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super mod, thank you. But is there a way to manage the avent's number, accurately or as a percentage of the basic number planned for a mission and how ?
Thank you for your answer
First mission had 27 enemies, no conflicts that my Mod Manager can see.
Looking forward to running this on Legend
If you want just 1 2 3 4 ennemies randomly then maybe you'll need another mod that do that because I didn't check if this one does that, using LWOTC I do have pods that are alone (only Advent robot scout), in a group of 2,3 or 4 but that's from LWOTC I believe.
Hope that help.
Would it be possible to make a mod, which instead of doubling the pods, would add random enemies anywhere on the map.
I imagine having, for example, 6 or 8 isolated enemies, of random difficulty, scattered across the map, and regular pods.
And maybe an editable parameter in the menu
example:
Regular Pods: +1 +2 +3 enemy
Random enemies +1 +2 +3 +4 +X on the map
Or is it possible to add manual settings to this mod, to choose how many pods we would like to add, instead of doubling by default?
How to increase the pod sizes of these mod aliens?
I have a lot of alien mods, like requiem for a man, muton harrier, hive, ethereal etc... but I can't make these aliens' pods bigger
This mod (double pod) apparently works... I think, however, that mods that increase pod sizes don't work, and in fact, make modded enemies not even appear
I tried to change the encounter list files of these enemy mods, however, I don't have enough knowledge in mods
I changed the maximum spawn number of modded aliens, however, apparently it doesn't change anything
Thank you very much for your attention :D
Xcom uses Presets to determine how many Packs spawn per Mission Type and which packs.
You can manually edit the probability of a specific monster to spawn in the spawntables ; that alone should amplify aliens spawning.
However if you are still unsatisfied you need to rewrite the group compositions. Alot of missions spawn with 2-4 Packs of only Advent Packs.
Its a tedious task but it works. I did it aswell so that the various monsters that i added via mods actually spawn in my campaign and i manually edited them to also spawn in missions where i get corpses.
Does anyone know how to add more aliens to the mod?
because I have mods that add more aliens, like requiem for a man, hive, etc... But, apparently these mods with new aliens don't work with the pod increase mods (this mod, and the configurable pod size, at least, These are the ones I know don't work)
Does anybody know how to solve this? Thank you very much for your attention
THIS ONE *points thumbs to self*
There's a balance issue on UFO vs. Base defense mission. Turns until infinite reinforcements ends up too low when playing with Beta Strike enabled. Not sure how to delay those via config yet.
its was really fun, for sure.
Sidenot: it also fires at Kill General/ secure Civilian Missions, that are altered by an mods on my Side.
[WOTC] Overwhelming Enemy Pods
[WOTC] Dynamic Pod Activation
Configurable Pod Sizes
I think it's prolly a bit easier than double pod size, since you don't necessarily have to deal with so many enemies all at once. otoh... it also means more leaders.
This seems a LITTLE nutty, but I don't think it's without precedence when you compare it to Overwhelming Pods or something like that.
THis would just double the number enemies on the map, though, right?