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- I have been asked to make the final mission great again. The final mission is now great again.
- Better Pods is now compatible with the upcoming ABA2.0. The only change i had to do for that is swapping the Warden on Gatecrasher out for a Riot Control (No Wardens in ABA2.0, they get merged with the Riot Control). Everything else is unchanged.
The best (only?) alternatives i see to increase the numbers of enemies per mission are "Increased Enemy Squad Size" (works perfectly fine, but the author abandoned the mod. Still, i checked it, the mod is still fully functional) and "Grimy's Attrition Mode" (unlimited reinforcements --> extra pods). Or both IESS and Attrition.
In addition to that, if you also want the "No rulers in council mission" part of Better Pods, you can use "Restrict Rulers".
RequiredKills[0]=0, \\
RequiredKills[1]=1, \\
RequiredKills[2]=12, \\
RequiredKills[3]=30, \\
RequiredKills[4]=58, \\
RequiredKills[5]=100, \\
RequiredKills[6]=150, \\
RequiredKills[7]=210, \\
RequiredKills[8]=300
Better Pods doesn't even add all that many enemies to early missions. Like 2-4 at first maybe? That ramps up to about +12 in the endgame (5 pods + reinforcements, +2 enemies each). Divided by number of soldiers, that's 2 extra kills per soldier and mission in the endgame. Less than that early and midgame.
Since Better Pods scales its increase, you'd have to scale the increase to required kills (or XP? or both? Not sure, actually!) as well...
I would probably only do subtle changes, not more than 20% increases to the numbers. But that's a complete shot in the dark that would need to be playtested, i guess.
Well, aside from the piles of extra bodies which can translate directly into cash... i think those are a much more important balance concern than the extra XP. It's not quite the piles of money that you can get from Grimy's Loot Mod, but it's very noticable how much more money you can make by selling corpses by the dozen.
In XComGameData_XpData.ini, there are the numbers for RequiredXP for ranks 0-7 and the required Kills for rank 0-7. The required Kills are different for the 4 difficulties as well and have seperate lines.
Note that if you use the LW PerkPack, that mod already changes some stuff to these lines by adding the rank 8 to these lists. So if you run LWPP and want to change something here, don't do it in the vanilla ini, but do it in the XpData.ini of LWPP.
I was asked before (months ago, before Perk Pack was even a thing) if i would change something here with Better Pods and decided against it. Preferences for how fast soldiers level vary from player to player and with the class mods they use. And wether they use Fatigue/Notoriety! In the end, I decided to stay out of it for compatibility reasons.
Forging ahead with the Forge mission...yet again! Report back with results...or casualties.
I am also contemplating tackling another speed run with the Prime Sectopod in mind, being fully aware that I should have Bluescreen Protocol unlocked by then, which totally changes around my early game plans of Shadow Chamber going up by mid-April to getting the Proving Grounds up *much* sooner...
Well, if anything, thanks for the challenge!
If you want to change it yourself, you can do that, though:
- Open missions.ini
- Ctrl + H (Find and Replace)
- Search for "StealthSectopod"
- Replace with "Sectopod"
- Close and save.
That'll do it.
I cannot get past the Forge as is. As is = Exquisite Timing run, I'd have to really stall off the game quite a bit just to tool up and get past Julian, Jr. Hell, I think this is worse than Julian, this practically a ruler-level Sectopod, with what, Annihilation Protocol kicking in on every little ding.
Mid-April, no less.
Can you please spawn this Sectopod elsewhere but the Forge? Or is the .ini editable? If so, tell me where
Perfect DerBK balance. ;D
Seriously, I really love how the combined ABA mods force me to rethink how I approach every mission. Back to the drawing board . . . sorry Rookies.
Changes in a nutshell:
- Minimum podsize of 3 has been introduced.
- Facility Sabotage missions are now harder than other missions. They have an extra pod and the boss pod gets a forcelevel bonus and an additional member.
- A few more "scripted" appearances by ABA units at different parts of the campaign. Take special note of the Sectopod Prime on the Forge mission and the modifications to Gatecrasher.
In XComMissions.ini, alle pods are listed seperately, their size is controlled by the value "MaxSpawnCount".
I don't understand the question.
Seems like adding Better Pod's schedules to AMT's mission.ini should do the trick. But now it's too late into the night for me to check and I'll be off for the weekend :)
There is also this fix for VIP PR tour, located in AMT's mission.ini file:
;by default the PR tour mission type uses the council mission schedules to ensure compatibility with mods like Additional Dark Events
;however if you want a more customized mission schedule provided by bornity, comment out the below arrmissions
;and scroll down to [Bornity's Schedules]
I haven't had an occasion to test it though.
To adjust things to your own tastes, you can open up the mission.ini and change some stuff there yourself.
What you want to be looking for are the "MaxSpawnCount" values that come with the pod definitions. Make sure to only change lines that start with a "+".
DO NOT change any line that starts with a "-" or you will break things.
Once you are done, i strongly suggest making a backup of your edited file, because i will very likely update the mod in the next week which will overwrite your changes and you may want to c/p your lines back in.
As for what's causing your empty mission, there seem to be multiple conflicts leading to the same result. The Evac All thing was certainly the cause for empty Neutralize Target missions.
Apparently VIP on PR has it's own problems when used with my mod. *shrug*
Maps by Vozati has a xcommissions.ini. Could it be the problem?