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This mod doesn't affect that Covert Action though
User error.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
The way I read the .ini files it's got to be one of the vanilla game plots with the "Compound" objective ("Plot_WLD_Compound_ATT_Ravine" is one)
They're added to the pool the game draws from, in my campaign (I'm pretty late on) they're popping pretty frequently. Earlier on there're more things in the pool so they weren't as frequent.
As you added mid-campaign try refreshing your user Config files.
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
I would like to add more Guerilla Ops into the MissionDecks but that doesn't work because they are tied to Dark Events. But your mod seems to have no problem creating a Guerilla Op. What is the (MissionSource="Name") for your Guerilla Ops missions? I want to try dropping that in the MissionDecks and see if it works.
In my last WotC campaign I ran this from the beginning. The only captured trooper I had was Mox, during Lost & Abandoned, and the rescue operation for him spawned fine.
and here's one question, is it possible to make more than one GuerillaOps comes up?
some times i just feel so tired about those unlimited engineers and
scientists, it would be nice if can have at least one more selection to ignor them. or if it's possible to disable ANY engineer and scientists as rewards (both from mod OPs and default missions, in other words, only get them from covert actions) would be even better, i tried to modify defaultmissionsource file but nothing happened, please help, thanks very much!!
Have you read this great Mod Troubleshooting advice?
That recommends the excellent Community Mod Launcher [github.com], which everyone who uses mods should be using.
This guide gives some more detailed advice on using the Community Mod Launcher: Troubleshooting: Mods not working properly / at all
If you've just switched from the Firaxis Launcher, or are forced to use it, read the "Mods not activating/deactivating properly in WOTC" section of Mod not working? Mods still have their effects after you disable them?
If you're using the Community Highlander then read its specific troubleshooting advice [github.com].
It just seems odd that you can send out a team to locate a Chosen base, but not a generic lab facility.
具体地说:
补给突袭和士兵营救仅仅需要士兵们能够参与秘密行动。
游击战要求你至少有一个你有影响力的派系,和一个中士来执行任务。
抵抗行动需要一个派系的最大影响力,以及该派系的一名中尉。
Any chance you can add compatibility please?
There's already a facility lead covert op. But they're limited in their occurrence. I'd recommend this mod: Sabotage Covert Action Rebalance
BTW: this mod is safe to install - and remove - during mid-campaign.
I have frequently uninstalled (just before a supply drop) and then reinstalled (right after the supply drop) this mod; so that when covert actions refreshed when supply dropped, these mission ops would not take up all the covert action slots and replace too many other covert ops. Afterward, then these mission ops could fill in the slots after I had completed all other covert ops, which was made possible with another mod that let me run multiple covert ops at the same time, (i.e., "More Resistance Ops".)
No, they still get generated.
Resistance ops I don't really see the benefit of but then again I'm lategame right now, and they do seem like great opportunities to grab some extra experienced dudes for your roster.
Great mod! I'll reccomend it!