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(Tested on multiple saves, result is consistent, and once I remove it then it is fine
Is there a safe way to uninstall this mod?
This mod adds the implication to the game that they were in the neighborhood either doing a mission of their own or coming back from one and you ran into each other.
From XComGameData.ini:
[XComGame.X2SitRep_DefaultSitReps]
+SitReps="SRHIncursion"
+SitReps="TRHIncursion"
+SitReps="RRHIncursion"
+SitReps="ARHIncursion"
The faction just focused the VIP until he was dead, before even targeting enemies once.
However I had a behavior issue. I was on a mission capture or kill the VIP, being helped by faction. After we cleared all the pods, resistance soldiers started to target the VIP, as it's seen as a valid target for them. It's last on the list (they prioritize pods) but when it's cleaned, they focus all on the VIP (so ofc, it didn't stand long).
Could this behavior be solved from the mod?
Thanks for your work 👍
Try clearing your user config, that may rebuild the SitRep list.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
fixed by replacing the resistance templar autopistol with normal pistols
I have LWotC mods on yeah, but not the LW
It works for me without a problem. Are you using other mods, like LWotC?
and my game crashed, taking a quantity of my mods [...] with it
Do you mean some mods no longer work completely? Even on a new game? That sounds like a hardware problem. Try Steam's Verify Files. Run Windows' Check Disk etc.
And then one fateful turn happened, the Skirmisher moved, and my game crashed, taking a quantity of my mods (such as Cost-Based Ability Colours, for some reason) with it. Tried disabling and enabling them all, still missing many, all in all, F.
If need be, I can post the last moments of the Log.
Have you tried "Raiders and Resistance Strategic Spawning"? I think that solves the problem.
perhaps because the latter was not programmed with this one in mind, hence why the game crashes. I mean, that would explain it if the sentry mod works perfectly otherwise
All in all, an amusing but perhaps not the most well made mod?
It must be some other mod(s) you're running. The Templars added by this SitRep work fine for me.
I'd guess something broke their AI. There may be a clue in your launch.log if you look at the redscreen errors for ones mentioning behaviours. Maybe not though
I'm running a campaign with every possible sitrep, and they get wiped out by other sitreps by just standing around and taking no offensive action.
thank you and have a nice weekend!
When a RTF mission is offered the number of RTF soldiers in the field is always lower than the actual number eliminated. That's absolutely no problem for me.
And a second thing I found: The number of my soldiers in the field is always much higher than the # I have chosen. In my last mission (to destroy Site "Area-14 'Hammer Down' in Spain) I sent 4 soldiers but actually 8 were in the field. I saw this thing in every MTF mission to destroy a specific site.
It was a very good idea to include your MTF mod into this game. It already became my absolute favorite mod. Many thanks for this great work. I don't know if it possible to do the same for the GOC mod - at least with three or four sites.
In my next game I intend to increase the number of MTF soldiers per mission in the "XComEncounter.ini" and to increase the probability of their appearence to 50% or higher in the "XComRaiderBases.ini".
In my next game I will also include your third hostile faction - Chaos Insurgency Incursion as I said in an earlier comment. Thanks for many hours of fun game.
Are you using RPGO? Scroll back a page or two if you are.
AML only detects Mod Class Overrides, there're many other kinds of mod conflicts it doesn't detect.