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WotC has its own implimentation of this mod coded in it though.
https://www.youtube.com/watch?v=0L2_RvXVMxE
"Vanilla" WotC now has this mod's functionality integrated into its new mechanics. However, the Devs' version seems to be wonky at best, as the discovered pods sometimes return to their patrols and sometimes stay put.
But if you confirmed it dragon, that's good enough for me ;)
Been working fine for me for ages. Have a look at these:
Troubleshooting: Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?
Your mods definitely need moar thumb ups and exposure because those retards who keep saying Concealment is useless because the AI knows your every position NEED to be silenced forever.
Yes the game was coded so that the AI does know where your troops are but going back and forth into and out of Concealment flubbs that system out and your mods have resulted in the AI doing really stupid things you can exploit like having a Stun Lancer rush towards an exposed soldier it can run towards but "forgetting" the fact that the soldier's squadmates are all near by but are only "hiding" from it which results in a satisfying pwnage :)
This definitely makes sneaking around while concealed useful. It even opens up a new tactic you can use in combat... sneaking around in concealment to set up a full squad overwatch ambush where when the pod sees you, it will be the last thing they'll ever see as your squad would have wiped them all up once they break your concealment.
From what I've heard and seen of LW2 this mod doesn't look like it's needed in a LW2 playthrough.
Is it OK if I incorporate this change into my own mod? I override the same class as you, so I thought I'd ask for permission to use your solution to this patrol bug.
However, I ended up removing this mod because I get stomped on when the entire map comes after you at once.
There's up-throttling and down-throttling that also fixes the location; this applies only after the squad has been revealed. up-throttling will send the nearest pod mid-point between your squad and the objective after 2 'inactive' turns. down-throttling occurs when your squad is engaging the 4 or more aliens. It will send pods that are about to patrol into view away.
There's a lot of subtleties, but some of these situations causes pods to stay put despite this fix.
This TOTALLY changes my game. They stop patrolling? There's a pod behind them!
Thank. You.
The first is the 'up-throttling' logic: A pod will go to the mid-point between your squad and the objective. If you move the units, that mid-point changes and they move.
The second is when a pod investigates an event (such as noise). There's no real way to move them in this situation.
The third is when the pod cannot progress move towards the next waypoint. In that case, it may take up to 3 turns for them to realize that they're stuck and they change point.
This fix targets a specific problem of the pod stopping patrol when they're revealed (but not activated). Other contingent factors may play into them stopping their patrol.
Thanks for the mod, btw. Been using it for all of my current campaign and it's great.
@Ska This issue exists as a flaw in the XGAIPlayer code; it cannot be replaced using a screen listener. Perhaps the person who built the Recovery Turn can incorporate this mod into theirs?
The following changes would be required in XGAIPlayer:
- if( UnitState.IsUnrevealedAI() && !IsScampering(UnitState.ObjectID) )
+ if( !IsScampering(UnitState.ObjectID) )
Alternatively, you could probably build a 'Patrol When Revealed (Recovery Turn edition)' mod that would override the mod class with this change in it. I'm unsure how that would work.
Recovery Turn does sound like an awesome mod!
Patrols are still not moving after being revealed??