XCOM 2
SCP Foundation Mobile Task Forces LITE
14 Comments
Puma_The_Great  [author] 18 Nov, 2024 @ 3:35am 
@Mtfrance, Sorry for late reply, It could be an error caused by Raider strategic spawning mod, as many users have reported a similar issue.
mtfrance 11 Oct, 2024 @ 4:08pm 
And the raiders spawn no problem with just the base module.
mtfrance 25 Sep, 2024 @ 4:09am 
Anyone have an issue with the sitrep reporting, but no raiders spawning?

I do have Raider Faction: SCP Foundation Mobile Task Forces installed. Also running CI, Hive, WotC Without The Lost, and like 200 others.
RedDobe 8 May, 2024 @ 5:22pm 
Hey Puma_The_Great. Just wanted to report an error in the XomRaiderBases.ini. You have SNEFoundationIncursionLITE2 instead of FoundationIncursionLITE2 in your second base definition. This creates a red screen error because there is not a SitRep with that name.
crackingcorn 12 Nov, 2022 @ 11:14am 
Love it! Makes the Raider SCP mod actually useable, as before you just straight up couldn`t do a lot of the missions early to mid game cause of the overabundance of Raider factions. It decreases it by enough to still make them encounterable, but not so much that it hinders the campaign. 10/10
Puma_The_Great  [author] 8 Oct, 2022 @ 4:00pm 
@Stukov81-T.TV, thanks, english is not my first language either, and it turns out I've been writing "Unidentified" wrong the entire time until now. It should be fixed now.
Stukov81-T.TV 8 Oct, 2022 @ 12:44pm 
There is a little typo in the Localizations, i think. English is not my mother tongue
Description="Unindentified Advanced MTF is operating in the AO."
Unindentified should be Unidentified i think
Seraphim Sword 8 Sep, 2022 @ 5:13pm 
Thanks for this.
Puma_The_Great  [author] 5 Sep, 2022 @ 3:14pm 
@Malek Deneith, Thanks, I always mess something up in these files. It should be corrected now
Malek Deneith 5 Sep, 2022 @ 8:00am 
"Bug" report: you have duplicate index numbers in XComEncounters.ini under Encounter_MTFLITE_Weak_FL10, and Encounter_MTFLITE_Strong_FL10.
Also gaps in index numbers for Encounter_MTFLITE2_Normal_FL16, Encounter_MTFLITE2_Strong_FL16, and Encounter_MTFLite2_boss_FL16
Puma_The_Great  [author] 4 Sep, 2022 @ 10:40am 
@RustyDios, very similarly to the base mod, Squad sizes and tier switches are exposed. Team changer works the same exact way.
RustyDios 4 Sep, 2022 @ 4:53am 
Thanks for the quick response!
I can undestand the want for some of them to be rarer :)

I guess I'm one of the people that doesn't mind the 10-odd sitreps in the original, especially as SCP/MTF are my 'only' [eTeam_Two] faction ... so I heartily appreciate this being made as a plug-in

Are the teams/values exposed to config here ?
Puma_The_Great  [author] 4 Sep, 2022 @ 4:19am 
@RustyDios, You can not really see which mtf it is exactly, As they are randomized on mission start. I decided to devide it that way for a couple or reasons. First one being, I used an If(Sync_Rand_Static(100)>50) and the way I rooted the if/else would at best allow me to do a "12.5/12.5/25/25/25", as it's 50%^3 in cases of two of them. I could make it work the way you say with switch case, but I decided to keep it that way, to make some mtfs like Samsara more rare, and some other ones more frequent.
RustyDios 4 Sep, 2022 @ 3:30am 
this seems nice .. but with just the two sitreps do you still know exactly which team it is (so you can plan to fight them)

I'm also curious why you didn't split the teams into two groups of 5, and have it all be 20% chance for each ??