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Appreciated I am running the giant ALM collection, so there is likely that the spawn weights are simply just imbalanced with the extreme amount of extra units already present.
However, want to say fantastic job, these feel right at home and when loaded before certain fixes, work just fine with them. Outstanding work, I congratulate you.
spawn weights are configured in EncounterLists.ini (there are multiple of these in various subfolders to help organize stuff)
An alternative lever to control how often things show up is each enemies SupportedFollowers in the various XComGameData_CharacterStats.ini (unless you're running something that alters pods and ignores that property)
These are the mods I'm using https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2486110766
And I've been streaming the game so far, if you want to see your mod in the wild and make your own judgement. https://www.twitch.tv/collections/Ut0Cq3MnfhZPcQ
The spawn weights on the Frost Division enemies seems about right. They balance well with other packs that you've obviously accommodated for, with a good mix of each on missions. The spawn weights seem well accommodated to these. I also appreciate some of the hidden things that can appear with other certain mods enabled, that's smart, and ♥♥♥♥♥♥♥ awesome, regardless of if it was intentional or not.
The spawn weight issues that seem to occur are in direct relation to things that alter pod sizes, spawn lists, or have off-balanced spawn weightings for other third-party enemies. This seems to cause an overabundance of enemies from one list (Bio, Frost, etc). Adjusting the spawn weightings of third party enemies to a level similar to these packs corrects this issue, as does manually adding in the enemies to Frost Legion's encounters lists, which is a much more time consuming (and unnecessary) task. I can provide a list of packs that are complimentary out of the box if required for users.
I would note that adding the Frost Legion mid-campaign does seem to, for around 6-8 missions, cause them to spawn at an accelerated rate before easing into a more fair balance as above. I have not observed this behaviour in fresh start campaigns.
I did, for whatever reason, in one test encounter a pod with a mixture of Bio, Psi and Frost units, which was quite interesting. I have been unable to replicate it, but the idea does make for an interesting set of Advent-led 'Combined Forces' cross-mod sitreps for anyone willing to code it.
I have added it to the ALM collection after adjusting other mods to accomodate and will continue to feedback to you any oddities that I find for review purposes. I appreciate your time in helping me learn what everything means. Thank you.
Congratulations on another successful release. I look forward to your continued work.
Skimmed some of your episodes but none that seemed excessively frosty, may have just randomly picked the wrong ones.
any chance it was a retal at about FL4~6? not sure what exactly triggers adders overrunning the place. should normally be stunlancers competeing for the pods.
To note, the enemies are added into lists such that a pod will spawn them collectively as a 'frost pod', but may also sneak them into pods that are done by alien type: for instance, using the AML or Mod Jam compatibility edits, it's not uncommon to see sectoid pods with Frost Sectoids, Abductors, Suicide (bomb) Sectoids, and base Sectoids together. The same too goes for Mutons (Harriers, Destroyers, Beserkers (and variants), Frost Mutons, etc) within the same pod. This logic continues across alien types.
This mod also uses SitReps that pair with the Bio divisions ones, and as can be configured with the SitRep manager mod.
Frost legion still shows up plenty, maybe every three missions. Imo that’s still a tad too much.
Way too many given they are significantly more difficult to kill and have greater abilities.
Not unusual to see >50% spawns in my setup.
You'll definitely want to reign it in a bit on the avenger UFO defense mission at least. I was in the very early game. Too early for turret defenses. And the only pod that wasn't frost legion was two chryssalid pods. Nightmare. Frost legion were just able to tank the damage, respawn and spawn zombies and just brute force the ramp. Don't think it would have been mathematically possible to do the DPS necessary to keep them away...