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To anyone complaining, look into this for a possible fix
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=665435869
1.) A blank guerrela op is spawned with no options. I think this is simple a case of an un-modded file causing the game to roll an OP and not find a mission deck.
2.) A bit too many council missions. I seem to get them at a "standard" rate instead of a marathon rate.
Apart from that, friking sweet mod mate. Been waiting for a good marathon mod for Xcom2
Having same problem as Xai down there, but I want to minimize the level of nuking I need to do on my .ini files
legendary start is StartingMissionDeck[3]="StartMissionsLegend" which is called in MissionDecks[4] array.
In your XComGameData.ini you have the name of MissionDecks[4] as "LateMissions" so legendary missions never find a deck to start at.
the three lines I changed in the mod were
+EndGameMissionDeck=MidMissionsLegend1
+MissionDecks[4]=(DeckName="StartMissionsLegend", NextDeckName="MidMissionsLegend1", MissionMonthDays=65, bForceNoConsecutive=true...
+MissionDecks[5]=(DeckName="MidMissionsLegend1", NextDeckName="StartMissionsLegend", MissionMonthDays=65, bForceNoConsecutive=true...
hope this helps, thanks for the making the mod
@Keefypants That sounds like a mod conflict. My mod doesn't modify the enemies that spawn on a mission. Can you send me your mod list?
I'd really like to play a much longer campaign, but it sounds like the mod doesn't work well with legendary due to some issue with the number of missions?
@Spiner909 I haven't had a lot of time recently, but I've been throwing around ideas for making supplies rewards more lucrative. I'm thinking about increasing them to 100-130 for the scans. I'm open to suggestions.
That said, scanning places of interest that has supplies is pretty awful and the reward should be increased significantly (5 days for 60-80 supplies is not efficient use of time with this mod).
And finally, Alloys and Elerium feel pretty abundant. I've not once had a shortage of either, forcing me to choose something because of it, which was a huge thing in Long War.
Now that I've reached mid-late game, I think I can provide some more feedback. I think research is a bit too fast, powered armor with a 1 slot lab and 3 scientists took me ~16 days. I think making late game research 20% or so longer would be a safe nudge.
This is probably out of your control but later game wounds are negligible. Most are only for a week or less, the most serious 'grave wound' I've had was 24 days.
@Pain. Sadness. Loneliness. Yes, any info you could provide would be great! This is a known bug and I'm still looking for a way to fix it without causing issues in the late-game.
@bilfdoffle Thanks for the mod list.
I'm turning on IESS+ now to restore some challenge.
Something is definitely wrong with the force level in this (well, I'm assuming it's due to this). I'm in July, and I finally saw my first muton, and my first MEC. Advent troopers still have 4 HP, and my top 8 guys are all corporals - partly due to only needing 85 kills (apparently that's fixed, partly due to IESS.
With this mission frequency, something like the fatigue mod really needs to be in the game, otherwise it just turns into a cakewalk. Speaking of the mission frequency, it does get to be a bit much, but I think at least part of that is that the force level is not going up properly.
The XP change should work just fine on current campaigns, though during my testing I found that some troops - not all - didn't take longer to level up until they did once.
Reducing the frequency of missions is possible, but it's a pain and will be undone by any updates. I'll make a post about it in the discussions section.
Have yet to see a Muton or MEC (only 1 MEC on blacksite). Just now getting into Magnetic Weapons and Psionics is next on my list.
Will the XP change need a new campaign? And is there a way I can slightly reduce the frequency of missions?
Thanks!