XCOM 2
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MGee's WOTC Highways
   
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13.003 MB
2019. jún. 30., 17:39
2019. júl. 6., 14:44
7 változásjegyzék ( megnézés )
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MGee's WOTC Highways

Leírás
Did you think levels weren't gratuitous enough? Is a mission a fail if you didn't explode at least a third of the map? Does cover camping deeply sicken you?

If so, this mod is for you! This mod encourages fast moving and exploding solutions by running you down highways full of vehicles, bring your own shredder cannon, and beware of lost mega swarms!

Mod currently includes highway level additions for guerilla ops missions in slums, wilderness and tunnel missions. 9 plots with 17 parcels.




I had the original idea in mind for long war 2, I've done some testing, but not enough to know the full true broken extent of how this mod is going to work with WOTC, shenanigans are likely!

Should be compatible with all save games and other map mods

****I took down the other mod because it is profoundly broken, and it's an unfortunately long journey to figure out how to fix it because the WOTC dev kit is a nightmare, I'll put it back up once I can be damn sure it works
Népszerű témák Összes megnézése (1)
1
2020. máj. 11., 9:55
Mod Compatibility Edits
Mgee
155 megjegyzés
Tedster febr. 16., 18:08 
Correction to last comment, it's just AdventRoadblock02 that's missing the laptop hack blueprint.
Tedster febr. 16., 17:59 
Ok, results of more testing:
Opening the map in the Unreal Editor and manually rebuilding polys, lighting, etc, and saving it got the map to load.
Not all of the parcels have all of the objective type stuff on them. Advent Roadblocks 1 and 2 seem to be missing hack computer objective blueprints, so it's spawning the objective marker in the 0-0 coordinates and not giving an objectives.
Tedster febr. 16., 14:05 
Tested Neutralize Field Commander, Hack the Hidden resistance computer, and destroy the alien relay objectives, all failing to load. only mods are skirmish mode + to pick the map, this, and it's dependency. no CHL.
Tedster febr. 16., 13:46 
more testing myself, with no mods except Skirmish Mode+ so I can pick the map, the 01 version consistently generates in TQL but fails during skirmish mode or campaigns. my hunch is objective is failing to generate, I'd look at those settings
Tedster febr. 16., 8:29 
@Mgee - I pinged you on the main modding discord as well, I've been doing additional testing with the various debug tools. I'm going to try further debugging over the weekend, my current hunch is an issue with objectives somehow
MrMister febr. 16., 0:03 
Oh right, you need a dicord invite before being able to use the other link - here:
https://discord.com/invite/JRx52zGj
Mgee  [készítő] febr. 15., 20:53 
I'm pretty sure I duplicated it just to add some variance between resistance and advent sided missions, which also increases the chances of seeing the map pop up (though often the maps are chosen by plot in a linear style)

@MrMister your link doesn't send me anywhere haha
MrMister febr. 15., 11:51 
Hey, also for what it's worth, for the people affected, there's a very quick and easy way to "fix" this bug in ongoing campaigns:

Just go into this mod's Content\Plots\ folder and replaclace the 01.umap file with a renamed copy of 06.umap, which from what I could tell in TQL seems identical to 01 anyway. Bahm, campaign can be resumed.
MrMister febr. 15., 0:24 
@Mgee I'll refer you to the LWOTC discord string where I've been trying to debug this; I tried it on Skirmish+ here [discord.com].
Mgee  [készítő] febr. 14., 16:13 
@MrMister ooh yeah I'd love to know the details on that one