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The units are more than likely getting dark events because I hadn't removed those abilities from their templates though.
ReinforcementCountdown=0, \\
MaxSpawnCount=4, \\
MinRequiredForceLevel=16, \\
MaxRequiredForceLevel=20, \\
TeamToSpawnInto=eTeam_Two, \\
ForceSpawnTemplateNames[0]="MandalorianRaider_CommandoM3", \\
ForceSpawnTemplateNames[1]="MandalorianRaider_SkirmisherM3", \\
ForceSpawnTemplateNames[2]="MandalorianRaider_RiflemanM3", \\
ForceSpawnTemplateNames[3]="MandalorianRaider_MeleeM3", \\
bGroupDoesNotAwardLoot=false)
Can't say I have even a first guess as to how that happened.
Cause this pack lags
@Noisymichael: I don't know anything about the capture and interrogation mod but I wouldn't expect it to tie into this one.
@Slackboy101/The Worst: No plans for either of these at the moment.
@Wrathofanarchy: Sorry, don't know what would cause this.
seems to disable all headshot-mechanic even with this mod and LWOTC running together. Needed this for balancing. Wanted the Cartel troops to actually pose some threat to Long War 2 ADVENT without ludicrous numbers or stat-buffs. Their goons are on site to win after all :)
simply put a ; before these lines.
[XComGame.X2Effect_TheLostHeadshot]
;ValidHeadshotAbilities=StandardShot
;ValidHeadshotAbilities=SniperStandardFire
;ValidHeadshotAbilities=StandardShot_NoEnd
;ValidHeadshotAbilities=PistolStandardShot
To answer the questions that have come up (even the old ones) . . .
@terran: The Raider Faction bases mod does seem to have some occasional stability issues. I think a lot of them have been ironed out though since I first released this mod. I recently played a campaign with Raider Faction Bases, this mod and the Mando Raider Faction mod and was able to get through the mission chains to destroy the base HQs for both raider factions. I don't recall any CTDs or freezes but if I did it wasn't anything that a restart couldn't sort out.
@The Magic Conch: Sitrep name is "HuttCartel"
@CheifCommissar: Like buildable/XCOM playable units? No plans to do so. I did that kind of thing for some units for some Advent2Empire mechanized units and wasn't satisfied with the payout ratio to the time and effort required.
@Steeamtruck: (1) Not really no. Changing them to eTeam_Alien would put them on Advent's side and they wouldn't target civis then but I don't think that's what you're going for. (2) Afraid not. The headshot mechanic is defined in the templates.
@123jazz2007: Nope.
two things:
1. is it possible to make the Cutt Hartel operatives ignore civilians somehow and still be a third party eg. team two?
1. is there a way to deactivate the "headshot"- mechanic in the INIs?
[20533.42] HuttCartel: mission has HuttCartel SITREP, adding.
[20533.42] Warning: Redscreen: [DanK] Unable to find Mission Schedule ID 'None'
[20533.42] HuttCartel: we were somehow given a missionstate with no schedule: fix it ourselves
[20533.42] ScriptLog: RFB found following base def to use for raider ambush: Hutt Cartel
[20533.42] ScriptLog: RFB is altering encounter Encounter_Dummy_Weak with the following BaseDef Hutt Cartel
[20533.42] ScriptLog: RFB successfully replaced encounter definition data. This is now Encounter_HuttCartel_Weak_FL1
[20533.42] DiverseAliensByFL: Processing preplaced encounter Encounter_HuttCartel_Weak_FL1 with leader HuttCartel_HiredGunM1
[20533.42] DiverseAliensByFL: Encounter Encounter_HuttCartel_Weak_FL1 is not in eTeam_Alien or eTeam_TheLost, skipping...
Sorry Void, still no plans for a CIS/Droid faction. *If* I do another 3rd party faction, and there is 0 guarantee that I will, it would probably be a Nightsister inspired faction.
The only reason I can think of why the game might crash on the Cartel's turn would be if you didn't have the Community Highlander subscribed/active. If you do, then I am not sure what other cause could be responsible. On the off chance, make sure you are using the Alternative Mod Launcher and not the game's vanilla launcher.
@DEATHWATCH913: Should be fine to use both.
Couple of questions: 1) Why use the legacy voice pack when the rest of the req mods are the WOTC? 2) will the armor cosmetics become available later for soldier customization?