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If people experience an issue of not people able to place the bomb, I strongly suggest saving, reloading X-Com with this disabled, and the 'tanks' should return to being selectable targets for units to shoot at. It's safe to reenable after the mission is finished.
and in the end i use "endbattle xcomwins true" to get past the mission as could not find that fault for the crash :(
Also, it seems I can disable your mod mid bugged mission and it will allow me to target and blow up the vehicles so its not a loss.
2/2
1/2
I have a suggestion, the destroy the turrets objective be ignored if all enemies are killed and the big cannon be already destroyed.
Coincidentally, I was looking for a mod that increases the occurrence rate of this mission type as it takes way too long to get 1 Chosen Assault, far less all 3 per campaign. Is that something you may be able to incorporate with this mod? For example, having the Chosen Defense trigger at every "knowledge tier" they reach, rather than just the final 4th "knowledge tier"?
The thing is that I have designed my game to not have an end-game and I have already killed all of the chosen and starting a new game would mean I would loose all I have done so far and I hate the slow build of the base, so for now I guess I will have to live without this mission
If you want, just leave all the Chosen alive for as long as you do the game, and then only assault their hideouts right before the final mission. If you let them live that long and they get to max their Intelligence, you are bound to be pulled into this mission at least once or twice in your campaign.
Ah! I see
It is kind of annoying that there is no fixed quest-chain to make sure all these unique missions are triggered