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
May potentially be related to one of my other many mods, although the advanced mod launcher gave the list the all clear. Not sure what else I can do to narrow down the problem - can try if you'd like.
I'll try to fix it later today.
This then causes additional havoc if you are playing LW2 and have Trojan on your specialist. I hacked a sectopod (except, of course, I didn't hack it) and it immediately was trojan-ed except rather than taking damage, it was immobile for the entire mission.
In my current play through this is the only DE that has thus far slipped past me, and I don't think this happened before the DE so it would seem to make sense.
I think it was:
Latest Update
Fixed Avatar Surge still having infinite duration, Alien Worm and Avenger Watch no longer erroneously marked as tactical dark events.
Although it is a shame that RealityMachina has abandoned updating the Change Notes for his mods.
I had one the other day and was limited to a squad size of 6 (I'm running mods to change that to a maximum of 8, as I'm a wuss) and -bg-'s "Increase Max. Active Soldiers on Avenger Defense" mod wasn't having an effect (set that to 12, see above) as I only got one trooper as a reinforcement.
Thanks for replying :) My word, there's a lot of stuff in there. Think I got to about line 12000 and realised in-game I'd just reached the Avenger screen. That's a lot of screen listeners saying "Nope, not this screen"
[0010.55] Error: Redscreen: ImportText (MissionSchedules): Duplicate key index in: (ScheduleID="Guerilla_D2_Standard", MinRequiredAlertLevel=2, MaxRequiredAlertLevel=2, IdealXComSpawnDistance=44, MinXComSpawnDistance=40, EncounterZonePatrolDepth=4.0, PrePlacedEncounters[0]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=18.0), PrePlacedEncounters[1]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=4.0, EncounterZoneWidth=6.0), PrePlacedEncounters[2]=(EncounterID="OPNx2_Weak", EncounterZoneOffsetAlongLOP=-10.0),
<snip>
EncounterZoneDepthOverride=48.0, EncounterZoneOffsetFromLOP=10.0, IncludeTacticalTag="DarkEvent_PermanentAvatar"), )
The reason why I'm posting this here is because while I use a fuckton of mods, none of them touch dark events(officially at least).
And it's definitely not a vaniila bug so this is somehow probably the culprit. Events trigger just fine in the beggining. In both campaigns that this has happened, Show of Force was a common option on the roster of events. Any ideas? I love your added dark events and without any of them going off, not even the vanilla ones the game is really too easy
"NOTE: Requires a new game for new dark events to take effect."
DerBK tells me you added an option to disable the events that had the problem so now I'm really happy I can use this again. Could you tell me what I have to do for it? Because I didn't see anything
(Alternatively if you still have a save before the recent round of dark events, let me hot fix this mod /real/ fast to fix the issue.)
...it occurs to me that the sectopod at the end of Shen's Last Gift would probably count as "XCOM has encountered a sectopod in the field!" as far as the game is concerned for the requirement Overwhelming Force has (that is, you've met a Sectopod in the field before it's allowed to appear. )
So I'll probably have to add in a X months have passed check to make sure it doesn't fire too early.
Kicked it up with mods WITHOUT ADE: all good
Kicked it up with mods WITH ADE and no config edits: all good
I'm starting to think that the information DerBK gave out in regards to making ADE compatible might be erroneous?
I've run 5 separate test campaigns and all Dark Events showed up fine.