XCOM 2
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Raider Faction Bases
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2.163 MB
24. dec. 2018 kl. 17:51
21. juli 2023 kl. 14:15
34 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
Raider Faction Bases

I 1 samling af RealityMachina
RealityMachina's War of the Chosen Mods
97 genstande
Beskrivelse
Raider Faction Bases is a metamod meant to help the various raider faction mods you may install (by default, supporting the ones I've made) appear more frequently throughout your campaign.

Description
Bases are generated upon either campaign start or when you load into a campaign for the first time with this mod installed. The mod will try to spread out raider faction HQs evenly throughout the world.

When you do missions in a given location, it'll try to spawn that faction's encounter sitrep in your mission on top of whatever existing sitreps that may already exist for the mission, as long as the sitreps (or other possible conflicts) don't conflict with the requirements of that faction's sitrep.

This spawn chance is controlled by .ini variables, located in the mod's XComRaiderBases.ini.

It also ramps up over time: it will initially not kick in for your first month, and then apply a halved chance of spawning as defined in the .ini until around May.

Eventually, XCOM can establish enough of a relationship with the resistance factions to be able to do covert actions, that will allow you to precisely locate, and then destroy these HQs, reverting their sitrep behaviour back to normal if you so choose. (Plus you do get chunks of supplies and intel for doing so.)


Covert Operations
Covert Operations are planned covert action missions against raider factions for specific material gains.


There is the Data Retrieval covert action, allowing you to gain large amounts of intel in exchange for completing a mission once the covert action is done. These kind of covert actions generally use only one operative, who will appear on the mission alongside the squad you send out for the mission.

The Data Retrieval mission type is relatively simple: no timer, just grab the package and reach the new evac point that spawns afterwards. You will have to deal with the raider faction you're stealing from though, and they will keep the pressure on you during the mission: you won't be securing the area on this mission.

The other potential mission type is Datamining. The covert operative(s) have set up a datatap in a raider outpost. Protect it for a few turns, then recover the crate that gets uncovered before the crate blows up. Do so successfully, and you gain a bonus helping of elerium, alloys, or supplies in addition to what you'll get for the covert action. You'll neutralize all hostiles in this covert op mission type.

The Destroy Primary Base mission type is as simple as it could be: enter the AO and kill all hostiles within it. You are entering a faction's primary area of operations though, so expect to deal with both high enemy counts and stronger versions of them compared to normal operations.

FAQ

Does this work with an in-progress campaign?
Yes.

What kind of mods currently support this?
The mod, by itself, supports the following mods and will make bases if they are detected in your campaign:
Rogue XCOM
Bandits
Cult of Jariah
Phantoms
Marauders

Other raider faction mods may choose to modify or update themselves to support part or all of the mod.
Populære diskussioner Vis alle (7)
7
1
2. jan. 2024 kl. 23:55
繁中
stappy82
8
19. maj kl. 5:14
Locate Raider HQ Op - Potential Issue Or...
yes_commander
4
18. dec. 2024 kl. 7:44
Russian Translation
Aks
383 kommentarer
Karnifaxx For 5 timer siden 
That is curious.
Thanks for your time guys, I think I'm just going to avoid the base missions for now, since I don't have too much time for mucking around with this at the moment.
EvilBob22 6. okt. kl. 9:42 
That entry, LIST_TheLost_PrePlaced, is base game,one of the encounter bucket IDs found in XComEncounters.ini. It's part of the process of creating Lost pods on a lost mission. That redscreen should just mean they don't get added to the mission, and it does continue after that before the crash. UCRR then comes in and says it's trying to modify a unit that doesn't exist ("Unit was none"), that might be from the Lost, but I don't know. Either way, it looks like it did its part before the next thing (whatever that was) caused the crash.

So, it doesn't look like there's much to go on here. It is interesting that the Lost had trouble being placed, if you don't have a mod that removes the Lost, something probably broke in the base game. Maybe a reset of the user config files is in order?
Dragon32 6. okt. kl. 7:52 
That's about 10 seconds before the crash though, UCR would be my thought. Although what writes to the log last isn't necessarily what's causing the crash, that's normal operation.

Try using a grep tool, I use Textcrawler, to search your mods' .ini files for LIST_TheLost_PrePlaced , maybe the redscreen is relevant.
Karnifaxx 6. okt. kl. 4:28 
(continued)
To me it looks like the game is trying to find something, but can't find it...
Unable to find EncounterID 'LIST_TheLost_PrePlaced' seems to be the last thing before the game crashes.

Is that a specific map, or maybe it's an issue with me having a mod that changes the lost?
Karnifaxx 6. okt. kl. 4:27 
@Dragon32 Sorry, I am not allowed to post more than 1000 characters, so i posted what i thought was the issue.

[3894.60] Warning: Redscreen: [DanK] Unable to find EncounterID 'LIST_TheLost_PrePlaced'
[3894.60] Warning: Redscreen: [DanK] Unable to find EncounterID 'LIST_TheLost_PrePlaced'
[3894.60] Warning: Redscreen: [DanK] Unable to find EncounterID 'LIST_TheLost_PrePlaced'
[3904.79] Unrestricted_Customization_Redux: UCR Armour Equipped called but Unit was none
[3904.79] Unrestricted_Customization_Redux: UCR Armour Equipped called but Unit was none
[3904.80] Log: Crash Detected: Dumping C:\Users\chric\OneDrive\Dokumenter\My Games\XCOM2 War of the Chosen\Binaries\Win64\..\..\XComGame\Logs\XCom-LAPTOP-RA4QHNNP-CL469133-2025.10.04-00.45.11-Crash\XCom-LAPTOP-RA4QHNNP-CL469133-2025.10.04-00.45.11_Minidump.dmp
[3904.80] Log: Crash: GettingNameData
[3904.80] Log: Suspending Threads
Dragon32 3. okt. kl. 17:40 
@Karnifaxx
You don't include the crash event
The number in square brackets is seconds since game launch
If the time stamp for the last non-crash event written is not the same as the crash event then they're not related.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Karnifaxx 3. okt. kl. 16:20 
So I am having a problem where when I try to storm a base, my game crashes all the way out.
It seems like I am missing something?

[3894.60] ScriptLog: Requiem Spawning Ruleset: Valid Second Wave Option Detected - Initiate Heuristic Point Based Pod Diversity Evaluations
[3894.60] Warning: Redscreen: [DanK] Unable to find EncounterID 'LIST_TheLost_PrePlaced'
[3894.60] Warning: Redscreen: [DanK] Unable to find EncounterID 'LIST_TheLost_PrePlaced'
[3894.60] Warning: Redscreen: [DanK] Unable to find EncounterID 'LIST_TheLost_PrePlaced'
[3894.60] Warning: Redscreen: [DanK] Unable to find EncounterID 'LIST_TheLost_PrePlaced'
[3904.79] Unrestricted_Customization_Redux: UCR Armour Equipped called but Unit was none
[3904.79] Unrestricted_Customization_Redux: UCR Armour Equipped called but Unit was none

This is the log from the crash... But what does it mean?
Ozymandias 30. sep. kl. 12:34 
Thanks, I'll try it.
EvilBob22 30. sep. kl. 11:38 
I love Quick Soldier Info, but it does cause problems. Take a look at Select Soldier Icons Redux for something pretty similar.
Ozymandias 30. sep. kl. 11:27 
@ SolarMaximum
Thanks, good sir or madam. It worked for me too.