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回報翻譯問題
Also, does this mod specifically adds a certain enemy, or does it depend on the pod. I always felt that pods in this game could use an extra advent soldier or too, since they are essentially foot soldiers and should be much more common for beefing up pods.
I know you wrote about it ... pls when will be version for complete edition (with all dlc)?
Before you ask if I'm insane, you should probably know that I'm insane.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/619302232/364041776199079516/
So I cut down my starting 6 to 4 with More Pods enabled at least. It only gave me an extra pod of 2-troopers...Usually a Sectoid w/ a Trooper.
Yeah, it'd be great to get this working again!
I'm seriously bored with the current set up, even with More Pods...there are just 2-trooper mods...even my 4-man squad are mopping 'em up.
(I used to run More Pods, IESS+, with Starting Squad of 6, and oh man, that *was* XCOM2!!!)
Now? It's too much of a cakewalk...
Maybe and just maybe after the 2GB I am atm downloading, the entry for the new enemy may still be added for non-owners.
Is it normal to get stun lancers that early on?
@SamXjones - Ah ok thanks, I'm just wondering what to get if its this or the + version for 6-8 man squad on leg diff.
If one can able to engage enemy one pod by one pod, it should be well balanced.
Is this normal?
I will test that in IEE+ to see
I'm going to look into mod conflicts
Also got the re-inforcement on my second mission (see @Notho comment below) which was a real shock - as well as skulljacking an officer to have him spawn a codex *and* 2 stun lancers.
The 23 alien kill on the Terror mission was epic too. Thanks for bringing a real "high body count" feel to the missions.
Seems to me that when a pod discovers my location, there's always one of them who chooses not to scatter and instead shoots me in the face.
If it is a bug, it could become an interesting AI tweak because it wrecks the strategy of having the aliens spot you during their turn, unleashing concealed overwatch and then knocking down whatever is left standing during your own turn. The strategy could still work, but you can't really just leave a guy straight in the open.
Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.