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It was posted in 2017 and is still going.
It's just Skirmishers
Don't know from what mod though.
I have to use "end battle" command .
There can be a weird interaction if you have both The Hive and Rebellious MOCX mods: both use Team_One, so they'll end up joining forces. But, even then nothing breaks and they'll still fight raiders (who are on Team_Two), XCom, and Advent.
If anyone wants to, it is possible to set the "Basechance=" to whatever percentage one wants, and then set "MissingChance=" to 0. -this will make encounters with mocx random.
Or, just leave it as-is, because yeah, it is neat. :)
MissingChance= This is how much additional chance is added for every mission the player has done and that MOCX hasn't appeared on.
I've changed MissingChance to 1 from 25 and it is now playable. I think with 3 regions when each generate ~3-4 missions each ~8 days the chance will be high enough to meet MOCX each month.
With base chance as 25, 4*25 is 100% chance that next mission will be generated with MOCX, and as result there are many missions generated with MOCX during infiltration
Ideal fix if possible would be when player complete any mission to recheck if there are enough soldiers in rooster (because perhaps in currently finished mission player could kill all the MOCX), and if there are not enough non rookies in rooster after mission to remove the sitrep from all missions where it present
So it's probably that then, I don't use it. See if there's some config options to decrease the likelihood of some SitReps
I don't believe I've added any mods like that since my last campaign, and I remember encountering MOCX last time. It's possible that one of the mods I already had installed changed somehow. I'm running a massive modpack so it'd be hard to know for sure.
I don't think so. SitReps shouldn't appear on all missions, let alone one specific one. Have you got one of the multiple SitRep mods? Or are you using LWotC?
In top of that is a rule for fake bleedout. I believe there should be MIN_BLEEDOUT_CHANCE=0 and then itś sure that they will die everytime without bleeding.
Also in my current campaign, every time I try to capture a mocx trooper, the assisted evac declares they didn't survive...meh. (7 tries so far.)
Running around during a shitstorm of a fight trying to kill 'unconscious' bleeders to keep them from coming back later is more than annoying.
Try editing XComMissionDefs.ini and add to the retaliation mission.
ForcedTacticalTags[0]="NoMOCX"
You'll need to find the mission name, make sure to increment that 0 if there's one already there etc.
Not 100% sure that tag will work. I think it does but I never got far enough in my campaign to test it thoroughly, I was adding it to missions from The Hive More.
Btw I found some "exclude gameplay tags" about SITREPs in the file XComGameData.ini, maybe would work if I will add tags about retaliation missions there?
Anyone knows how to exclude them from retaliation missions, please? It should be possible by tweak "XComGameData.ini" file, but I didn´t figure out how exactly.
Like,can the evac be delayed by a turn or so when they get bleed out,is there smth in the config letting me touch it