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With cover up, i had to the the dataminingl mission. When the countdown of the objective comes to 2 turns left, and im finishing my tuen, the enemy turns doesn't ends
"SkipAI" doesn't help
"Killallai" either. when count is at 2, even if theres no more enemies, i can't play the next turn
I will try next time to do such a mission, but if once again i can't finish it because of an infinite waiting time loop bug, ill be forced to not do it anymore. I hope it won't be the same with others missions, and i hope this mission isn't a mission which allow more content of this mod to unlock itself :/
iirc, bases can spawn some higher tier boss units. Maybe it's them you're seeing?
Because in the last campaign I played without this mod and there were periodically 10 of my soldiers landed on a mission.
That's why it's no longer a requirement, right?
I would also like to use:
- SCP Raider Actions for WOTC
- Raider Faction: Heretic Get
- [WOTC] Raider Faction: Reapers & Collectors
- [WOTC] Raider Faction: Cerberus
- [WOTC] RaiderFaction: Terminus Mercenaries
1. Is there any compatibility with LWOTC?
2. Is there a ready-made solution (perhaps there are described config changes) to integrate my additional list?
In the missions where you find a base by securing a package and then evacuate, there's a SCP (pest control more precisely) faction that will spam their tranq gun (ability to stun for 2 turn, and it accumulates) from the turn they spawn onward. When arriving near the spawn position of the ennemy, it does get ugly : constantpoison grenade and stun shot spam by ennemy who just spawned will obviously overwhelm you
Basically it creates a configuration where you lose soldiers with no feeling of that being due to an error of the player or the merits of the AI, it's kinda frustrating to lose late-game soldiers this way.
It's still a great submod that I appreciate and will still use, but I do think that this particular type of missions does not take into account the abilities of certain raiders subfactions.
I'm in November 2036 and I try the covert ops every month and it's either bandits or random named people
Honestly it's starting to feel like I'm just slaughtering random survivors with killer robots
I guess I'm just not going to get to fight the other two
ForceSitrep PhantomIncursion
ForceSitrep MarauderIncursion
They will make the next mission generated have the faction you want. But, don't try to do both on the same mission, it might make neither come up (they aren't allowed on the same mission).
For the bases, spread out on the geoscape. Each base is on a different continent and making contact with a region in a continent should reveal the base. Also, if you have less than 6 raider bases, they fill out from west to east. So, make sure you've been to the Americas and work your way east from there to find bases.
I wiped out the cult and bandit base but I've only seen marauders once and phantoms not at all
Raider Bases does not work with the new mod, "Soldier Life Events"
It causes the "camera stuck in the ground" bug when loading into Raider Base missions.
No idea why, but I did some testing, and removing that mod does the trick.
I guess I had rationalized some unfounded theories as to why each faction is located where it is, without it having actual bearing in any lore, lol.
I guess I'll attempt to root around the various ini files of the working raider base mods contra the broken ones, and see if I can find any type of pattern, that could explain what's up.
I really want those raider bases, haha.
Any suggestions as to what could be relevant to look for?
I have some code written that should work to randomize their locations, but it's still a long way off from releasing.
All the raider bases spawn on the same continents in every campaign.
Phantoms are always in Asia, Marauders are always in Africa, Dark Eldars and Rogue Xcom are always in NA. Etc.
Is it possible that the reason why the ME/Combine mods don't spawn bases, is that they lack code providing them with a starting continent?
I have modified the relevant ini files, with the suggested additions.
No change on my current playthrough, sadly, but I suppose that's to be expected, since bases are created at the start of a campaign. Might try booting up a new campaign and go looking for bases.
Thing is, I'm not certain this is the problem, because of one specific mod:
The Geth faction did not have a BossBucket, and yet it *did* spawn into my campaign.
I'm trying to come up with an explaination as to why this one mod, out of all the Mass Effect-ones, and the Combine-mod explicitely stated by the author to have taken inspiration from the ME-mods...
Out of all those, only the Geth base spawned in. It's really strange.
If you want to attempt a workaround that may or may not do anything...
In each of the 4 mods, edit the XComRaiderBases.ini file and add the "strong" list as the BossBucket at the end of the "+BaseDefinitions" line.
For example, Terminus ends with "StrongBucket=LIST_Mercenaries_Strong)", change it to end with "StrongBucket=LIST_Mercenaries_Strong, BossBucket=LIST_Mercenaries_Strong)"
That would add the stronger, but normal units as the "Boss". Ideally, the fix would be to add "BossBucket=LIST_Mercenaries_Boss" instead and then define them in Raider Bases\XComEncounters.ini, but that requires more time and consideration.
Bases that DO spawn:
-Phantoms, Marauders, Jariah, rogue Xcom, Bandits, Dark Eldars, Heretic Geth, Chaos Insurgency, GOC
Bases that don't spawn:
-Cerberus, Terminus Mercs, The Collecters, The Combine
First I thought this was just a problem with the Mass Effect raiders, but the Geth worked fine, so I'm not sure what's up.
All the raiders spawn fine in missions, and have shown up at least once each. It's just the bases that don't appear, neither on the map, nor as targets for Covert Actions for some of them.
Did you ever figure out a way around this? I'm having the same bug and it has now soft locked my campaign.
If you're using Quick Soldier Info try disabling that mod for the mission
I really enjoy chaotic battles. It's always cool when you're fighting against advent, a raider, the lost and then suddenly a chosen shows up.
I just feel it'd be cool to see raiders divided.
I'm asking here because @realitymachina is involved with several of the mods that have to do with raider factions and part of this post
https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/issues/188
Rogue: outlaw, illegitimate, offshoot
Marauder: raider, pillager, plunderer