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You got it
You don't need it, but this will guarantee the enemies don't spawn outside of these sitreps. These 3 factions are included because these are the three factions I had made, haha. I designed the units to be modular in that they could be standalone, or on a forces-sitrep, or in a raider faction sitrep, or as advent replacers. I did this in that different folks could use the enemies in the different ways they desired, but also wanted to build out mods like this one that would allow folks to just "subscribe" and move on if they wanted them quarantined to the raider factions. Hope that makes sense! All good questions.
All raider factions that are in eTeam_One I had manually edited and recompiled in order to swap their team, since all raider factions authors always add theirs to eTeam_Two, but I wanted a 4-way fights. It happens to include the 3 factions that your mod covers. I am also not subbed to any of the SITREP mods from those factions, given as mentioned earlier, I added their sitreps manually to the pool with Multiple Sitreps mod.
I had finished many campaigns with your mod and that sitrep setup mentioned in the beginning and never had any issues with wrong spawns, but figured I could ask. Also why does it only covers those 3 factions? Were these 3 made incorrectly? Newer and other factions does not have this issue?
I am subbed to total of 10 raider factions mods, but I never saw any of the units from them spawning in Alien team.
In theory, it's pretty light weight that it just adjusts a few encounter lists
No, only the items stated are intrinsically supported
In theory, but I'm not sure if I set them up properly based on some related feedback.
Interesting, thanks for reporting!
Yep, for the sitreps listed
no, apologies
Very welcome, glad you're enjoying
Got it. Downloaded a bunch of your other MODs too. Thank you for all of your hard work.
Well, it's only going to work with those mods in that section. So you don't have to use those, but it won't do anything without them.
@Frizzeldian12
Hm, CAT6 should be included automatically
@Rival.Renegade
No, it does not. The raiders only have 2 team to pick from, so if you have more than one raider on a mission, its very possible their 'team' is going to overlap.
@dmc32
Glad to hear, thank you for reporting
@DarthRitz
I'm not sure
Silly question; do I need to download everything in the 'Included Adjustments' section above for this MOD to work? The only reason that I ask is because you don't list them as 'required companion' MODs. Thank you.
tip - be sure to craft the ultrasonic lures and equip 1-2 on each soldier with grenade launcher. shoot them at enemy groups to mark them so the lost will focus attacks on the enemy instead of you. you can tell an enemy is marked if they show a red down arrow debuff - in some healthbar mods.
That's the problem I'm running into now. I've seen LOST not attack anyone except for me, and if I have multiple raider factions that aren't from the same modder, then some of those factions are treated as one team (unless resistance, advent, Lost show up then FFA).
I'm curious if this mod will fix some of these issues. I like to have pure chaos on the battlefield, but between Lost only going after me and not the raider factions, the game battlefield as turned into a grinder against me, lol!
Sweet!
tons of mass effect (soldier squadmates, dark vip enemies, vip normandy crew),
also a sprinkle of the witcher 3, some swtor, a few sets of star wars clones.
but since i am doing covert infiltration, countering dark events non-stop = willpower is the biggest difficulty factor, (along with the prototype armoury...)
so i have a lot of iridar's proficiency sparks, and geth redux troops in play to hopefully prevent complete campaign failure!
the geth pyro attack is quite unexpected. its like a sniper rifle that also burns. loving it!
Yes, replacing Advent with Cerberus are just reskins. The underlying code will still consider them to be Advent Units. If you add Cerberus Faction on top of that, you'll get Cerberus-Cerberus Units and Cerberus-Advent Units.
I like the idea of the Unique Dark VIPs. Cool stuff,
@Ostaluis
Check out my 'Sitrep Categories' mod. You can configure the Cerberus sitreps to be mutually exclusive so that won't break your immersion of them fighting each other.
@Ace_ofChaos
Makes sense
- say i use the enemy replacers (advent become cerberus/reaper, etc)
- then if i use this manager
- if i use advent raider faction will they become cerberus also, because i replaced their skins?
- if i use cerberus raider faction, would that mean i have 2 cerberus factions and the main enemies also cerberus from the skin replacers?
No, it leverages the encounter lists that are specific to these enemies
Yeah, if you have this mod enabled it will remove enemies like the Vorcha. They will exist only in raider or forces sitreps - even if you don't have raider or forces sitreps installed.
However, the config can be set to exclude one or more of the factions. So if you're using this for cerberus, but don't want Vorcha to be included, you can set Terminus units to be left out.
Which ones? I developed the factions currently to have encounter lists for spawning so that this mod could hook in. The other factions spawn units differently, so likely cannot be added unfortunately.
+SpawnDistributionLists = ( ListID= MercenariesRaiderLeaders, SpawnDistribution[0]=(Template= *EnemyNameHere*, MinForceLevel = 1, MaxForceLevel = 7, MaxCharactersPerGroup = 3, SpawnWeight = 15))
+SpawnDistributionLists = ( ListID= TerminusLeaders, SpawnDistribution[0]=(Template= *EnemyNameHere*, MinForceLevel = 1, MaxForceLevel = 7, MaxCharactersPerGroup = 3, SpawnWeight = 15))
Only have to add a single line to each enemy per encounter group. I’ll share an example later
So wipe the existing Encounter list for the units I wanna add, and copy the template from one of the Terminus units?
Or just replace the ListID from the default to "Terminus"?
Good call, I gotcha - you’d want to add in a line to their encounter lists. (XcomEncounterList.ini). This can be done directly in notepad. Take a look at one of the current terminus enemies. There should be lines like “terminus raider leader” or “terminus mercenary follower” in that file. You can follow that sample to add a similar line to reality’s units’ encounter-list files and they’ll populate in the terminus group instead. (This mod will take care of removing them from the rest).