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Comment out ( ; ) the lines that add them in the .ini, the lines starting with a +
Can anybody kindly teach me how to get rid of them?
Because I am around July, Force Level 10, and have a mission with 12 enemies with the Surgical Sitrep, but 16 enemies With Fireteam (reloaded save and reloaded the same mission generating)
Low Vis is such a ball ache and Chemical Leak has enemies just strolling into the acid and dying before XCOM is revealed lol
I did really enjoy Chemical Leak tho. Very fun idea
Also, I think Clockwork is right because I noticed that too.
I think I'm gonna try disable that one.
Looking at MrMister's post back in 2020, guessing the same fix that LW did to this SitRep back in 2020 was not applied here.
Most of the acid spills disappear after 1 or 2 turns, plus the acid liquid on the floor doesn't display on all camera angles, as I rotate it around (not the smoke particle effect, that one is fine). Weird, but I cannot be arsed to find out why
Got a retaliation mission with that SITREP before I even got to the magnetic tech level
And for some reason these elites units were using tier 3 tech and could one or two shot all my soldiers
I want someone to explain to me how that makes an sense
thanks to @RealityMachina for the code!
Instead got single individual pods, nothing dangerous, but no civilians spawned, making the mission an instant loss.
That's a good idea, thanks for posting
Whilst I haven't had that problem with that SitRep I'll definitely remember this if it turns out to be a problem.
Free HK
You can easily remove it in the .ini by adding an ; in front of it.
Reading the latest update:
"Fixed Advanced (and Surgical and Fireteam) sitreps not properly reducing pod size when proc'd."
Makes me wonder if this now deprecates Surgical SitRep Fix ?
BTW, in my current campaign a week or two back I'd had Advanced proc, and the pods were reduced to one.
This was about as doable and gun as it sounds, lmao
Just a note to people running this. This tooltip is inaccurate. The reinforcements will spawn after breaking concealment, on the objective itself, before completion.
This happened to me on a sabotage transmitter mission.
The reinforcements do not arrive after objective completion, they arrive before. Huge difference when you're planning which guerilla ops to take.
Edit this mod's XComGameData.ini and add a semi-colon in front of those you want to disable, for e.g.
[XComGame.X2SitRep_DefaultSitReps]
;+SitReps="ChemicalLeak"
first of all these are some great sitreps. I would like to use the mod but is it possible to turn of some of them? Priority Objective is a save way to loose atleast one soldier with better advent and stronger mid-late game enemies and Chemical leak isn't very interessting to me
Thanks, going to try this one with my next new game.
I haven't noticed any. SitReps I definitely remember: Low Visibility; Chemical Leak; Fireteam. Maybe: Waves and Phalanx.