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Does your map pack include very narrow long maps with suburbs? I just encountered two maps where they were so narrow that a soldier could sprint from one end to the other. And, of course, there is no way to maneuver around the pods. It was the most unfun thing I ever played. Could you please tell me which parcel (or plots?) these are and how I could turn them off? From reading the description it looks like it's "Suburb" and "Narrow". Do I just comment them out in the .ini file?
I'm sure it was on Transit 1 because i opened the console to check the name of the map when i experienced the bug.
Oddly enough ealier today i played another mission, this time on transit 2 (that was before i made the ini change to deactivate them) and i had the exact same bug :/
Thank you again for your advice and your work :)
ps: if that can help i kept the savegame of the mission where i experienced the bug, let me know if you need it.
https://imgur.com/buJDk9H .
I know this problem happened on a couple of maps in long war 1.1 back then but i have no idea how to fix it :/
This also means that they can't go on the overpasses because of the ledge, and if they happen to spawn on top of said overpass they have no way to get down without using the console to teleport.
Is there a way to prevent this map to appear in the missions with an ini tweak of some sort?
Map debug looks like it is completely missing: https://i.imgur.com/uEszbko.jpg
Looking through the logfiles it seems it was loading this map:
[0055.17] Log: LoadMap: plot_WLD_LgObj_Hike_EMM_01?Name=Player?Team=255?game=XComGame.XComTacticalGame?LoadingSave
*Sorry to post in all 3 map/pcp threads**
If you want to port a plot you need to do 2 things:
1- Steal an XcomLevelVolume from a working plot and put it on yours then build the level
2- Copy the PCP_arctype and xpack package file and include them in your mod
That will fix the game just using random pcps since the file path for the game and editor are apparently different.
I think parcels missing assets is the same problem of mismatching file paths, I could not get posters to work until I copied that package into my mod but copying entire asset packages is something that should be avoided. Plus some parcel types need new objective spawn possiblites as well.
It was only one guy in the pod of three and they all scattered OK, didn't get stuck or anything so no bad effects. Not sure if this means that the spawn boundaries are too close to the map edge (if that's even a thing) or if that's just standard behaviour.
Maybe nothing to see here but thought I'd better let you know.
So I don't know if this was your mod causing it or not. But it ruined my perfect long war 2 game.
"Plot_RVS_Highway_LgObj_01_LW"
"Plot_RVS_Highway_MdObj_01_LW"
I'd've thought some wilderness ones would suit, even small town (hrm, maybe). Or just some copies of the existing which shuffle the plots around a bit.
Just a thought, if you've got the mapping itch but no ideas.
Um. I wasn't meaning "make it for him", rather that the variety of plots for that mission type is apparently pretty low and I think other people would appreciate some variety. I'm pretty sure I've seen some mod-added PCPs in his vids though. Although I'm not playing LW 2 myself, yet.
; For city missions only
VERY_LARGE_MAP_BONUS=6 ; if CTY_vlgObj is in the plot name
LARGE_MAP_BONUS=4 ; if CTY_LgObj is in the plot name
in XComLW_Overhaul.ini
I do not really understand why they only introduced bonuses for city maps as every large map becomes almost impossible without increased timer...
But i'd say at least these should be triggered...
ps. thx for your rapid reply