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
There is one bug: When you go to view Dark Events, only the first four are shown.
I tried deleting, restarting the contents but still not happened
Although i had already selected which dark events id like to be permanent in the mcm and deselected which i would like this not to be, every dark event is still coming up as permanent regardless of what selection i made. Any advise how i can amend this without canning my campaign? there is simply to many events active to enjoy this. Would disabling the mod remove it or would it stay active on the current playthrough?
I am screwed!
I made the mistake of using perma-dark event option and now I have "lost" on every mission and the game has become a chore to play. I have "between-the-eyes" and 1shot them... they just increase turn times and lag my game. Can I remove them perma event somehow?
delete the file xcom2engine in your config folder bro it helps me all the time with lw toolbox and mod config.
Modded Dark Events are indistiguishable from the vanilla ones from this mod's perspective.
"Blank" Dark events indicate removed Dark Event mods.
Does this mod make Addition, DLC ruler or Extended dark events permanent too? Either way, does it have any problems working with all three?
Addition DE https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=626109271
DLC Ruler DE https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=683156300
Extended DE https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=683156300
The only ini changes I have are "UsingPods = false;" / nothing / "+SATELLITE_DATA_SCAN_RATE_DURATION_HOURS = 9576" which might not be needed
When using several additional Dark Events and only being able to stop one of three Dark Events each month, eventually things get real crazy. I had this idea, what if certain specialized missions would remove one currently active Dark Event?
Specifically my idea was the Council Missions where you have to capture or kill a VIP. Now, perhaps the game doesn't communicate it clearly, but I see no benefit to capturing the VIP over killing it. Both complete the mission and yield same rewards as far as I can tell. What if when you capture the VIP, you can interrogate him which cancels a Dark Event that is active?
I realize that might be super complicated to actually implement, but seems like a direction I would like.
I'll test this out and let you know how it goes. I don't know what mod or ini "instant dark events" mentioned earlier is though besides an ini change would mess up guerilla missions.
They will show up multiple times. The thing is, they only trigger an event when they are activated, so making them permanent would mean they can only trigger their activation event once.
Then how do I activate it? I want to have the Avenger attacked multiple times - it's the best mission!
1. No.
2. No.
2. If so, do repeats stack on each other?
My comment wasn't meant that seriously. I just can't provide information on how it affects balance because I didn't play any campaigns with it. It should be fine to drop on an existing save though.
a) ABA2
b) Shadow ops class pack (LW class pack is just waaay OP)
c) max 6 ppl team (vanilla setting)
d) this mod
c) additional dark events
For easier difficulty I used "slow avatar" though.
I started a new campaign w/o slow avatar and im nearing plasma right now with no particular difficulty.
W/o "instant dark events" I suggested before dark events mechanic doesnt work like it should imo
lol
Why do you ask me lol? Do you think I test my mods?
so work this with ongoing saves? to what should i edit my pods? Some ideas?
And it work for sure with "additional events"?
Vanilla UFO's are completely unaffected by this mod.
just throwing an idea out there for other mod, would be cool if also it spawned a new alien facility on the map to shut the event down
*subs*
Mod Config Menu should not conflict, there should be a button at the bottom of the options screen to show the Mod Options.
Do any of the LW Mods do anything with Dark Events?