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Diverse Pods by Force Level
Dance of Chosen
Faithful Avatars
It's gonna be difficult even with 20 soldiers?
When I delete it, I can bring 12 people in any mission (with robotjumper squad only).
What can I do?
cause i guess im having a bug that i can have only 5 soliders ........
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2364381878\Config
Open the XComGame.ini
Follow the instructions/information in that file to change the squad size to whatever suits.
Thanks again for your replies and info @Stukov81-T.TV & @RustyDios
I have edited a number of missions into the config but other than the Gatecrasher one I am yet to get to the Chosen chamber mission for instance, or the Skirmisher Emergency Extraction mission from Additional Mission Types Redux.
I did use the sType for Gatecrasher's Covert Infiltration mod and it didn't seem to work, so that may be just a problem with that particular mission as it's unique. But knowing that it is indeed the sType that I need is something I was hoping to have confirmed so thank you for that.
I don't want the infiltration missions being affected by my changes, just SOME of the assault missions. One of my concerns is that the types can be used in either assault OR infiltrations. @Stukov81-T.TV would you know anything about that as you seem to use CI?
one important thing is that the mission type is the stype of the mission. Now you just look up the stype of the mission you want to adapt and put in the config file.
Though that whole thing does not work for Infiltrations.
There may be a mod or two out there somewhere where such a thing has been attempted
BUT! - the code used here was borrowed with permission from Xymanek's "One Squad for Avenger Defence" -- with the singular allowance for it to be used on the Broadcast and Leviathan missions. Permissions to extend that code as a general "edit mission templates" was not given ...
So the point is that this mod *can* do that, because for convenience to myself I made this config editable ... I'm tied-up from explaining *exactly how* to do this.
~ Sorry that is not the response you were wanting. Good Luck figuring out what parts to copy/edit :)
I tried to increase the assault mission type soldier count in the Covert Infiltration mod to 8, but then use this mod to decrease the Gaterasher soldier count back to 6, but it did not work.
Has anybody got any info on how this can be used correctly to edit individual missions and if there are any limitations? Especially when used in conjunction with Covert Infiltration.
I have no experience with modding but if it's only add something I think I could do it
I'm sure there is a config setting for squad size somewhere in it
when you said this, it made me hope i can learn from you to create a new one.
"Credits and Thanks
Many thanks to Xymanek(Astral Descend) for the mod this literally based the code from and permission to use it.
Many thanks to RoboJumper for helping me to understand some crucial logic/knowledge I was lacking that makes this all work. Sorry for all the questions and pestering about squad size!
As always thanks to all the good people on the XCom2 Modders Discord."
very fun way to set up different squadsizes depending on mission type
- Should be a nice challenge for a Reaper!
Give it a try and report back, I'd be interested to know how it goes :)
+PatchedMissions = (MissionType = "ChosenStrongholdShort", iSize = 10, bAllowSS = true)
+PatchedMissions = (MissionType = "ChosenStrongholdLong", iSize = 10, bAllowSS = true)
@Bantichai "One Squad On Chosen Defense" is still a separate mod, technically this mod could be configured to include that mission type but that is not in the default setup, my intention is not to replace 'the parent' mod. Both mods should be able to co-exist in a campaign.
Thankfully not caused by an issue in this mod!
Without the required resources discussed in the post below there is no way to tell what was causing the crash with your game. And even WITH that information there is no guarantee a cause could be found. In my experience a CTD happens for a few reasons; a) out of RAM/Virtual RAM ... b) major mod conflict ... c) game trying to access something that no longer exists (likely from a removed mod) ... d) an [`assert] check fails (these are normally the ones that bring up the xcom2 error messages) as the game 'needs X' to proceed but can't find it
Sorry I can't be of any more assistance :(
What you describe is a case of running out of RAM loading the mission ... for either the cosmetics for your soldiers for the final mission parade/cutscene... OR an issue with loading the final mission itself. Had you added/removed mods mid campaign, particularly enemy mods? Got any pod-size increase mods?
Or anything directly involving the Avatars (commanders or alien) ?
I'm sorry but "it crashes" really isn't much to go by for diagnosing an issue. However a post in the troubleshooting section of the xcom2 modders discord, with a launch log (crash log) and an AML profile and a description of exactly when the crash happens and the type of crash (hang/freeze, CTD, bluescreen o death) and one of the guru's might be able to help you.
I've always been of the opinion that the final mission should be tougher as well as having a larger roster size then normal due to it being the final mission of the game, it should set itself apart from other story missions and such.
And since the final mission has you travel in via teleport, I don't see why a bigger squad couldn't be used since there is probably less restrictions then the Skyranger.
Thank you so much Rusty!