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How are you supposed to do eliminate all enemy objs?
Is it WOTC compatible?
And, iso that 8 shots, or 8 clips?
Going to have to do a grimy playthrough...had no idea you had more that loot mods, man.
Are there more mods here than Nexus? I'd have thought for sure I'd find more there, but...apparently not.
With the addition of pistols as utility slots, they have now reintroduced a kind of unlimited ammunition back into the game. Would it be possible to add a variable that limits the new pistols to a set number of shots?
Also, if I comment out everything that has to do with reinforcements and overtime, will I not get any? I'm just interested in the limited ammo.
It has instructions in the file for what to turn on and off and how to do it.
edit: Oh yeah i also have tripple enemies mod installed so even with savescumming, i cant kill enough reinforcements before more drop in, and with basic weapons ammo capacity and reloading... i am going to fight this mission to the bitter end, i cant evac untill i neutralise all enemies!
It is my belief that after enemies drop from the timer, the game will be unable to load any saves from that point on until the mission is completed. If the mission is completed either by victory, or evac, the game can be safely saved and loaded.
I thematically prefer all early game reinforcements to come via dropship instead of psi gate/teleport in. Any idea why this is happening and how i can change it?
The other problem was during Leviathan. The first reinforcement wave was composed by two archons and a Avatar (that's awesome, since it fits the mission). The issue was that after I killed this extra Avatar, the main objective triggered even though I was out of the main room, so I believe it's possible to cheese the final mission by just waiting for Avatar reinforcements instead of going into the last room (It needs more testing, but I don't think that the Avatar counter should be activated when spawning a Avatar from a reinforcement wave).All in all, awesome mod :D
That said, most of this was because of my other mods. Long War Toolbox with red fog enabled doesn't help. And more importantly, I had a mod that adds individual turns per unit, Recovery Based Turns or something, which made dealing with the additional reinforcements almost impossible since they would often move in the middle of what would normally be "my" turn. All in all, I think this mod has a really fascinating premise.
I do have a couple of warnings, however. On the second mission I had psionic reinforcements warping in (not getting dropped in) from the LW enemies mod, including 7 hp advent. This mod definitely should be applied with caution.
they should include modded enemies, I didn't hardcode the enemies.
Tried to remove the timers in the INI but the feature is stuck in there like glue.
Can we disabled GTS Perk/Loot Upgrades from appearing as well? Would be sort of pointless if we set to infnite ammo but the upgrades still appear on armor.
My only issue is that when Bradford tells me to clear out all the enemies, he counts Attrition enemies :( So basically I have to wipe out the aliens before the overtime reinforcements drop or I have to pull out and lose out on loot/corpses.
You can toggle it by going to /Steam/SteamApps/workshop/content/268500/669212530/Config/XComGrimyAttrition.ini and changing "bTickDuringConcealment = true ;" to "bTickDuringConcealment = false".
PS: LOVING this mod by the way -- especially in combination with Rapid Reinforcements. RIP all my soldiers all the time. I have been trying to play it on Legend without bumping up my starting squad size. Every battlefield turns into a complete war zone