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This is the best enemy mod out of the box by far
By the way, I used to run the Elite Alien Pack, but I disabled it after loading this mod. I've never had any trouble with those aliens.
Please don't stress yourself on the UECP idea. That was more a notice board inspiration for others to see and hopefully, someone takes up the challenge for the benefit of all.
Never incur the wrath of Reshi. Her Syusa is pain. Her Syusa will claim all.
Most common problem one is EvacAtRendezvous from base, as there isn't a mod like ECHP that is designed to roll all known modded enemies into simply replacing the job system, though this would help the community at large (automatic layering with Yellow Alert, AHW, etc).
But we digress. Thank you for the thoughtful answers and the time you've taken to explain things.
Brilliant. Thanks again.
As long as a pod contains a single unit in the validchars array, that pod can be assigned the job.
I'd feared it would be the opposite, but thinking about it that matches the behaviour I've seen.
Thanks again, I'll make the changes I've talked about to my local .ini, although I think it would be a rare thing for me to get a whole pod of undefined enemies as I don't run that many enemy mods.
Thanks for taking the time to reply, and everything else you do here and in the Highlander.
Thanks for the reply, Blackdog.
Whilst I've got you: any tips for assigning Jobs?
I see that the Sidewinder and the EU Berserker are assigned to everything that's not an ADVENT General Job, even Support and Artillery. Those are two very different baddies I wouldn't expect to be doing either of those.
So I deduce adding any enemy to all bar Rendezvous and EvacAtRendezvous would be your recommendation? As Jobs are a thing that happens in the fog of war some weirdness like that is OK?
Thanks again for the great work. Look forward to your next creation.
@dragon32 - Its quite likely that YA adjusts or interferes with the green alert ai anyway so it's unlikely the adjustements to jobs here will make much difference with YA active but I'm not 100% on that. The hope is that the changes will help a bit with objective camping generally but in my experience YA exacrbates that quite a lot, irrespective of other changes!
We don't wish for you to remove them at all. The knowledge that overhaul crafters can safely remove it within their localised editions without impacting on others use is perfect enough.
Thank your patience and fantastic work.
That's really interesting. I realise I'm in full-on feature creep here but would a console command to iterate through mod-added enemies and report on their AI job be possible? Or those without I guess would be the important ones.
Based on your description of the system I feel that I, and probably others, are running some mod enemies without those jobs assigned. I wonder if that could be the cause of objective camping, that gets reported a lot for Yellow Alert Gameplay.
Although I see you've populated the arrays with quite a few mod-added enemies already.
Also to clarify, we were asking about the jobs themselves, as we just didn't recognise those specific jobs. Thank you for clarifying their from LW and LWOTC respectively and can be ignored by those not using those overhauls.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3005345170/4628106589631504017/
Its invisible if it shows on missions.
Does anyone else have same problem?
Sometime ago their names were changed from LW original names to vanilla ranks for more consistency I assume (being ADVENT - Advanced - Elite). However in vanilla game only T1 units have ADVENT in their names (for example ADVENT trooper - Advanced trooper - Elite trooper), while units in this pack still keep ADVENT as the first word in their name.
It was my own fault for not reading ability text close enough.
The things I tried were Resuscitate (not sure if it's from vanilla medkit or added by a mod) which removes mental conditions but doesn't seem to work on stun.
And White Flame from psionic ex machina which says it removes mental ailments but also doesn't seem to work on stun either.
I also tried Stand By Me the bondmate perk. Didn't work, but I read that apparently the game doesn't diagonal squares as adjacent. So...
I still hate those drones but I guess this is more of a reading comprehension issue on my end then them being overpowered.