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This is just a personal suggestion:
If possible, maybe you can talk to the authors of highlander... As far as I can tell, players who use the xcom2 mod have a hard time avoiding it.Many mods are preceded by it or its derivatives.
Resolving this conflict will help more players enjoy your mod.
If two mods change the same files, only one mod will work properly. For Podless, that means that some functionality won't work, such as:
* Reveal animations
* Aliens preferring to target XCom over civilians
* Aliens not knowing where XCom when no agents are in alien line of sight
But the basic premise of the mod - all pods getting activated at once - will still work.
you show four [.uc] in the conflict list, 1/2/4 of which are covered by highlander...
Does this mean that this mod and【X2WOTCCommunityHighlander v1.28.1】
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1134256495
are not compatible?
Or do I not need to worry about that?
There's a legend that when you say "EPIC," steam targets you...
Hhh, sorry, this might be a little cold, my taste for jests... Not so good.
It's nice to see another person in the comments section of this mod, I really don't think it deserves such low profile.
16 XCOM vs 20 Advent + idle supression, plus this mod... resulting in EPIC BATTLE!
There are a lot of players who may not know about your mod to this day, which is really a shame.
Before I would be fighting some dudes at the front of the Gas Station, the front wall would get blown up and there would still be 4 Advent chilling in the back room. It made no sense. And this was with Yellow Alert.
Combine this with original timers and one of the True Concealment mods. So the timer only starts when you are revealed. Those 4 turn stop the General missions are now frantic. Excellent Mod.
In one hand, this makes enemies much more defensive in regards to unseen XCOM units, as ABAI's foes have a 75% chance to Overwatch whenever they personally do not have LOS. In other words, the activated pods inside FoW will Overwatch camp you instead of rushing in.
On the other, ABAI's ruthless optimization seems to be in full effect. A sectoid will repeatedly flank and shoot a panicked soldier given the chance.
This is the only mod that truly terrifies me
Confirmed working excellently on LWOTC.
It's mainly only a problem on haven assault missions where all resistance operatives have line of sight with most of the enemy pods, so I get like 5 - 8 cinematic reveals in one go.
@AZL4N: No, but it only shows the cinematic for enemies which are in your line of sight. If you are seeing all cinematics, you have another mod that conflicts with the code changes for this one.
Whenever I decide to play next I'll definitely toss this in again, loved what little I saw so far. Thanks for putting this up!
(can also report it ran fine alongside my other ~280 mods in that last run, other than the mentioned reveal issue)
"This is WAR! People DIE!" (c) Commander Sheppard.
P.S. I also increased all sides numbers (like 12 xcom, +1to4 ABA pods, +2to3 raiders to their pods.
Do you know how to make it so the concealment status doesn't end if one soldier breaks it? It would be nice to keep others concealed for buffs that give benefits while concealed.
Based on your reply I am assuming this AI changes how concealment works then? If the aliens come after what they can only see, when the squad breaks, it doesn't reveal all xcom units?
However, aliens are only aware of XCom agents that at least one alien can see, so to avoid being swamped you can break line of sight. Or, even better, you can use one or two agents as decoys and keep the rest hidden to flank with. Given the advantages you get from flanking, that strategy is devastating in my experience.
I like this idea, however, when the entire map all comes for you, it takes the fun and suspense out of exploring the map. A good compromise would be the question I asked above.
1. ABA mods
2. Increase pod size by force level
3. Multiple raider factions
4. Resistance hero incursions
5. AI to AI activations
6. Raiders strategic spawning
7. RPGO
8. 4 squad updates + bigger starter squad
9. revamped civilians
And It's fun almost to the level I want it to be.
And finally I want to add Podless Advent... Did anyone test its compatibility with the above mentioned list?
I would appreciate it if this was looked into and, if possible, fixed. If it's an unresolvable conflict or if it can only be fixed by NRC's author, that's understandable.
This mod made some missions impossible for me. Mocx and larger pod sizes could see me have to complete missions with 4 soldiers and around 20+ enemies early game.
All those advent and no radios in their helms?