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Much appreciated. Also let me just say I do not cease to be amazed by how modifiable XCOM2 and its mods are. Truly amazing.
my understanding is that LWOTC applies an additional will penalty on extremely under-infiltrated missions, to deter certain cheese strats.
you can change SSPMissionMinDuration/SSPMissionMaxDuration in ScanningSitesPlusTwo.ini to give your team time to infil. the default values are low so the missions don't hang around for long in vanilla settings.
After completing a mission awarded from this Mod (Alien Alloys POI, spawned a Sabotage Transmitter Mission) it allowed for only a day and 10 hours of infiltration time.
Since I had a squad handy, I went for it and underinfiltrated it heavily. I completed the mission (took me 23 turns) but at the end - all my soldiers were Shaken (will reduced to 0 or maybe 10).
While they started fresh with full 40/40 will (some had lower stats, but all were at full before the mission).
Anyway this is intended behavior? Will should go down by 1 every 3 turns if I recall correctly, so 23 turns should drain maybe around 7-8 will but not 40!
Any ideas? Mod conflict maybe?
Also I set the game to start me with the Templars, but thanks to this mod I started in Asia with the Reapers.
My guess is it's related to how this mod initially sets itself up on the strategy layer. But idk anything about that stuff so who knows.
But in the Ini.Files there is a Exluted POI - Nest , Tower etc....
I need to uncoment to have the ability to play the DLC Mission's or just don't touch it ?
1 - you need to control the penetration time after 100%, because if you want 200% and do not start the mission yourself on time, for example, by 190%, then the mission will be canceled.
2 - If you get a red warning in LWotC (start or cancel the mission), press [Esc] on the keyboard and the penetration time will go fine.
P.S. this mod works fine with LWotC. It would be necessary to remove this red warning window (go or cancel)
It is a brutal mission for very early game, and since I saw it 3 times im worried something is not working right. I do not have any conflicts with this mod, Im not sure how that one mission is being attached to every scan (or so it seems), any thoughts on where I can look.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2209195185&searchtext=avenger+defense
Don't expect a mod like LWotC, that changes most of the game, to work with any other mod.
I have an additional question. It looks like the sitrep features from this mod are overwriting the ones from `[WOTC] Multiple Sitreps 2.0: Guaranteed & Categories`. is there a way to get around this and instead let multiple sitreps handle the sitrep options?
Thank you in advance!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2068573223
That increases the number of times a particular mission type can spawn during a campaign.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1123890279
Savage Items should be compatible with this mod, though I'm not sure about the new POIs my mod adds, that might need some config work on the user's end.
Let There Be POIs has a config array for POIs to disable. so you could add lines there to get rid of the soldier POIs you don't want showing up.
added global and per-mission config for it. Hopefully it works out.
What you suggested would probably do it and make everything work, barring an other potential issues.
Balancing the POI around lwotc is also another thing but it does help provide an alternative way to receive gear, supplies ect without having to fully rely on havens and Intel allocation. Not to mention, I find this more interesting since you have to do actual missions instead of just 'fly over and scan point A'. Overall It does help add another layer to juggling your team and which resources to prioritise.
I will take a look at the difficulty modifiers and dark events counters you wrote about above. That might help to add further risks associated with doing these missions and the balance that I am looking for.
you're able to infiltrate them? would it be enough to make how long the mission sticks around configurable? (currently they're the same 22ish hours as vanilla missions)
Wonderful idea and great execution so much love Mitzruti. The mod functions without issue it is just that it wasn't built with LWOTC in mind which is completely understandable. Not to sure what settings in the configs I would need to adjust to give more time for the infiltration at present. Would like to do some more testing to see if the mod works well within the overall balance of LWOTC.
Playing the game? Pffffft, it's way more fun to sit and stare at notepad++ and think "what if?"
Ha. Imagine playing the game xD
the config is used by the rewardmissionthing to spawn the mission, and won't have any effect on missions spawned in other ways.
My question is, if I make a bunch of changes to the ScanningSites.ini config file, specifically the reward scalars and mission difficulties, will it affect Assault and Infiltration missions, as well, or just the missions from the scanning sites? I assume just the scanning sites, but wanted to check, because I don't think the Infiltration Missions or the Assault Missions will pull from these Mission Sources. But I'm not always right in my interpretation on how mods work.
It should work if you add MissionSource_SSP and MissionSource_SSPStaff to that mod's array of mission sources to patch. The Diffmod would then be added to whatever that spits out.