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
It's quite simply not needed for WotC, Firaxis made improvements to their game that already cause enemy mods to play nice with each other.
You can not run this plugin with ABA2. ABA2 has everything already built in. The thing you need to look out for with ABA2 are other mods that change mission setup. You also need to be aware that it is balanced for bigger squad sizes.
Forget this plugin, it's yesteryears news. Just run A Better ADVENT 2.
There are two things you can get from my Workshop that are current versions:
A Better AI : This is just the AI upgrade. You can just sub to it and it will work for everything, no further care needed.
A Better ADVENT 2 : This is much more than just an AI upgrade. It comes with more than 70 new enemies, alters the amount of enemies you face, does things to the missions, has the AI upgrade of course. And a lot more, really. Now, if you want to run A Better ADVENT 2, you need to read through the mod description there, including the linked threads about interaction with other enemy mods and about recommended mod setup. It's a large mod, you need to build around it.
Alternatively there is Mutontest which I don't know what it is, but it is fixed too.
And there was Adventmec which had no mission file, but turns out that was a skin for SPARK.
I had Advent Ascencion but I preffer to stick with your mod, as combining two like that seems to be asking for trouble. I'll let you know if it works.
Make sure that you found all the mods mentioned in the last two posts. If unsure, disable them and see if it would work without them. That way you can find out which mod is giving you grief.
I am currently compiling a list of mods that work with ABA2 out of the box and which ones need a little touching up. If the list i am currently working with is correct, these are the mods you should look at, if you have them:
Ascension
Specter
Sniper
Commander
Priest
Sentinel
Elite Viper
MEC Breacher
Psi Operative
Headhunter
SPARK Prototype
Corrupt Avatar
I am not sure what issue you are referring to, but if it's about empty reinforcements, you can find the solution in the mod description of ABA2, under the header "EMPTY REINFORCEMENTS? READ HERE!"
You could clean up your ini files to make sure that XCOM doesn't use old stuff: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/628891110/364041776188331284/
But thank you anyways :D
I know he plays with ABA as well, so i think he should be able to help you.
His mod is really adding a lot to xcom2 which should have been in the base game , but I think your AI improvments and spawn system are conflicting with his
Sorry if this sounds demanding, just wanted to give that mod some attention
But keep up the good work !
This mod has been updated with lines for the new Bio Rocketeer in the Bio Troops mod.
I didn't want to leave ATE! with one mod only half-supported. This was the last update for this version of ATE!, though. There's probably going to be an ATE!2 at some point, since this version won't be compatible with A Better Advent 2.
Here's a preview picture of what's coming in Better Advent 2.0: ADVENT Gatling Trooper .
More information on that here: Click.
Troopers with ADVENT Cannons are going to be a thing soon enough.
You could use it, but you'd have to disable my Captain variants as described in the "easy solution" here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/628891110/364043054114896611/
Which sounds great, but also probably spectacularly incompatible with a lot of stuff I'm quite fond of. Keeping an eye on it.
It might still be available on Nexus? Not sure. Anyways, it's still supported by ATE!, if you still have it somehow.
More interesting are any mods not on the list of supported mods by ATE that do something to the AdventGlobal list for whatever reason.
If you remove the AdventGlobal modification from an enemy mod, the enemy can still spawn. Just not in the reinforcements. But you don't need to worry about that, because ATE adds all the supported Advent enemies back to that list anyways.
If you re-enable the vanilla Captain, you will not see a Captain variant anywhere because the game will forcibly use it all the time because of a bug in the vanilla game.
That's the only way to be sure.
Thank you very much for answering, i had no idea that it was even a thing xD
This bug has been introduced with Alien Hunters, in this case it leads to the game not picking any Captains from other mods than ABA (because that one is first in the load order and i removed the vanilla ones).