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Rapporter et oversættelsesproblem
This way you play entire game as 6 squad by default, and reserves are only for rare tricky situations such as Chosen + modded boss enemy/mocx.
[CovertInfiltration.X2StrategyElement_InfiltrationActions]
-InfiltrationMaxSquadSize=6
+InfiltrationMaxSquadSize=16
[XComGame.X2StrategyGameRulesetDataStructures]
-m_iMaxSoldiersOnMission=6
+m_iMaxSoldiersOnMission=16
(The code that I altered)
Fun Context: The solo in question is John Wick, and the high amount of squad size is for a Chimera Squad dedicated team (13 agents, plus Whisper and Jane Kelly), and other larger squads such as a Team Fortress 2 squad (9 + Miss Pauling). Lara Croft is also another solo using akimbo, and the Armor of Two are duos/Bishops, which is why I'm trying to figure out how to make the second through 16th slots options to allow tiny squads.
Fully aware of other balance requirements needing editted such as enemy spawning and CI squad size penalities abd living space, but I've figured out how to edit those. (Or at least I think I can, that's not the issue now)
Relevant Mod context: Allow Larger Squads, RoboJumper's Squad Select, and RPGO and various specializtion mods linked to it
If I make config changes on DABFL regarding the coin flip to be less of a coin flip but more of a dice roll, would I need to account for your own DABFL modifications? If I'm reading your mod description and config files right, all that you're doing is guaranteeing +1 enemy to pod size from the get go, with the opportunity to do a coin flip to get up to at max 3 additional enemies per pod right? So If I reduce that coin flip aspect to be more like a dice roll (anywhere from between 0 - 50% chance at rolling for an additional enemy) on DABFL, but don't touch anything on your mod, that means there's still your 50% coinflip tacked onto the 0-50% chance that I have set for DABFL?
I saw your comment below stating that yours works in ADDITION the changes i make on DABFL, so I just wanted to be sure i'm reading and understanding the code correctly
You'll need to edit the +AlienPodSizeRules. I'm not entirely sure what you're going for, but you'll need to change the minimum force levels at the least. If you just want ALL of it to kick in at FL20, then you can replace that section with:
+AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=100, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
The reason for periods instead of +s is because those rules become duplicates of each other if they all start at the same force level, and for duplicate rules you use . instead of +. Hope that helps!
The M3-0 value is missing, and I've added an appropriate one, but it turns out that the m3-2 value was a nerf and not a buff. Everything else looks right at a glance, but I'll need to go through and double check later this week. Anyway, both values will be appropriate shortly when I push the update live.
Since you're cycling through updates at the moment, I have a couple of minor quibbles:
1) Would be it be possible to remove the requirements for the Space Egg and Angry Sectopod since this is actually covered in the Miscellaneous Tweaks?
2) In /BossHpBuffs/XComGameData.ini the [ChosenWarlockM2_Diff_0 X2CharacterTemplate] entry seems to be missing and the [ChosenWarlockM3_Diff_0 X2CharacterTemplate] has no HP value
3) Lastly would be good to update the Steam description where points 4 and 11 contain old mod information (starting soldier count and COTK inclusion) and points 9 and 10 are again for Miscellanoues Tweaks
But once again, thanks for all the work put into these mods, very much appreciated!
If I used MCM to adjust DABFL, would those rules be in addition to yours, overule yours, or some other option?
-PatchedMissions = (MissionType = "GP_FortressLeadup", iSize = 15, bAllowSS = true)
+PatchedMissions = (MissionType = "GP_FortressLeadup", iSize = 8, bAllowSS = true)
Кстати из-за изменений в DABFL на первои-же миссий по защите убежиша около 50+ врагов. Был анигилирован за 3 хода. XD
Спасибо.
Covert Infiltration is where 8 man squads are enabled. If you don't run that, then use RoboJumper's squad select to do it.
DABFL is where enemy counts are increased to challenge you. If you don't use that, you'll need something else to accomplish that point. DEZ goes hand in hand there to keep these huge pods a bit more spread out.
PCP & its plugins are optional. They are nerfs to KillAssist values that I would suggest mirroring in any classes you do use.
If you run Space Egg or Angry Sectopods, this mod nerfs their hp. If you don't, this mod buffs the HP of Gatekeepers and Sectopods.
To reiterate though: I'm pretty sure any mod you don't have just results in my changes doing nothing, and you should be fine, but missing whatever the change was that I accomplished through that mod.