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If you can't get it working have a look at the "Diverse Aliens By Force Level" mod, you can probably duplicate what Configurable... does
[0300.43] Warning: Redscreen: [DanK] Unable to find EncounterID 'LIST_ChosenSelector_EmptyFallback'
[0300.43] Warning: Redscreen: [DanK] Unable to find EncounterID 'ResistanceSurvivors'
[0300.43] Warning: Redscreen: [DanK] Unable to find EncounterID 'ResistanceSoldiers'
[0300.43] Warning: Redscreen: [DanK] Unable to find EncounterID 'ResistanceSurvivors_GroupTwo'
I can definitely see EncounterIDs with those names in the config of the mod, though, so idk.
Best think of WotC as XCOM 2.5, it's so different from the base game. If there's a mod with versions for both then only run the version for the game you're playing.
Which other mod? RM has a version of this for the base game, which you shouldn't try and run with WotC
Too much soldiers to control
I have had this problem before with this mod. I reloaded an earlier save and the mission generated differently, which worked fine.
I did change these lines in XComMissions.ini
DurationOfAssault_Legend= from 4 to 3
DoubleRNFTurns_Legend= from 2 to 1
The first line being 4 originally ticked to 3 and then wouldn't go lower.
Also there was a SitRep on the busted mission that added Advent Loot boxes, however, none were actually present. This made me wonder if it was a Map issue.
Also I couldn't find an objective ID for hold position in this mod, to try and force the win through console command. So again thanks for the suggested mod that gives "EndBattleForceWin".
I don't recall that ever happening for me when I've run that mission type.
This mod has an "EndBattleForceWin" console command which may work. Make sure you've got a save before using it: https://steamcommunity.com/sharedfiles/filedetails/?id=3113132590
I clear the initial enemies on the map, activate the VIP I'm attempting to extract, and then the reinforcements start to drop with a 2 turn wait. However the timer remains at 3 and never changes.
That's not from this mod.
Its not "hard",its long and tiring.
having to control 10 dudes + the civs making each turn take ages,I'd rather have resistance be its own thing again,I'm gonna remove that one.
Rest is nice tho
I use this mod to easily disable any class don't want to show up.
https://steamcommunity.com/sharedfiles/filedetails/?id=2956818409
If you are using class mods, you probably need to disable the Vanilla ones, or they could still be generated as reward soldiers.
I'm wondering if there is a connection to a Chosen being involved, as they pause timers and maybe when it is killed the timer does not re engage correctly.
Anyway, time to start a fresh campaign again I guess.
OK, ABA isn't something I use but I hear what you're saying about balancing a load of mods.
The joys of trying to balance a multitude of mods.
Right now i've tweaked it down to 3 turns to evac and set all pod sizes to 2 in case it was using the late spawn numbers (don't think so as the double drop first two turns was working.) Will have to wat for the next one to test but between this and the prison break chain on my newest campaign, i think almost 60 non Lost in a single mission is a new record for me. It's less the numbers than the hp you need to burn through in an incredibly tight number of turns where even the best result is generally a score of injuries and everyone shaken.
Are you using something like "Increase Pod Size By Force Level"? That could be increasing the pod sizes on these missions.
I also find these overtuned and an awful slog on Legendary, okay as a one off, but the frequency of every rescue mission (sci's, engi's, rewards intercepted) resulting in this type of mission is too much.
Wasn't going to comment but looking into the config to tweak before giving up: the mission doesn't behave as described out of the box and can't spot why or mod conflicts - my pods on legendary are always 3-4 soldiers, instead of the config 2, so generally have ~16 Advent in the first 2 turns and 24 (a whole new mission) when your evac spawns... if you are able to escape on that first turn.
A pod of Archon kings might be easier... always thought it was tuned to classes that could kill multiple enemies pre-colonel in a turn but looks like it is dropping more enemies than defined even at low force levels, maybe a reinforcement by FL overriding that i haven't spotted?
I'm reading through both mods' EncounterLists but tbh I have no idea which ones are safe to replace (if any) with the custom EntrenchedGuard pods that such mods use.
EDIT: figured it out