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OK. Assuming device health is set on mission load then I'd set-up a test save right before leaving the Avenger and then use the binary search method. Helped me work out what was causing the Hunter (and only the Hunter) not to spawn, weirdly that was Nice Mission Debriefing. And that was fixed.
Binary search is talked about here: https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
You're not launching with the -regenerateinis argument are you?
Re-read the Description and follow the problem solving link
That was one of the few things that bugged me in WotC:
"protect the device" only to have a Sectopod and Gatekeeper spawn right beside it to pummel it from the start of the mission.
You can edit the .ini
Personally I appreciate even a little speed bump like that to the XCOM snowball
Like I said AI mods determine what an enemy will shoot at. It sounds like, for whatever reason, something's messing with your game's AI behaviours so that the device isn't seen as a valid target. Never had that myself and I've been using this mod since March 2016.
In a Protect the Device mission I had the other day they shoot it just fine. I'd guess an AI glitch. Try the basics then look at whatever AI-affecting mods you're running. FYI, I'm using A Better AI.
I do have to remember to save one grenade to 'activate" the relay in destroy the device missions.
These things are relatively recent, used to work perfectly. I think I'll have to unsubscribe.
That happened for me when using "Tower Detection Fix", thegrimsqueaker72 released a WotC version which fixed the issue. Are you using that mod?
Yeah, deleting the Firaxis INIs from the basegame My Games folder won't help if you're playing WoTC
That may not have deleted properly from the .ini, so I should give a try to deleting the config.
Works fine for me. Have a read of these, they could help:
Troubleshooting: Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?