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Yes, exactly. Just remove the semi colon ( ; ) out of the front of cat1. Semi colons will stop the ‘line’ from being ‘used’
;[On] Sitreps will be categorized and rolled individually
;[Off] Sitreps will roll from all installed sitreps
Categories = "ON"
;-----------------------------------------
;Sitrep Category 1
;USER: Enter your sitreps here
;+Cat1 = "AdventFieldTraining"
Good question. I don't believe there is a mod that exists currently that allows customization of spawn 'Weights' - the stat that affects how often an enemy appears. With this said, you can go into the base games 'XComEncounterList.ini' configuration file and update the spawn 'Weight' directly for the AdventTrooperM1 to be higher. Or, you could also use the multiple sitreps mod with its upcoming 'sitrep chance' feature to categorize your enemies to particular sitreps and have greater control over where and when these enemy factions appear.
New unique collector weaponry implemented; thanks to Cavily!
This will be fixed as well, that is unintended behavior
@nekus
This will be fixed in the next patch, sorry
Because the strings of the project in PG are missing in xcomgame.int I had more than 100 projects in PG withoout a name or description, just the cost 25 supplies and duration 10 days and a black button, well if I developed one projects of these , engineering could not build anything, just smoke granedes and medikit, no weapons, no armors and my soldires could not equip nothig because they had nothing to equip, no primary, no secondary, no utilities, nothing, scaring.
Editing ini and changing to no autopsy and no project resolve the case.
Got it! Thank you - Obviously those should not be there, will be pushing an update shortly to address.
re: skin gap - thanks for pointing out!
re: Abilities - Right, currently are versions of the traditional trooper and officer. I like those ideas though
Thanks!