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I love:
-How it allows you to quite literally "lure" the enemies into an ambush by blowing something up.
-How it prevents the enemies from magically knowing when you're near the objective (my least favorite XCOM 2 feature. If I managed to sneak past all the patrols, I should be rewarded for it!)
-How it increases immersion, since the enemies actually hear the gunfire.
I hate:
-How the enemies hear gunfire from way too far away. This is a death sentence on Chosen Assault missions, especially if you were so unlucky as to never unlock the turrets (I haven't had a single mission with turrets where I didn't have to evac).
Like it's just too insane to be fighting 10 enemies at the same time. I can't mention how many times I ragequit cause of overwhelming numbers AND firepower. This is especially true if you're using some of Claus's cool, but often crazy as hell mods (I already nerfed their spawn numbers)
Could you give me some tips to fix this myself? I'm not going to ask for a compatibility patch for a mod that old, but I'm in a bit of a loss where to begin.
In all, I really like the mod and it's changes to the AI behavior, it's actually challenging in a fair way.
If you mean an .ini setting, I don't think you can. You'd need to get the SDK and re-write the code.
I love this mod; especially the offensive reflex actions. However I am noticing that retaliation missions are much harder and probably an unintended consequence of this mod. What can happen is; one unit from a pod shoots the civilians as normal followed by a different unit of the same pod moving to attack a civilian. If this second unit moves within line of sight of XCOM and activates the pod will scatter as normal. I believe the problem is; upon activation the enemy that has already attacked can "roll" an offensive reflex action and then shoot another civilian. I like to think I'm a fairly competent player on Legend yet I'm losing more retals than before using YA. Hopefully you will consider adjusting this behaviour in a future update
You can enable that, check the .ini
@Phoenix
I've used all three without a problem.
I set it to 1 to delay airdrops but it also affects Lost and even when the Chosen appears.
Because of this, missions with Chosen in them became easier than missions without them
"Reinforcement units receive an extra action point, giving them a full turn when they drop in. This feature can be disabled and the chances configured in the config file."
I found it to be disabled by default. Same with "reinforcementsalwaysdefend" option.
After re-reading the opening paragraph, what do you think?
Quite a few missions had civilians & I made sure to purposely run into them, watched them yell. I also ran close enough to some during missions after I had been spotted just to watch them yell and run away too. I reloaded some missions from the beginning, playing them a few times but I could never repeat any of the issues others have reported experiencing.
Maybe your last update truly fixed the issues or my mod setup, plus my own tinkering with the mods, kept me from ever getting the issue myself.
If people continue to experience issues and you think having my mod list would help, let me know. maybe I just happen to be running a mod or 2 that keep the issue from happening or maybe I'm simply not using a mod others are & that could be causing an unforeseen conflict.
Anyway, I'll be playing more tonight, if I encounter any issues I'll popst back here.
@RedDobe thanks for the mod & keep up the fantastic work!
Will take a while before I get to another mission.
Also Deacon Ivory can confirm that the mod works in its pre-Oct 31st version.
The civvies were yelling due to me stepping into their 'detection' zone and making them run off.