XCOM 2
Strategy Overhaul : Maximum Security 2.3
49 comentarii
Stukov81-T.TV 8 ian. 2024 la 8:22 
This mission is for Covert Infiltration and will spawn during a campaign
Nєx 一 红龙 7 ian. 2024 la 19:21 
if I dont get the mission for rescue Mox, how can i spawn it?
Stukov81-T.TV 7 nov. 2023 la 14:05 
you CAN set a different squadsize quite easily :)
Koohan 7 nov. 2023 la 13:21 
Got it. I was just thinking that balancing it around a mini squad would have helped in adding more diversity in the kind of missions we get in CI ;)
(or maybe even different squad requirements, sometimes you need just 3, sometimes its a high security compound and you need more... )... just blabbering, great mod ;)
MrCloista  [autor] 5 nov. 2023 la 3:28 
Oh yeah, you get this one wrong and it's a squad wipe even at 6.
Stukov81-T.TV 5 nov. 2023 la 2:30 
and for this mod ... trust me, you would not like only 3 :)
MrCloista  [autor] 5 nov. 2023 la 2:29 
@Koohan the problem with the original 3 man run type was they were really really easy.
Koohan 5 nov. 2023 la 1:18 
Havent tried the mod yet since im in the middle of a run, I had no idea that compound save mox type mission were removed from CI. I like the intention of your mod and i'll prbanly download it once i finish this run, but I think it's too bad that we have to go full squad, I think it's good to have different missions and the 3 man vanilla thing was a nice change on the standard full squad we have all the time
MrCloista  [autor] 8 mai 2023 la 9:32 
@Zelfana they'll be removed next time i update this. @silverleaf1 Entirely dependent on having Lost World active or not, they aren't in the standard encounter ids.
RustyDios 7 mai 2023 la 3:22 
If you have Lost World //Sitrep .. yes
Why would it not be intended ?
silverleaf1 7 mai 2023 la 2:59 
@MrCloista I had this mission occur with the lost present. Is that intended?
Zelfana 15 oct. 2022 la 14:25 
Getting some ImportText errors from the "commented out" lines:

Error: Redscreen: ImportText (arrMissions): Unknown member ;MissionSchedules in: (MissionName="CompoundRescueOperative", sType="CompoundRescueOperative", MissionFamily="Compound_CI", MapNames[0]="Obj_CompoundRescueOperative", MapNames[1]="UMS_MissionCore", MapNames[2]="UMS_NoMissionTimer", MapNames[3]="UMS_NoReinforcements", RequiredPlotObjectiveTags[0]="Compound", RequiredParcelObjectiveTags[0]="Rescue", MissionObjectives[0]=(ObjectiveName="VIP", bIsTacticalObjective=false, bIsStrategyObjective=true, bIsTriadObjective=true), MissionSchedules[0]="MSCompound_LP_Standard", ;MissionSchedules[1]="MSCompound_LG_Standard", ;MissionSchedules[2]="MSCompound_VP_Standard", MissionSchedules[1]="MSCompound_VG_Standard",
...

Probably still working okay but should maybe remove the lines anyway.
Epigamesh 30 dec. 2021 la 3:21 
@MrCloista Exactly what I did ; I totally forgot about this behavior in vanilla.
MrCloista  [autor] 29 dec. 2021 la 14:30 
It's vanilla behaviour I think when you rescue the vip by NOT hacking the door n bypassing the alarm
Epigamesh 29 dec. 2021 la 13:58 
This is so well done that I haven't yet managed to succeed this mission once (it really feels like assaulting a high security base and I like it. I do no despair either to find one day a viable strategy for this rescue mission).
I might have noticed a small bug (although on a heavily modded playthrough) : when rescuing the VIP, a new extraction point appeared, even if I could place extraction points everywhere I wanted since the start of the mission (in fact, it replaced an already existing extraction point I had planified before). Is that an intended behavior ?
Deadput 14 oct. 2021 la 10:47 
I've never heard it happen for an Xcom VIP, but I've heard and witnessed the bug where extracting a Dark VIP last would kill them.

