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https://www.reddit.com/r/xcom2mods/comments/5pos5h/abalwlets_talk_about_a_better_advent_for_long_war/
I'm thinking that the mod description may simply be incomplete, given that it still says the number of enemies is TBD, and that it doesn't make any mention of the AI changes that DerBK confirmed are part of the mod in his first comment.
Apologies if this has already been answered. I read through the comments until I got to DerBK's comment that he didn't expect people to read through comments.
Chryssalid Mod (EW/EU Behavior)
https://steamcommunity.com/sharedfiles/filedetails/?id=725228162
It changes the behavior of the Chryssalids and overrides the buggy AI. Its not perfect since Chryssalids will act differently, as described in the mod page, but its better than nothing.
If you haven't figured it out by now, this mod is likely going to fix your issue: http://steamcommunity.com/sharedfiles/filedetails/?id=929030780
I had assumed they were actively ignoring my soldiers and maybe going for civvies in order to "impregnate" them?
On a side note, made my first Full Retaliation mission in my V/I campaign easier, as 3 of the reinforce pods were nothing but baby chrysalids running around doing nothing at all
At any rate, i am not updating any pre-WotC mods anymore and i left LW behind, so this would be for someone else to figure out if its a general problem - and if it is, if it's easily solvable. If it's just a conflict in the AI.ini, chances are it would be fixable.
As a first aid attempt, try switching the load order of ABA and LW, so whichever one is loaded first right now is loaded afterwards instead.
Removed "It's Just a Scratch" mod, rebuilt .ini files, unbound missing mods at the mission debriefing on the avenger deck, and got the bug fixed :-)
Back to the bridge... Thank you so much!
Doing that is known to fix all kind of problems, please do that if you haven't.
This mod doesn't change anything about timers or anything related to the strategy layer.
I already tried changed the spawnweight like another enemies mod.
If i were to try and spoonfeed it to you, i might as well do the mod myself (which i haveno interest in). But yeah, the src folder is where most of the magic happens.
is that in src folder? I already took a look, but still can't find any sentences about spawn restrict haha
Thanks you so much
how can I find the requirement for them to spawn? it's in mission.ini files?
If so... When you copied their enemy templates into your mod, did you remove the requirements for them to spawn? Spectrum restricts its units to only appear once a certain Dark Event is triggered. If you kept that restriction in, it's understandable why you never got them to spawn in LW.
Actually, I already added many kind of Xcom2 mod enemies, and they worked, only this spectrum's guys didn't spawn well..do I have to look into mission.ini? or just edit their spawnweight.
Thanks
This is done in the GameData_Characterstats.ini
I want to add few enemies into LW2 campaign like you did with ABA, should I add a file names "XComLW_AlienVariations.ini" like this mod?
I already changed the leader and follower spawnweight template like LW2, but the enemies that I added only spawned in reinforcement's force, and just the captain followed by the other's mod enemies.
I seldom saw the enemies spawned in usual POD, it's that just RNG or I have to do something in the other files?
I already added the enemies's name in LW2 mission.ini file.
You can do that in the GameData_Characterstats.ini. There you will find the forcelevel ranges the enemies can appear in and the spawnweights that go with them.