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Thx for your work.
I never enjoyed how often the lost get spawned, so this fixed it. I guess there's room for experimentation
Also, the ability to easily edit in unit caps in the config is real nice and lets me balance the game with however many units/Lost I want to encounter at a time. To anyone having issues with reinforcements not arriving with this mod, just set the unit cap to a higher number (or 50 which was the game's default). eg: +UnitCap=50
I started using the mod and entered a mission in an Advent city. I started with 6 XCOM soldiers + 2 extra units from some Resistance Orders. There are 10 enemies on the map, which starts the mission at 18 units from both sides. There are civilians on the map as well though I didn't count how many. After killing all enemies except for 2, I was alerted that enemy reinforcements are coming even if the red flare isn't there. Which turns out on the next turn, the enemy reinforcements were blocked somehow by this mod despite the number of units decreased by at least 8.
Just to be safe, I raised the unit cap to its default (50) and redid the mission and the enemy reinforcements manage to arrive as normal. I'll still keep this mod around for its Lost cap of course.
3) Yes, but that should not be a problem, because the default game already limits the number of enemies on the board during the final boss to 2-8 enemies (depending on difficulty and how long the fight has gone). Even with 6 XCOM soldiers the max total units on the board would be 14, allowing additional Avatars to spawn.
Let me know if I should clarify anything else.
With regards to enemies spawning from Skulljacking like the Codex from the Officer, would this mod affect the first Avatar spawning later in the game when skulljacking the Codex? Like say, if the enemy count is 20+ and the codex is skulljacked to spawn the Avatar. Would this still follow the cap rule and prevent the Avatar spawning?
Lastly, will this mod affect the final boss fight as well? The additional 2 Avatars and those reinforcements during each Alien turn stop coming until the unit number hits below 20 as well?
Sorry for the long comment. I just wanted to confirm how it works during these scenarios since I didn't find anyone else asking this.
Also it limits the maximum number of Lost Waves so that they don't infinitely spawn. This mod by itself does not *increase* performance per se, but rather, it limits the amount of *performance loss* that can be accumulated over long periods of time.
All you need to do is change the numbers on the lines that start with a + sign. But I warn you, having 100 units on the field at once will really bog down your frame rates.
Like you I once had a mission with the Lost, Advent, extra reward soldiers, civilians and Advent reinforcement drops (Light Strategy mod by RealityMachina). I think I got to 38 active units + god knows how many dead lost, and boy did my gpu struggle.
I thought I'd have to work through the config files to change all the settings manually. Much appreciate this mod.
good mods like this one
Good ideas but that's way beyond my skill at this point.