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I have played a playthrough with Cerberus, Terminus and The Collectors, and they all spawned as intended during regular missions. They make for great additions!
But there was no base on the world map, nor was I offered covert actions to locate it.
I have many raider mods installed, including several not created by RealityMachina, and they all work barring these 3.
I tried looking into this mods ini files and comparing them to some of the functional mods, but couldn't track down a culprit. The code is nearly identical.
I also attempted ReddDobe's solution of adding a BossBucket to the mods in question before starting a new campaign, with no changes.
It would be really cool if you could look into it. I'm willing to give a hand, if I can, though frankly, I'm a novice to poking around ini files like this.
I've put on my list to take a look for ya! Might take me a little while to get around to unfortunately
I'll fix it for you if you'd like me to :)
To be candid, I haven't tested with the bases. It's very possible I did not implement appropriately.
Thanks :) enjoy
I'd highly recommend running with the 'Guaranteed Sitreps' mod.
I'm unfamiliar with LWOTC unfortunately
@VoidLight
Not at this time
Please use this mod in conjunction with the respective raider factions:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2294234510
@jje_aleman
Thank you for confirmation
I think I had a similar issue - do you have like a Mass Effect mercenary cosmetic armor mod enabled as well? Once I disabled that mod, they showed up as intended.
Apologies for the delay in response. I meant Cavily's CAT6 Cosmetics mod. I'm curious if it's causing a conflict when the assets are loaded.
Noted, thank you. Question, can you confirm if you also have the CAT6-Cosmetics Mod enabled?
Highlander is likely required
As far as I know, no rewards. I am also unfamiliar with the way the fulton system works - but this mod and other raider mods by me do not have additional functionality built in for it.
@Carnbonated Lettuce
You can update the podsizes in the config file for the raiders to natural bring more soldiers with them. There's 3 config variables you can change depending for which force level you're currently at.
(Team=eTeam_Two) - they should be spawning on the their own team naturally?
@aegis
Yessir, independent and compatible
is it compatible with the cerberus gardian replaceing shield bearer mod
(as in will cerberus guardians still spawn as shield bearers)
Subscribe to this mod, it will take care of the rest: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2294234510
so how do i disable them for ADVENT
Hm. I may be revisiting this in the near future. This question keeps coming up since there is not a consistent method at the moment.
@dskdev
Yeah, no unique abilities at this time. When I originally developed these enemies that was beyond my knowledge and I wanted to offer units that acted similarly to ADVENT for consistency.
@Cylindryk
I considered it! Like I mention above, I intended these enemies to be similiar to ADVENT at the time.
I really like all of these ideas. There's some great variety between the different mercenaries that would introduce some interesting pairings. Thank you for thinking of these in a way that combines the mass effect lore with the xcom gameplay!
Blue Suns... I figure that what they lack in specialties like Blood Pack and Eclipse, maybe they make up for it with tactics? Dedicated snipers, assault troops and fire support (mix it up between the batarian, Turian and Humans, no real fixed races for roles). Possibly the occasional officer who points out targets - possibly calls in AOE airstrike attacks since in ME2 they were the ones with the gunship.
With the Blood Pack Units - I can see them primarily being made up of variant Vorcha led by Krogan. Regen would be a thing with them, even if the Vorcha are essentially paper towels against gunfire. Their tactics would be all about getting into someone's face to deal as much damage as possible - cover be damned. Along with a trooper type vorcha, I can see usage of a flamethrower being a thing. Along with the walking murderslabs that are shotgun totting Krogans, Battlemasters would have the extra problem of biotic abilities and barriers, while Warlords are just plain tough - possibly with a cannon-type weapon like the Revenant.
Could be interesting, have a few things in progress in the meantime
@Cylindryk, VertigoJockey,
Love the ideas, notice I called these guys terminus mercs rather than CAT6 specific :)
@G.Poison
Thanks!
You're thinking of Eclipse, which has humans, salarians and Asari. Also Blue Suns should also make use of the Batarian skins.
Maybe add them as different tiers? Krogans Blood Pack, Turians and humans as Blue Suns, and Asari as the third one, which I can't seem to remember it's name? :)