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Prime reactions are absolutely able to interrupt soldiers mid-turn and that is one of their defining traits why they even exist. Its trigger is very similar to that of Overwatch.
1. I go to point blank range with my ranger and use chain shot on a muton prime (given the numbers, 100% chance to hit, flanking, muton health this should be a guaranteed kill)
2. The ranger fires the first shot of the two and hits
3. Superhuman reflexes of the Muton activate (but the Muton doesnt do anything)
4. Rangers Bladestorm Activates
5. Mutons Counterattack activates and renders the ranger unconscious
6. The Muton ends its turn without doing anything, while I would expect it to have one more action, where it would use its superhuman reflexes.
I would have also expected that the ranger gets to resolve its turn / ability before the Muton gets any ability activation.
If you are using WotC, please use the WotC version of the mod.
What can I do to fix this?
Thank you for your help.
And yes, that version is compatible with those mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=851424027
That's all from ABA that is compatible with LW2 and even that is a bit dodgy.
https://steamcommunity.com/sharedfiles/filedetails/?id=1126623381
I do think the Chrysalid Queens are my favorites. They made my item retrieval mission rather exciting.
I've played some 30h with ABA now, but that is just terrible "let's up the numbers, because that makes it good" design and the reason to uninstall it.
For the record, i use ABA2 with Scanning Sites Plus and Fatigue and there are no conflicts of any kind. Those mods go together perfectly.
You may want to take a look at A Better Advent 2, though. That mod, the successor to this one, has compatibility with the alien pack already built in.... among other things.
Switching from ABA1 to ABA2 requires a new campaign, you can find it here: http://steamcommunity.com/sharedfiles/filedetails/?id=793861140
Please read the little info blurb for current ABA users in the description.
I like the Advent Codex... about 80% of the reason why it exists is that i wanted to have a fairly common excuse to use the pretty psi portal for reinforcements instead of the dropship.
I was texting from my phone earlier which is why i replied with just a short snippet. Basically, the bug that XCOM2 has since the Alien Rulers DLC is that Advent Pods don't roll randomly for their leader unit. They strictly take the first Advent Captain they can find.
The only way that ABA can even work for Advent pods since that is by completely deactivating the vanilla Captain and restricting my own variants to just one forcelevel each.
The only way for you to get the Advent Trooper to spawn as a leader again would be by enabling him again (you did that) AND by disabling all Captains. That last one is obviously not a good idea.
The same bug is by the way also what causes empty dropships for some people. Oh, and it's what made MECs disappear from the early game until Shen's DLC put a (really sloppy) bandaid on that.
If your guys die on a Haven, their souls are actually not collected by me, they belong to RealityMachina ;)
Is this something that's hardcoded into the mod? There must be something other than LeaderLevelSpawnWeights that keeps Advent troopers from leading pods, right?