Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
By default, I prefer the sitrep to appear almost anywhere (excepted some one-timed missions that I have added to the default config), but now it is at least configurable.
@Epigamesh I think you might be able to avoid this by setting ValidMissionTypes and not including the retaliation and rescue in the list. Alternatively it might be possible by creating a hidden sitrep that is forced to occur on such missions and using that to invalidate Julian via mutual exclusivity or via ExcludeGameplayTags. See the Savage Sitreps config for possible examples.
I don't think this is something that could be easily fixable, though (at least not with my current knowledge)
Thanks for your reply! I will give this one a try!
This standalone version doesn't change anything about lost towers or sparks and the sitrep appearance is purely determined by forcelevel and probability of occurrence.
I would only advise to deactivate the Raiders and Resistance Strategic Spawning mod if you're using it and Julian doesn't spawn in spite of the sitrep (I have discovered the lastest version to cause problems with my Alternative DLC Integration mod, which the standalone code initiates from).
The sitrep stays the same, though (there's no modification with forcelevel), so you won't be indeed able to tune its balance for the higher forcevel.
This is more a way to have Julian do some cameos during a campaign than a truly independent robotic faction.
I'm just curious if this mod works with LWOTC?
I'm in the middle of my very first LWOTC campaign and I could build my SPARK units without doing the Lost Tower mission so they must have integrated the Lost Tower mission into the campaign somehow. Not sure if how it would affect this new Sitrep.
To accomplish this, both the encounters.ini, encounterlists.ini and xcomgamedata.ini have to be exposed, as they control the force levels for things, meaning this mod is unusable by pack players until those files are exposed so that they can be intergrated into individual environments.
@LeyShade I'm not really understanding what you're refering to : once the minimal forcelevel is met, an additionnal sitrep can be added to missions, that force Julian and some MECs spawning. You could even play at forcelevel 100 (with the extended force level mod), it shouldn't change anything (though I have not tested this in particular)
Cool idea though, would of loved to of seen the total Julian package released seperate to the other DLC parts of the original mod, as a more complete variation of this,
1) It would be great to expose XComEncounter.ini and XComEncounterLists.ini so that players could scale the chance of Julian appearing independent of the sitrep spawn chance and also be able to adjust the number of derelict MECs as FL increases. Distress Beacon by MrCloista is the reference I'm thinking of where a player can basically change the spawns to whatever they want.
2) There is still some way to end the Sitrep. Maybe a config option to set how many times the sitrep can appear (the default could be -1 where the sitrep is infinite) or the player is able to set a certain enemy that needs to be killed for it to stop appearing.