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
Also sorry that you have to update your massive config lol
But the SCP raiders really can start at FL 1, just saw the ini. I aint got time to edit that, it is what it is.
That mission blacklist its probably gonna be a big QOL for most people. Raiders on reinforcements missions are already a mess.
like this? ty"
Is safe enable mid campaing?
+SitRepCategories=(CategoryName="banned", CategoryWeight=0)
+Handle_SitRep=(SitRep="ARFMDESitrep_ExtraAction", Category="banned")
and you wont ever see that sitrep. Can even do the same for other unwanted sitreps, just copy paste the "handle" line and replace the sitrep.
[DromeDome X2SitRepTemplate]
+TacticalGameplayTags=SITREP_DromeDome
+MinimumForceLevel=18
I just know that the original Multiple SitReps and Categories 2.0 changes the MissionSources to generate extra SitReps, which means they didn't account for LWOTC's MissionSources. I instead disabled LWOTC regular SitRep generation (or I hope I did) and made my own implementation using a Highlander hook.
Maybe that other mod does a similar thing, maybe it still uses the more invasive, MissionSources-editing method--this is the first I've heard of it.
What are the differences between the mods?
Also i suggest to remove the adventageous action/movement bonus sitrep (don't remember the correct name) in early game because is too OP having an extra action point for the entire map even in legend, got that sitrep in 3 missions and the game became easy and boring. i suggest rolling more challenging ones (sorry about me english)
Maybe I've figured out what the problem is, tell me what kind of FL you have in the region with the mission on "Lost". Based on the logic of LW operation, they will not spawn if FL is less than 5. And if they can't match up, then Advent soldiers will spawn instead.
I have a hunch as to what could be happening
If you are using a mod that adds the "captain advent" unit, then most likely you need to go to the mod folder and search in the "ini" files for a line that describes which team this unit spawns for and fix it on the advent side.
@wolfboyrota79 I can set up a discussion post for config file sharing, sure. But as for templates, I think the config file itself does a good job of explaining how it should be set up
"Endless Customization:
Unlike the original, the number of categories and groupings you can create and assign is not limited at all. I take no responsibilities if the game takes too long to sift through dozens of categories and groupings for every and each mission"