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i haven't tested it with the UFO defence mission. but i had similar problems with other mission intros and it seems to have been fixed by turning down the texture settings from max down to high, i guess the maximum textures caused the game to take to long loading them at the begining of missions hence causing lag which fucks up the cutscenes.
its really weird since non of these problems occured in vanila. did graphics get upgraded between the two or something?
Glad to hear that, enjoy!
@Beagle
Yes, you can. Open XComPodActiviation.ini and change +MaxActivateRange = 60 to however many tiles you want.
To configure the number of active aliens before triggering another group, change +ChanceReductionPerActiveAlien = 0.58 -- this one is a little tricky. The 0.58 means that 58% will be subtracted from a 100% chance for each active alien in play (resulting in the 42% mentioned before for 1 enemy active).
If you change it to, say, 0.25, then 25% will be subtracted from 100% for each active enemy. So 1 active enemy results in 75% chance, with 2 enemies it is 50%, with 3 enemies it is 25%, and with 4 active enemies it is 0%.
I haven't used Yellow Alert Gameplay so I am not 100% sure it will work with that one, but from looking at it, I think it would still work. Dynamic Pod Activation just triggers Yellow pods into Red Alert, whereas Yellow Alert Gameplay changes AI behavior while in Yellow Alert mode.
Conflict found for 'XComGameState_AIUnitData':
[WOTC] Dynamic Pod Activation
[WOTC] Yellow Alert Gameplay V2.0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1964595004&searchtext=yellow
an also with this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1131193060&searchtext=pods
????