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Rapporter et oversættelsesproblem
"Planewalker 31 Mar @ 5:24am
How to fix "just stay still" in LWOTC:
Open 2683996590\Config\XComGameCore (or same file in 'Long war of chosen' in AML), find this block:
!PlayerTurnOrder=()
+PlayerTurnOrder=eTeam_XCom
+PlayerTurnOrder=eTeam_TheLost
+PlayerTurnOrder=eTeam_Alien
+PlayerTurnOrder=eTeam_Resistance
+PlayerTurnOrder=eTeam_Neutral
add
+PlayerTurnOrder=eTeam_One
+PlayerTurnOrder=eTeam_Two
All neutral factions is acting now."
I can also confirm you that the mod I've mentionned work too and the resistance raider also work without issue, if you have modjam for LWOTC it may also solve the issue but there is no guarrantee, technicaly the resistance raiders shouldn't work if it did not get an update for it like the SCP did, so maybe modjam will do the trick, be warned that you'll have to edit some research since acid grenades and poison grenades need new ennemies to be researched....... hope that help.
Fair - not sure, I haven't used LWOTC personally
Should be
I am unfamiliar with CI, but in theory the sitrep should work as expected if it's called?
@Newb.
That would be cool, but biome-specific enemies are unfortunately not baseline.
@RambelZambel
Yeah, I believe it's a problem with how I set up their accepted followers.
they wont but if you have both sitreps at once it can be weird since you will have collectors fighting collectors, but that with only happpen if you are using NightNinja54's " Multiple Sitreps 2.0" mod since you cant usually have 2 sitreps at once
Thanks although I'm wondering if the two mods can conflict with one another
for the reaider the faction the collectors are a raider faction (a third party on the map hostile to both xcom and advent)
while this mod just make it so that advent is replaced by the collectors when the sitrep is active
(so it works kinda like the Sitreps that make you fight specific enemy types like "Automated Defences" and "Psionic Storm")
Yes, I would like to - can't promise a timeframe, but it is on the agenda.
@Asari
Hey, as an update to my earlier point: use the mod 'Raider Unit Manager' which will do everything mentioned automatically for you.
Hi Asari, thank you very much. I am transitioning the way spawning for these enemies work - the reaper/collector units are the first part of this transition. Rather than have the setting on the raiderfaction/forces mod itself, each individual unit can be customized in how and when they appear via their customizable encounter lists. You can access each encounter list in via each enemy's config directly.
Thank you, you're welcome!
Maybe one day, I want to reach a point where each faction type has enough varied units to stand alone instead of the same 2 or 3 units.
good to hear!
btw i really like these ini config files, they are super useful and flexible. thank you for implementing these! :D
I believe you should be safe to adjust as desired
regarding 'XComEncounterList.ini' , there is a value called "SpawnWeight" inside it.
i'm just wondering would there be any negative consequences if i tweak SpawnWeight value to be super high ? like close to 80-90? maybe even 100? would it crash the system ? lol
Thank you! Glad to hear
Hey, thank you for asking. I did release a new version recently that updates the way enemies are added to these sitreps and enemy pools. The enemies can now be customized directly for how and when they appear. Each enemy's 'XComEncounterList.ini' configuration file allows users to have full control over that particular unit's appearances (sitrep or otherwise). Previously, it was an all or nothing setting that was a bit too overreaching. This new methodology allows users to fully customize if an enemy should appear in: base game, forces sitreps, raider faction sitreps, etc.
awesome upcoming update! will definitely check it out. :D
thank you so much!
Hell yeah, glad to hear it.
Yes, go take a look at the upcoming update for 'Multiple Sitreps':
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2068573223
now that there are more reaper units added to this mod. this sitrep has become my most wanted sitrep in the entire game, pure mass effect combat goodness. :D thank you so much!
my question is : can we tweak any .ini files to increase the spawn chance of this sitrep ?
cheers!
Yes, that would definitely cause it. That option will remove units from all encounters beyond the raider faction - something I will be addressing via a new method going forward. Sorry about that.
A fun fact about reinforcements, they are hard coded to the "Advent" list. I've spent hours investigating a way to get my enemies to replace the "Advent" reinforcement list with a "Reaper" reinforcement list, only to discover its hardcoded into the game's kismet. In the future, I hope to add a custom reinforcements ability similar to the modded 'advent general' that can call in specific reinforcements that these enemies can use exclusive to their faction (i.e. reapers). On hold for now until I get these other adjustments live.
Thanks for the feedback!
So, I did use the option to disable the Collectors replacing ADVENT (Speaking of which, is there a way to apply it to the Collector Assassin, Praetorian, and Brute?). On a seperate mission to recover a Resistance scientist, I got the Collector Forces Sitrep again, and there were no enemies at all, until I recovered the scientist, and afterwards, when the reinforcements came in, I got the ADVENT soldiers.
Hm, that's strange. Let me know if it happens again - I'm working on an update for this soon anyway.
I like the idea
@Slackboy101
Our marauder friend should now appropriately appear
The collectors left without him (I’ll add him in)
It essentially replaces advent for the mission, yes. You can also download the raider faction of Cerberus if you prefer that. Or download neither and use the standalone unit to fight alongside advent. I’ve made each variant that you’ve described; you are free to choose which you prefer
@Lechuck
:)
oh ok, never mind then. Thanks
I made a mod to address this!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2067447380