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There would be problems, though, if you use Raiders and Resistance strategic spawning.
If not, I don't known.
Couple of issues though:
-Julian ever appeared once, as a boss. I kept running into Advent Mecs and Sparks, but never the main man. Is it possibly because I played the Shens last Gift Mission, and killed Julian in the tower?
-I never experienced a Sectopod Prime either. I don't have ABA installed, just the standalone enemy mods you suggested. Don't know if it changes anything?
The mod raiders and resistance spawning also currently prevent Julian from spawning, but, if you are not using it, I don't know what could cause this (though I would be very interested to know if you find it)
I will try to add an exclusion in the next update, so that Julian's sitrep cannot appear when another raider one is already active.
Other raiders mods, though, would use the same team as mine (and I haven't tested what would happen if both were to spawn together ; I preferably should add a protection to prevent this case from happening).
What sitreps were active in this mission ? Does Julian and its robots sometimes appear nevertheless, or are they always prevented from spawning (in this case, there might be something conflicting in your current modlist) ?
It should work with lost (I have seen them spawning together), and I wouldn't know why the number of sitrep would have an impact. Was there another mod spawning raiders too ?
Well, I'll try it all out and keep an eye out for any issues (I can have up to 5 sitreps on a mission, so I should run into this one pretty quick to see LMAO)
From what I'm seeing in the inis, the Spark Ruler uses only one spark tier with a different name (and also very different from the ones I'm using, judging from the previews), whereas ABA uses three (which I'm all using for forcelevel progression).
I haven't used Spark Ruler in my campaigns so far, but I don't see why these mods would be incompatible. You should have the new sparks units (from spark rulers) appearing sometimes in my mod Julian's team (as they are added to the automated defenses lists, which I'm using), but the Spark Ruler itself will always stays on advent's side
Have you tried disabling this mod before the lost tower mission to see if the problem still occur ? If it does, this might be caused by one of the other mods you are using.
(And I don't know what is happening with the double sitrep appearance sometimes, but I will investigate this)
If that's not the case : are you playing with other raiders mods ? How does the mission plays out ? (Is it buggy, or the problem is only concerning the sitrep UI on mission's beginning ?)
As linked before, there is a mod that put lost into eTeam_One, but, again, I haven't looked into its code (so I don't know how it works).
Also, raiders mod I know of (including mine) don't have the team choice as a config parameter : this is left into the code (therefore the user can't easily change them)
Also, you won't be able, anyway, to create as much teams as you want : only eTeam_One and eTeam_Two are added thanks to the highlander.
Though it can be checked easily (as I did before commenting this) : In ABA XComAI.ini file (found under C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1126623381\Config), you can find something like :
[XComGame.XGAIPlayer_TheLost]
-DistributionPercentToXCom=70
+DistributionPercentToXCom=50
These are the same ini edits realized by the Fair Lost Targeting mod (as stated in its description). So, yes, using both would be superflous (you wouldn't break anything, though)
Concerning Raiders and Resistance Spawning, users reported it prevented Julian and its robots from spawning in Alternative DLC Integration when their sitrep was active (and disabling it solved the problem). It also prevented the Hunter weapon POI from spawning (as I tested).
Sadlly, I currently do not know why there is an incompatibility here (the issue seems also to have begun occurring with newer versions of Raiders and Resistance spawning, as I remember having tested with it active when I first released the mod).
Concerning this new faction mod, now, I haven't tested if it was incompatible too, but, as the sitrep managing and spawning philosophy stayed mostly the same, I would expect so (and in doubt, I prefer to warn).
Also, yes, the AI Core should drop from T1 Julian.
What is the incompatibility issue with RedDobe's Raiders and Resistance Strategic Spawning mod since this is a 'must have' for raider factions?
Also if using the Alternative DLC Integration mod as well, does the AI Core drop after the T1 Julian is defeated?
Thanks in advance.
Could draft a companion AI that edits the Lost at basic that could be used universally and pitch it over to you, if you're happy to throw it on the Workshop on our behalf (because we just really, really despise working with ModBuddy).
(Though rulers should also be by default on alien team, unless you use the renegade mod)
Great to know lost target robotic invaders in your modpack. I will definitely look into it when I can.
Thanks for the link, also, I didn't know about this collection and will check it out. If you have some mod or edits that change lost behaviour as wanted, I will add them to recommendations (and to my personal modpack, granted I don't stumble upon compatibility issue). However I won't have the occasion to test it until quite some time (as I'm now away from my gaming PC)
AI trees include nodes that are similar in typography to 'IsETeamLost', 'IsETeamAdvent'. These are used for targetting certain groups with abilities, as well as preventing certain groups being targetted.
Without properly looking, couldn't give exact specifics of names/functions, but the general scope works like that - Most decisions are made by AI scripts, which will call other variables to check thing, and have their own version of RNG within (RandSelector, Param). With the Lost they primiarly select targets based on their AI that references other variables to call in to decide targetting priority (viable targets), which as always, includes such as IdealRange, MoveOrShootOrOverwatch, and others.
To confirm, these Robotic invaders are attacked by the Lost (+ Hive, + Factions, + everything else) in the AML O+E without requiring any adjustments (sans normal Force Level work).
If the Lost weren't getting into fights with the Hive and Chosen, then the Lost wouldn't work correctly in the AML O+E .