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love this mod XD
забавно, что с Project Phaedo Crito мне нужно 2 трупа королевы мутонов, чтобы получить доспехи R.A.G.E.
Also I doubt this is something that can be fixed, but Dark Cloak absolutely shreds performance and load times when alien pod sizes are increased. Word of warning to the wise.
Which is unfortunate because Dark Cloak is frustratingly fun to play against and really makes the "insta kill with crits even on Beta Strike" part of my campaign better.
@HoneyTheYellowBear and VoidLight I have also seen the invisible psi zombies.
I still haven't gotten all of these to trigger, Active, in a single campaign. It's not that hard to stop "Project Arbor Gate" from activating as you have 3 opportunities to stop it. I also haven't gotten to face the megladon as yet. You really don't need to worry so much about Arbor Gate.
I guess it's more like "If you're interested in working together to make them compatible." Realized after the fact that it sounded like I was gonna make you do all the work...
I'm gonna put in some more safeguards to disable Diverse Alien Pods' replacements if it can't generate enough to fill out the entire original pod, but that's not making it compatible so much as just deactivating mine and letting yours take over.
If you're interested in making them compatible, hit me up over at the DAP page or Steam friend me or something and we can figure something out. Cheers.
A: I either have no idea or I will make an educated but unresearched guess.
Pffffft, a mod developer after my own heart. Speaking of which, but do you use the PostEncounterCreation DLCInfo hook? I'd do my own research into your mod to find out, but then I wouldn't be making an unresearched guess.
Diverse Alien Pods (and the submods it spawned) use that function to drop and replace followers in pods led by aliens, and I've been getting some reports that there's conflicts.
I wouldn't exactly call it a "game breaking" bug, but it basically makes Legendary feel like Easymode due to the lack of enemies, and that makes me sad.
My gripe is that, it seems the aliens will always be able to pull these things off, because there aren't enough Guerrilla Ops to go around to counter them all. I had to use the "make your own missions" mod to make it fair.
I think this issue can be remedied. I propose this fix, which I don't know how difficult it would be to code:
"Give each Chosen with a Side Goal."
For example, the Assassin could pursue Project Arbor Gate. Whenever their "knowledge level" increases, their associated Goal is advanced by 1 level. The only way to stop the Side Goal is to take out the Chosen.
Knowledge Levels 1 through 3 correspond to the Side Goal. Upon hitting rank 3, the Side Goal is active. Defeating the Chosen before they reach rank 4 will counter the Side Goal. At Knowledge level 4 (max), the Chosen can still be defeated, but their Side Goal is now permanent even if the Chosen is gotten rid of.
Also, the game crashed when I fought the Lancer. It stated it was unable to load the "AlienSideGoals_DarkCloak". Not sure if this is tied with the previously mentioned issue. Is there a way to fix both?
Best situation ever... Lol
I do not know if this is part of the Chryssalid side goal, but on a mission, I encountered a Chryssalid King, and three Chryssalid Hunters.
The King was his usual self, but the Hunters had a whopping 38 health each. I do not know which mod might be doing that. Is that supposed to be part of the Chryssalid side goal?
I don't recall the aliens achieving a side goal yet, but if they kept hiding it under the Hidden Dark Event every month, they might have pulled one off.
I actually double checked and I don't have them. It's just that they are showing on mission planning because of: WOTC Show Enemies and Terrain on Mission Planning
Disregard my report
A question: Suppose let Project Phaedo Crito reach Phase 1. However, if I stop Phase 2, is Project Phaedo Crito permanently dead in the water, or can the aliens "try again later" and Phase 2 might spawn as a new DE later?