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Yes, currently one list determines everything. I currently have no plans to add features to the mod, unless they're really one line adjustments. Good luck!
Thanks for the rapid response. I think I'm going to try this with the main list set to .9, story missions set to .3 and facilities down to .1 (and the final turned off). It feels like even with the additional mission sets it should work out a little more generously than the defaults overall.
Of course it will probably be a month before I have results, but I can always just ignore it or turn it off if it's too punishing.
Rooftops Assault is the MOCX HQ mission. If you don't use the MOCX mod then it harmlessly does nothing.
ChosenStrongholdShort
ChosenStrongholdLong
Dark_RooftopsAssault
I assume CentralNetworkBroadcast is the penultimate mission?
I personally want my chosen killing squad in the final mission though? So I think ultimately this isn't for me. I care about this only for making taking down the chosen more interesting and costly and not much else.
This this does make me want an irremovable "fear of the chosen" that they can inflict with a sabotage, or that the sarcophagus inflicts when you kill the chosen for good. Maybe that would be too frustrating... that's outside the scope of this mod though.
Really sick idea even if it isn't fully for me. Almost makes me want to commission a new mod or get off my ass and learn to make some myself.
+PTSDInducingMissions="AssaultAlienFortress_LW"
+PTSDInducingSType = "GP_Fortress_LW"
+PTSDInducingMissions="AdventFacilityBLACKSITE_LW"
+PTSDInducingSType = "GP_Blacksite_LW"
+PTSDInducingMissions="AdventFacilityFORGE_LW"
+PTSDInducingSType = "GP_Forge_LW"
+PTSDInducingMissions="AdventFacilityPSIGATE_LW"
+PTSDInducingSType = "GP_PsiGate_LW"
Great crossover idea though, we do like intergration <3
yes, this is relatively easy to do with config edits.
In the officer's mod config file XComAbiziOTS.ini
There is a section below with "AddCompatibilityRules". There you can write:
+AddCompatibilityRules = (Action = CountAsAlternativeOfficer, UnitValueName = "AbiziGotPTSDBefore", RequiredUnitValue = 1, CountAsOfficerRank = ...)
where in the ... you should put the desired officer rank you want them to count as (the numbers range from 0. 0 is cadet, 3 is max rank officer).
Note that this will not grant them officer abilities, this will only allow them to count as officers for the mission sitrep and covert op requirements.
I did not test it, but I see no reason for this not to work.
Or, is there already a way to do this? I haven't looked closely at the ini files, but it sounded from the description in the other mod that the "count as officer" modification was class based.
Will test and find out; will configure as if true, then if doesn't work can just comment out and back up :)
If you ever make the Sitrep logic into a pluginable module, or a sublogic within this, please do let us know, as this has been one of the greatest things for preventing camping on one squad for every mission that's come along ♥️
1) I think it should work this way. I did not test, but I see no reason for it not to work.
2) Unfortunately at the moment this mechanic works only by mission name. The sitrep is there mostly for information, but also to enforce the mechanic at squad select. But this is something I could address at some point in the future, and make these two functionalities separate (add NeverAgain based on some more flexible logic, and only check when the mission has a sitrep). Shouldn't be too hard, but I don't know when I'll get to add it.
Glad to hear you enjoy the mod!
Two questions, to know if possible:
1) Does setting a negative number, such as -1, decrease the accumulated trauma for given soldiers, so that certain mission types can be set to alleviate stress.
2) Is it possible to add Sitreps to be PTSD inducing, such that certain Sitreps from factions such as Hive, Dark Eldar or AHW may contribute to trauma, and if 1 above is true, that certain beneficial Sitreps may reduce trauma before the threshold is hit.
Thank you again for the amazing work Mon Ami 🎉🎉
At the moment my modding tools broke, but I should be able to fix it soon-ish?
I will probably add bonus exp for other soldiers when having someone with Never Again in your squad. The rest of the features mentioned in the last item of Known Issues are on the back drawer. I might come back to them later, but I have some other stuff I want to do first.
And I'm glad you enjoy this :)
And thank you for adding that much more Darkest Dungeon to my XCOM.
As for arbitrary interaction logic with soldier will - I don't see the need for such mechanic, and I don't think it's possible to leave such an arbitrary piece of logic open to config, so that I will not do.
"XCOM 2 is about making the most of a bad situation. Missions will fail, soldiers will die, and the all-encompassing ADVENT Administration seeks to smother your flame. You are not expected to succeed in your first campaign, or your tenth.
How far will you push your soldiers to complete the mission? How much will you risk in your quest to liberate the Earth from alien occupation? What will you sacrifice to save the life of your favorite soldier?
Take heart, Commander. Don’t relent, face your fears, and reclaim what was lost to us. Failure is the greatest teacher of all, and there is always fresh blood arriving on the Avenger, driven by nothing but hope…"
As for the rest - unlikely to happen.
1. If you bring a marked soldier into the squad, those squadmates get +25% XP.
2. If you're using Crew Capacity, marked soldiers do not count against your crew capacity, much like how DD vets do not count against your barracks capacity in Darkest Dungeon (and why keeping them alive is essential!)
But seriously. I LOVE Darkest Dungeon. First, Firaxis gave us Stress and Afflictions. Then a modder added in Death's Door. Now we need stress-induced heart attacks.