MapNames[0]="Obj_RescueVIP", \\
MapNames[1]="UMS_MissionCore", \\
MapNames[2]="UMS_BasicMissionTimer", \\
MapNames[3]="UMS_WMO_TriggeredReinforcements", \\
MapNames[4]="UMS_PreplacedEvacHandler", \\
MapNames[5]="UMS_WMO_Subsystems", \\
I experienced Protect the Device with Yellow Alert, Beta Strike, and ABA on Legendary. The last 3 of the 9 holdout turns I just ran to break line of sight, and evaced once the device finished.
We did fine for 6 turns and were about to clean sweep without injuries. Downed 10 enemies. There were 4 left. But then it spawned two reinforcements directly on top of our cover and we were all needing to reload, so I ran to cheese the timer.
To make this play nice, add "ProtectTheDevice" to Yellow Alert's exception list. And edit this mod's XcomMissions.ini and change "CombatPhase_RNFUnitCap" to whatever is manageable for you. By default it's set to 5 meaning if <5 enemies are alive it'll drop double reinforcements next turn.
So can anyone confirm it works with covert infiltration normally, so i can look for another modconflict!?
Sadly it doesn't integrate well with another mod's mission, "Additional Mission Types Redux" Neutralize Avatar Project VIP, because it is considered a Neutralize Target mission by this mod, so you don't insta-lose on timer hitting 0, but also reinforcements never arrive either.
If anyone finds a way to integrate it, lmk
Protect the Device waves gotta chill! I ain't even got weapon or armour upgrades yet
Also is mod author ever coming back?
this hasn't happend before for me
I would love to play with this mod, as it is exactly what I wish protect the device could be. Got any ideas as to how to make this work with multi-sitreps?
or would i have to edit there .ini files to remove comflicts with the gamemodes in question
The protect the device mission is impossible. I mean 43 aliens before i even have weapon or armor upgrades
It wasn't two reinforcements + 1, each turn there were 3 things popping up, two of which went off next turn, and the last one on the one after that. Sometimes via psionic teleport, sometimes via airdrop, and always 4 guys at a time.
and not weak enemies either. Armored vipers, shieldbearers, captains, etc.
Maybe increase pod size mod, ill experiment.
The CX enemies were not created with this mission type in mind, not to mention that 3 Armored Berserkers is always something that is kinda day ruining to have.
Please decrease power level of spawning aliens :/
* Added CombatPhase_RemoveSquadConcealment in XComMissions.ini that reveals the squad when the prep timer hits zero. Set to true by default.
* Fixed some issues with the AI not targeting the device properly and converging on XCom.
* Fixed an issue where if the device was destroyed after the Combat Phase timer is 0, the objective fails, but the After Action screen says Mission Success.
Absolutely brilliant Protect the Device, made me play very technical, which I love. A wrong move and some high value soldiers die.
14/10
1: The missions are waaaaaay too long. It just feels like it drags on forever. It could probably be half as long and it would be fine.
2: Force levels for me were really off on this one. At FL 12 I had sectopods, andromedons and those huge bio mech troopers show up which doesn't seem right, especially considering how insanely brutal this mission is. (I had to kill over 50 enemies.)
3: This mission fails if the device is destroyed even after the transfer is complete. What gives?