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What happens normally is that you make one squad and you get more soldiers during the mission as reinforcements selected from your barracks automatically up to 10 active soldiers.
So you would need to set SquadSizeOverride=10 to prevent random reinforcements (at least until someone dies) and start with larger squad. This does make the mission easier of course.
I think what happened is that I set up the squad beforehand (with Squad Select Any Time) and then I didn't even get to the squad select screen again. It seems it detected a normal full squad and went straight into the mission. It was two days ago though, so I'm not 100% sure.
@Dragon32 You always seem to have a solution for every mod problem ;-). This and the original, Chosen defense mod are the only ones I'm running that modify Avenger Defense. Why isn't this working?
THAT is the distinction! If you only have Astral's mod, you will still have multiple squad's on the UFO defense mission, instead of one large quad. If you want one large squad on both defense types, you need both mods. Kudos to the author here for making it available for this mission type as well
I do like your idea, but Jeb's mod here is still MUCH better than the vanilla behavior. I've always hated it when the original Defense mission totally ignores "More Squad Size Upgrades WOTC" and sticks me with a vanilla squad size limit.
Exactly.
If I understand you correctly, you're suggesting that the original Avenger Defense mission be changed to a 2-squad setup similar to the Chosen Assault mission, but the 2nd squad be used for outfitting the trickle of reinforcements that Bradford sends into the mission? That's actually not a bad idea at all. I'm totally with you on having to go through the roster and outfit EVERYONE who might show up as a reinforcement during that mission -- it's a complete pain.
There's an easier way to do it, however -- once you have your squad all set up, just go into the loadout screen for one of the guys in your squad and from there use the Prev/Next buttons to shuffle through your entire roster. Much less tedious.
I'm using Configure Avenger Defense XCOM Reinforcement to cope with that. Bradford sends out reinforcements to match the cap set in that mod.
Where I could see this mod being actually useful in Avenger Defence missions would be if squad #1 was set as all troopers who'll deploy at mission start. Squad #2 would be the troopers who'll be deployed as reinforcements (the order Bradford sends troopers out in seems to follow order they appear in the Armory screen).
That means I could more easily gear up the reinforcements, as things are now I gear up the team then remove one soldier and replace them with those troopers I think will come as reinforcements. Equipping those potential reinforcements one by one before restoring the original soldier. It's a bit of a faff.
My comment was supposed to be an underhand lob to jeb, the current description makes this mod seem completely useless. Something of academic interest only with no benefit for anyone to use.
There's the Avenger Assault mission, with the Chosen and the big cannon. Astral Decend's mod originally covered that one. The original Avenger *Defense* mission is the one where you have to knock out the big EMP beacon with one squad plus a constant trickle of reinforcements, and is what THIS mod covers. Without a mod like this, you're stuck with the default squad size, which is a problem if you're running a "More GTS Squad Upgrades" type mod.
Assuming my memory's right I don't see the point of this. Am I missing something?
Just one more question: Does your mod still allow reinforcements to trickle in during that mission?
So instead of 2 squads of 5 the Avenger defense mission will respect the squad size you have set with Robojumper's Squad Select mod. If you've purchased squad size upgrades in the GTS it should factor that in as well.
Sorry if it seems like a dumb question, but the mod description isn't at all clear on that point.