Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The config file should document everything you need to know about how to tweak the spawn rules.
As to the capture price, this mod also tweaks the capture mechanics too, so if you had custom rules in base MOCX you will need to explore this mod's configs and make sure they align with your expectations, tweaking them as necessary.
If you get stuck, reply here and I will try to help as best I can.
For the first: read and edit, if needed, this mod's XComDarkXCom.ini
https://old.reddit.com/r/xcom2mods/wiki/wotc_modding/mod_folder
Also I've noticed that with this issue second problem had appeared - for some reason now I cant capture mocx agents doesnt matter if use fulton mod or simply carry them to the extraction point. If anyone had similiar issues please tell me is ther any way to fix this?
Like instead of using the vanilla guns, i can give them AKs, M4s, etc..
Long answer, there is one way you can cheat by creating random units in your character pool which are the source units for MOCX, name them the way you want them named, assign them base game classes, and then turn on the option for "bForceCharacterPoolClass" which would then require MOCX classes to find characters with the "right" class from the CP and use them (but if they run out then they will start generating randoms which will go back to the standard naming convention.