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ONE
GOD
DAMN
TURN.
please update it if you can
I'm right now in a "rescue VIP" mission, and the counter goes down each turn when concealed.
I tested both versions to be sure (Default Timers, and Adjusted Timers), and none of them seem to have an effect on the counter.
Is this happening only in some VIP missions because of game updates or DLC?
PS: I checked if I installed any other mod also overwriting the classes overwritten by True Concealment, and it seems that none of my other installed mods do so...
PS2: Can't remember the exact VIP mission I'm in, gotta check it right now.
But of course the time boost only applies for missions that start in concealment.
Would it be possible to extend the timer on VIP escort missions (say +2 turns) and also add a couple of extra civilians to retaliation missions?
I'm enjoying my mod combo a lot (also includes larger starting squad and IESS+) but retaliations are pretty much impossible unless the aliens miss the civvies a lot.
Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
Even better - copy-paste the description here.
aside from the +1 turn effect ( question incoming ), as I've played I've noticed a few of the missions it really doesn't fit , the timer whether or not they know your team is coming - in some it does - sadly, my Unreal classes didn't cover scripting - perhaps a good excuse to self-tutorial - but in the meantime, may i ask if it's possible for the script to distinguish missions types that do or do not?
Were I more familiar with UDK script, I'd ask to include your mod and do it myself.
Last but not least, I was working on my own mod, one thing I'd considered is making " lightning strike " simply give xcom another turn of surprise ( +1 timer ) rather than a movement bonus - seems like you're the very person to ask how!
Great stuff.