Don't know if there is a mod that fixes that.
MrCloista  [autor] 7 sept. 2021 la 1:31 
@MausbeN_Pro - according to Astral Descend, that sounds like the vanilla bug that happens when you extract the soldier with the vip last. Make sure to extract them before at least 1 other soldier.
Alecthelm 7 sept. 2021 la 1:00 
done the same mission(save ftw.) as on 24.8.- and boy, it was an hard one, great changes!
Vaultwulf 5 sept. 2021 la 21:37 
Max Soldiers - set to 6 (was 3) Love this change! :steamthumbsup:
MrCloista  [autor] 4 sept. 2021 la 16:52 
Never seen it so no idea sorry
MausbeN 4 sept. 2021 la 16:51 
I've had a bug on my last 3 playthroughs where i extract the VIP and the game doesnt recognize that theyre no longer on the field and now on the skyranger, forcing me to "fail" the mission beacause i "never extracted the target". Irritating, but if due to a conflicting mod that would make sense. are there any known mods that cause this issue to happen?
Coley 2 sept. 2021 la 17:24 
I'll try that out and let you know how that goes, thanks for the help!
MrCloista  [autor] 2 sept. 2021 la 16:29 
I've attempted to make an exclusion for those 2 mods and it doesn't seem to work properly,I'm looking into it. HOWEVER, if you change to Diverse Aliens By Force Level, the exclusion for that mod seems to work fine, and it is a combo of those 2 mods.
Coley 2 sept. 2021 la 16:10 
I use Increased pod size by force level yes, I should've mentioned that I run with that, apologies
MrCloista  [autor] 2 sept. 2021 la 15:33 
It's the same mission family, so it'll take some things from this mod (the security level changes). There are other mods that could be interfering- do you run Diverse Alien Pods or Increased Pod size by Force Level?
Coley 2 sept. 2021 la 11:40 
Hey MrCloista, I'm not 100% sure but It seems that the 'avoid security robots' mission types from Even More Robots messes with this mod. Had that pop during a rescue engineer compound mission early on in my campaign. There were only 3 aliens on the map, no security drones from EMR, or turrets from this mod. I guess I would need to somehow disable those mission types from interfering with this mod? if that's possible. Unless i'm missing something and that particular mission isn't tied to this mod.
Stukov81-T.TV 28 aug. 2021 la 16:06 
Awesome Mod, I always like to have more diversity in a campaign
MrCloista  [autor] 27 aug. 2021 la 14:00 
That's hardcoded vanilla behaviour i currently haven't worked out how to change @Lux Manifestus
Lux Manifestus 27 aug. 2021 la 12:39 
May I make a configuration request to remove the maximum alert level trigger when picking up the prisoner? I like an option to completely stealth missions and it seems to make the hacking option of avoiding the door alarm moot, as it will effectively just be set off the following turn when the objective is picked up. Great mod, it fits in well with the Covert Infiltration overhaul; enjoying it.
MrCloista  [autor] 27 aug. 2021 la 11:32 
@killerm12 this doesn't touch gatecrasher...
KILLERm12 27 aug. 2021 la 10:52 
I am getting a glitch where this appears for the first mission, and is bugged with no way to end it.
RustyDios 26 aug. 2021 la 22:16 
These new balance changes are nice.. !!
Alecthelm 23 aug. 2021 la 17:54 
tried it, and yes, 2 lt. ranked reapers do it quite smooth, but anyway, nice one looking forward to your traps you balance in;)
MrCloista  [autor] 23 aug. 2021 la 16:30 
as it stands it'll usually be rather easy as long as you can stealth good, the balancing will make it more difficult, but also allow you more flexibility.
Alecthelm 23 aug. 2021 la 9:34 
ok, so ill get it that way, that its better to wait for balancing as playing it straight away in an ongoing campaign, bcs my soldiers would eat them up on the mission, gainig free ep correct?
MrCloista  [autor] 21 aug. 2021 la 1:52 
Just so everyone is aware I am currently testing some balance changes to make the mission type reflect the mod name better.
RustyDios 20 aug. 2021 la 12:40 
CI by default removes this mission type as a possible 'rescue' type mission, due to how easy the mission type is. It can really throw the balance of a campaign.

CI rescue captured soldiers missions normally use the other "extract/rescue VIP" type missions.
This mods adds the cut type (compound rescue with stealth/alert mechanics) back into the RNG pool as a type that can spawn.
Lux Manifestus 20 aug. 2021 la 12:33 
There are no missions to rescue captured soldiers in Covert Infiltration? How does this differ from other rescue units missions in Covert Infiltration?
Duk of Deth 20 aug. 2021 la 7:47 
I see. A mod modding a mod. Np.
MrCloista  [autor] 20 aug. 2021 la 7:44 
@laurence_smith you are correct this is in unmoved WotC. HOWEVER, it is removed in the Covert Infiltration mod. This re-enables the mission type for use with Covert Infiltration.
Duk of Deth 20 aug. 2021 la 6:52 
I just checked - the name of that mod is "Always Recruit and Rescue". It ensures that you always get to recruit more faction soldiers [up to the max allowed] and you also always get the rescue missions. Like with Mox you still need to find the facility before launching the rescue.
Duk of Deth 20 aug. 2021 la 6:50 
Mind you I have a mod that ensures that once someone is captured, you always get that mission in the next cycle [month] so is that what is being done here.
SgtoPereira>>> 20 aug. 2021 la 6:49 
Thanks
Duk of Deth 20 aug. 2021 la 6:47 
This mission is in the game. To have it come up one needs to have someone get captured during a covert op. That's it. However, having someone get captured will greatly raise the information bar, so be warned.
MrCloista  [autor] 20 aug. 2021 la 6:38 
Nope should be fine to add at any time as it only adds to configs not replaces them.
SgtoPereira>>> 20 aug. 2021 la 6:37 
Sorry for the question .. but to install this Mod is it necessary to start a new campaign (playing with WOTC Covert Infiltration) ?
MrCloista  [autor] 20 aug. 2021 la 6:03 
It's the Chosen Captuee mission with the alert levels (which you can see in the modpreview image).
TotalKhonest 20 aug. 2021 la 4:11 
Is the compound mission type the one you got when some of your soldiers were kidnapped by the Chosen? Where you infilitrate an ADVENT facility in the wilderness?
Dev 20 aug. 2021 la 3:06 
Where can I learn more about what the Compound mission type actually is?