XCOM 2
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Diverse Alien Pods WOTC
   
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2018. okt. 11., 2:31
2020. szept. 22., 13:46
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Diverse Alien Pods WOTC

Leírás
Allows alien pods to roll multiple different types of followers.

In vanilla, pods led by an alien only roll once to determine what follower they have, and then the rest of the group is filled out with copies of that same follower. Pods led by ADVENT roll once for each follower slot, so they can have multiple enemy types within a single pod.

This replaces the alien pod behavior with the ADVENT pod behavior (or the closest I could approximate, since we don't have access to that behavior code) so that pods led by aliens will have multiple types of followers.

This mod has been tested to be compatible with mods that add custom aliens, custom sitreps, custom schedules, and custom pods. There should be no compatibility issues.

This mod overwrites forced pod spawns (pods that have a specific makeup instead of rolling on the encounter tables). It has been tested with golden path missions, and there have been no ill effects, but I have not ruled out all possibilities so I have disabled golden path missions by default. You can re-enable them in XComDiverseAlienPods.ini that comes with the mod.

This mod does not (currently) overwrite reinforcement pods. There is an update to the Highlander that is in the works, and when that goes through, this mod will start automatically affecting reinforcements pods, with no further update needed.

INI Variables:
* bIgnoreForcedSpawnNames - Some pods have a list of units that always have to appear in them. By default, this mod ignores those forced names in order to give you more variety. However, some mods use forced pods instead of follower lists, so set this to false if you see pods added by mods having no followers in them.
* bFollowersMustMatchAlienType - Some mods that add aliens add them to the same type classification that the vanilla aliens have. By setting this to true, all aliens will only be followed by aliens that match their type. For example, a Sectoid could only be followed by Sectoids and Abductors, if you have the Abductor mod.
* bReplaceFollowersInPlace - If another mod conflicts with this one, or didn't set up its SupportedFollowers properly, then this mod won't be able to generate a full set of replacements. Normally, DAP will detect this and ignore the pod. Setting this flag to true will force the replacement followers in, replacing only as many followers as could be generated. For example, if the original pod had 5 enemies, and DAP could only generate 2 followers, it will replace the first 2 followers and leave the other 2, and leader, alone.

FAQ
Q. This is boring!
A. That's not a question.

Q. This made the game more fun!
A. Again, not a question, but thanks.
-Courtesy of MakingGood

Q. Why didn't you make pods spawn with X criteria instead?
A. bFollowersMustMatchAlienType. Other than that, I don't plan on adding any other criteria.

Q. What if I don't want to install the Highlander?
A. Then this mod will do nothing. It will not break your game, but it also will not function.

Q. This isn't a port of someone else's mod!
A. I know. I made my own mod for once. Shocking.

Q. Vinala/LW2 when?
A. This mod might actually work with the vanilla/LW2 version of the Highlander, since the hook it uses in the WOTC Highlander was pulled from one or the other of those. You can give it a shot.

Q. Everything's broken forever!
A. Again, not a question. But let me know in the comments. I don't have any time to test mods anymore, so I didn't actually test the latest update. If I broke everything, then, uh, whoops! Fire me.

Special Thanks
MrShadowCX - testing the mod extensively, including with all of the CX enemy mods
162 megjegyzés
Matlock 2023. máj. 18., 6:52 
@zin, yes it works... im currently using it with LWotC!
zin 2023. ápr. 3., 3:18 
Does this work with LWotC?
Dragon32 2021. okt. 24., 3:29 
@Uriel-Sol
Each enemy has a list of Allowed Followers, the mod-maker or mod-user can edit that list to add or remove enemies from the vanilla game or other mods.

AFAIK, When pods are built this mod will draw from the pod leader's Allowed Followers list.
Uriel 2021. okt. 24., 0:12 
First of all: Great mod, makes the game much more fun when enemy types get mixed up.

I know this is supposed to work with A Better Advent but how does it interact with ABA + other enemy mods like Muton Harrier, Armored Vipers etc?
Does a single pod get to have different aliens from different mods or are pods "diverse" but locked to their parent mod (so ABA enemies and other mod enemies can't spawn in the same pod)?
kishkuma 2021. szept. 27., 15:40 
In the process of trying to fix an (unrelated) crash in my campaign, I ended up deleting all the various config folders, validating game files, etc. At some point in that process it evidently fixed the problem I was having with this mod, which is now working fine. Going to assume it was a messed up file somewhere (even though I had already tried deleted the basic config files).
Ginger  [készítő] 2021. szept. 13., 16:33 
It *should* work with ABA/ABC. bFollowersMustMatchAlienType was added at the request of DerBK, specifically so he could use it with ABA/ABC
kishkuma 2021. szept. 12., 0:00 
So I am using this with A Better Advent/A Better Campaign (new game) and it isn't working sadly. Is that expected (IE is this incompatible with ABA/ABC)? Didn't see any mentions anywhere, sorry if I missed it.
Enzo Matrix 2021. jún. 18., 8:10 
Ya, what happens is on a OP mission, when you complete main objective, bradford says reinforcements inbound, please eliminate all remaining enemies. Except no flare, or warp shows up and these reinforcements never ever show up so this side objective cant be completed and you must evac and take a loss. It seems a google search many people have had this issue but I couldnt find the solution to this. ;_;
Ginger  [készítő] 2021. jún. 18., 6:40 
Also, I'm *pretty* certain it couldn't be this mod. I put in a fairly ridiculous number of checks to make sure that the mod does nothing unless it can verify that it's able to create a new pod properly, so you should never have an empty pod, reinforcement or otherwise.
Dragon32 2021. jún. 17., 9:21 
@Enzo Matrix
No. I've a hazy memory of that happening with a mod years back, can't remember which one though. At a guess there's a mod with a typo in its "XComEncounterLists.ini", check your launch.log that may flag the error.