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We will continue investigating and directly message if there's any report on either module as to what is causing the issue, or what can be adjusted within the codebases to resolve the problems. as these may be more a 'fix with Highlander' issue than a 'fix in mod' issue.
When using mods that add maps, especialy smaller ones, the encounters are straight up being removed when this can't find a spawning location within it's own scripting rules. It's also, not effecitng all raider mods, as not all raider mods work solely on Eteam_Two, nor for their encounters.
For instance, this mod 's author has noted the same.
Perhaps the most effecient way of solving the problem would be petitioning 'God of Redux' "@RustyDios" to look over it, and see if they can iterate upon the design?
PPS - Shameless plug for my mod collections that feature @RedDobe's mods along with a ton of other great mods https://steamhost.cn/steamcommunity_com/profiles/76561198036277282/myworkshopfiles/?section=collections&appid=268500
When it's the aliens' turn, they kill 80% of the civilians. finally I don't have time to get there and act.
I don't know if this mod should solve this problem.
sorry for my English. It´s not my native language.
unless do you suggest using yellow alert as a better alternative cmpare to ai to ai activation
bye say this mod effects resistance forces do you me it effects the Resistance Heroes Incursion mod
link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1961980059
il try it without downthrottling but if it gets too intense for me il renable it
Yellow Alert Gameplay does disable downthrottling, you can do undo its edits in the mod's XComAI.ini file. I really wouldn't recommend it though.
quick question does ur yellow alert mod provide the same systems as broad pod activation where it tries to still keep the amount of active pods managble (by not activating pods if your allready in combat with too many enemies)
this is the link to broad pod activations mod page: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2097747159
the raider ai seams to work well, when the pods are activated
it's just they dont move at all when they arent activated
im assuming thats because there is no set "objective" to patrol too
PS: before installing this mod they attacked normally, more than one mission I had a lot of fun with my hidden squad watching how advent and the raiders kill each other and I wait for only 1 of them to remain and I eliminate them easily haha
Any news on AI to AI only activation mod? I am just asking. I don't want to be rude. I'd love to use it in LWOTC. Thank you.
Yeah, guess that's another one of those moments where game mechanics and thematics clash.
@Dragon32 it's more a matter of them spawning in the middle of other ADVENT pods, and everyone immedeiately triggering at that moment, which doesn't make a lot of sense for them to be recognised just at turn 1 and not before you even reached the map. This usually results in the whole of ADVENT being engaged against the ruler while you do your thing, and at early force levels they can wipe the whole of advent if they are mostly hybrids who can be knocked unconscious.
A good solution in my mind would be to have them be a reinforcement spawn on the turn after concealment breaks, like MOCX, except with the psi gate animation instead of the dropship one. But that'd require way more tinquering.