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I believe each one of those lines is resolved separately for each pod, so they will stack.
+AlienPodSizeRules=(iMinForceLevel=6, iMaxForceLevel=20, iChance=67, iNumToAdd=5, iForceLevelOffset=5)
and this ...
+AlienPodSizeRules=(iMinForceLevel=11, iMaxForceLevel=20, iChance=34, iNumToAdd=10, iForceLevelOffset=10)
can stack on any pod or apply separately?
I thought the XComDABFL.ini file was primarily there to explain how to make the changes, not simultaneously also be the location where I made the changes. I was searching for a separate folder to make the changes because I was under the notion that the explaining was kept a part from the actual file.
In that case the green text would've been helpful, though I doubt I'd have stumbled upon that unless I encountered a similar issue. Thank you Dragon, and also you @Soul
If you open .ini files in Notepad++ they're automatically formatted so comments are in green. It's a great program but you don't need it. Windows' own Notepad is prefectly usable.
Anyway, an .ini file is a text file, you read it and make the changes inside it. So that bAffectReinforcements=true becomes bAffectReinforcements=false
Honestly? I wouldn't. Just play the game and see how it goes.
Also there is a lot of green text,its the ones starting with ";",its commented lines saying what code lines do,that you can modify to change how the mod work. Not sure what you want if its not that,gotta explain a bit more
Also the question wasn't how, it was where. I don't know where.
Noted. I found the way to show the ini.
I am still stuck at the "where" because the XComDABFL.ini tells me the how but....not the where.
Those are all .ini files, you just have Windows configured to "hide extensions for known file types", or whatever the Norwegian equivalent is, I really don't recommend that for reasons like this.
I'd say keep with the mod's defaults and look at editing files if and when you feel the need. Any .ini changes you make would take a mission or two to appear.
Only thing I'm worried about is if default is good when your starting squad size is 5.
Also, I don't see any .Ini file in the configs. At least not any that is labelled as such...I might not be up to date on lingo. ( https://prnt.sc/6Ele6zAzfQWe )
You need to edit this mod's .ini file, in the folder you've highlighted, as per the Description.
Or, honestly, leave it as the defaults are good, imo.
I fouind the descriptions of how to change things( https://prnt.sc/val9BrxwH9dT ) but not where to actually alter anything. I'm fairly confused by this.
The pods are automatic when we DL this or do we have to change things ?
As the Description says, it's disabled in Chosen chambers
Waterworld is the final mission
Excluding all other missions but the last one is a bit silly, but should work too.
I'd try just enabling it before you load into waterworld. Otherwise it'd be a right faff to edit the .ini to exclude every other mission type.
I want a hard difficulty because i want to bring almost all my soldiers (12 in total)
whats your recommandation?
I was in the the late game of LWOTC and the FL went to 21 and pod sizes reverted to vanilla.
+AlienPodSizeRules=(iMinForceLevel=5, iMaxForceLevel=20, iChance=50, iNumToAdd=1)
+AlienPodSizeRules=(iMinForceLevel=10, iMaxForceLevel=20, iChance=50, iNumToAdd=1)
+AlienPodSizeRules=(iMinForceLevel=15, iMaxForceLevel=20, iChance=50, iNumToAdd=1)
+AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=20, iChance=50, iNumToAdd=1)
If it's related to the mod I'd suggest rechecking it, it really speeds up the mission (had to run out of cover with my soldiers for the last pod in the hopes that they target me).
'iForceLevelOffset' is used to adjust the force level of followers
So looks like pod leaders aren't affected, Sectopods and Gatekeepers are pod leaders in the base game. I guess Primes are set-up that way too.
+SitRepModifiers=(TargetName="LowProfile", bExclusion=false, iMaxEnemiesInPod=3, iForceLevelOffset=-6, iEnemyCountOffset=-3) - My unit count rules are kind of op
But the issue is the force level offset doesn't seem to be applying. When the game rolls for encounters for the mission it's rolling for enemies like Gatekeepers or Primes, that shouldn't be able to be spawned in FL 14 (20 with the -6 offset) , even with the defaut +1 -2 offset from this mod.
I'm unsure if it's a compatibility issue, but I don't have any other mods that modify enemy spawning on guerilla ops to my knowledge.
.AlienPodSizeRules=(iMinForceLevel=6, iMaxForceLevel=20, iChance=100, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=6, iMaxForceLevel=20, iChance=20, iNumToAdd=1)
so:
80 = 80% chance of adding an enemy to a pod
100 = Guaranteed of adding an enemy to a pod
120 = Guaranteed of adding an enemy to a pod, but make another roll so 20% will add an additional enemy (so total 2, 1 from guranteed, another 1 from 20% roll)