XCOM 2
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[WOTC] FL Extender
   
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14.6.2019 klo 8.59
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[WOTC] FL Extender

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Allows enemies to spawn on missions when the Force Level is set to higher than 20.

By default this mod sets the maximum FL to 99 and makes enemies that can spawn at FL 20 be able to spawn all the way to max FL. This behaviour can be easily changed:

  • XComGameData.ini controls the maximum FL
  • XComGame.ini controls which changes done by this mod are enabled

Note that in the screenshot I've set FL to 50 only to prove that the logic works. FL still starts normally (at 1) at the beginning of campaign. The increase speed isn't changed. However, custom logic in other mods that checks FL might not account for increased limit - there is nothing I can do here

This mod is intended for players who like extended campaigns. I suggest pairing it with Increase Pod Size By Force Level to allow enemy to progress nicer. I also suggest using my Force Level Display to understand where you are in the campaign.

Modders who make enemies are welcome to make more cancerous challenging enemies for higher FLs. If you need any features, don't hesitate to ask (preferably in a separate discussion thread).

Compatibility: great care was taken to reduce the impact of this mod - should be compatible with pretty much anything that doesn't do similar changes

License: Apache 2.0. Source code[github.com]
34 kommenttia
Velvet 6.2. klo 14.49 
@Ceckard Dain DABFL by default has all of its rules max out at force level 20, so unless you edit the rules it will stop adding enemies completely after force level 20. If you're using this mod you need the edit the rules to work up to force level 99, or whatever point you want.

I'd also suggest adding new rules that take effect after force level 20, as if you don't either do that or have mods that add enemies that start appearing after FL 20 then the game won't actually be doing anything to get harder.
Lovecraft 31.7.2024 klo 16.03 
I have diverse aliens by FL btw. Don't know if there is some conflict there.
Lovecraft 31.7.2024 klo 16.00 
I have a question. Is the code working backwards? Coz I'm at FL 22 and I have a mission popup where it says 8 enemies. I have killed all chosen + the rulers. So either there is something wrong or this mod has some conflict I'm not aware of.
Mikxealba 18.8.2022 klo 6.38 
Hi Astral. Judging by the code, this mod can be added mid-run amirite ?
I don't see any problems that could potentially happen.
Btw, great job. :steamthumbsup:
Ludwig, Shadow Protogen 13.8.2020 klo 18.30 
Also, I tried to change the max force level back to 20 to fix the number of enemies. But another problem is that when you are beyond lvl 20, the game broke the number of enemies to zero.
Max 21.7.2020 klo 14.28 
Nevermind, the guy behind that mod put out a fix for that issue.
Max 21.7.2020 klo 2.52 
Hey, uh, this seems to not play well with Diverse Aliens by Force Level, i have my campaign set to start at FL 20 and i have DABFL set up to slowly increase the enemy total as it goes on, but as soon as i hit FL 21 the next mission i do has only 3 enemies in it, one for each pod.

I'm playing on Commander and this particular mission is an Easy one, so when i turn DABFL off, it goes back to the default of 6 enemies, 2 per pod. There SHOULD be 18 enemies total in this mission with DABFL on with my set-up, but it just doesn't work. Considering the enemy pods go back to normal with this off, i'd assume this is a problem with DABFL, but i'm copy-pasting this comment here as well just in case.
Ludwig, Shadow Protogen 7.6.2020 klo 1.30 
Hey man, it seems like your mod is not compatible with the Pod size by force level mod in terms of activating independent rules.

Mind if you can workaround with that owner?
alberto_adm 25.11.2019 klo 10.34 
@Astral Descend , Hello friend. Ths is the mod of i waiting a long time.

But, is safe to add in mid campaing?
M0NSTER 18.7.2019 klo 4.50 
i believe the restriction in that mod is set to fl 23.