XCOM 2
[WOTC]Scanning Sites Plus Glass
25 Comments
Daddy Kaneki 18 May @ 10:32pm 
I really appreciate the idea of this mod. I was happy to add more scanning sites but not so much with the added missions of equal difficulty to my other missions. Having them be a bit more easy to approach on top of being varied in their difficulty is a godsend for me.
jahsinha 7 May, 2024 @ 10:01pm 
Perfect.
lordabizi  [author] 7 May, 2024 @ 9:24am 
namely, DABFL can add enemies on top of that.
lordabizi  [author] 7 May, 2024 @ 9:24am 
The numbers written in the description is base line for the number of enemies. DABFL will modify those numbers.
jahsinha 6 May, 2024 @ 11:44pm 
Does that mean if I do neither *my* DABFL settings will override your enemy count (i.e it takes your number as the starting point and adds to it based on whatever percentages I've set in DABFL).? I'd actually rather that.
lordabizi  [author] 10 Apr, 2024 @ 9:32pm 
the mission sizes for my missions are constant. If the the enemy count balance for Rain's changes are handled via dabfl, then there are two options:
1. add exclusions to the missions from my mod in DABFL.
2. increase the squad size for the missions in my mod to whatever you may think is reasonable (presumably 6->8->10 from 4->6->8).
Kinsect 10 Apr, 2024 @ 3:31pm 
Say how well does this work with Rain's 8-man squad-size changes?
Profligate 30 Mar, 2024 @ 8:14am 
I wouldn't stress over it. I was just interested to see whether other users of Scanning Sites Plus used the missions to "distract" the Chosen like I did.
lordabizi  [author] 30 Mar, 2024 @ 8:09am 
it is not impossible that there's an easier solution than the one I'm suggesting; but that's the first that comes to mind.
In principle, I can add a feature to Mission Beneath Suspicion to add a "partial names" list, so that if a mission has this partial name then it'll be blacklisted. It's not too hard, but I don't know if I will do it.
Profligate 30 Mar, 2024 @ 7:43am 
I thought it might be less work if I created a new mission source i.e "MissionSource_SSPChosen" and assign the "hard" missions this new mission source. But then I found I would have to do more work like assign sitreps to this new mission source (I think) I'm really getting out of my depth here!

So I will try your suggestion and hope for the best
lordabizi  [author] 29 Mar, 2024 @ 5:16am 
This can be achieved with some manual tweaking and my Mission Beneath Suspicion mod:
remove (in XComGameData) the Chosen restriction from SSP missions.
Then blacklist all missions you want manually with Mission Beneath Suspicion.
Profligate 29 Mar, 2024 @ 5:10am 
Have you considered allowing the Chosen to spawn on the "hard" missions. One of the use cases for Scanning Sites Plus is I like to "distract" the Chosen from dark event assaults from CI by starting a scanning sites plus mission.
By CI defaults this isn't guaranteed to work, unless you're at 4 missions without seeing Chosen, and can backfire if the Chosen don't show up; making it more likely they show up on the DEA
lordabizi  [author] 23 Mar, 2024 @ 9:53am 
I mostly tried to keep it with what it was before, just assigning the difficulty to the mission, based on the reward. I don't think there was anything I removed altogether, but I can't say I remember. But it still should be in line of "personnel reward -> personnel mission" etc. In addition, I also added my network tower mission which did not exist before.
jahsinha 23 Mar, 2024 @ 9:12am 
Would you say you duplicate all of the missions but sort them into Easy, Normal, Hard? Or did you eliminate some mission possibilities altogether while also sorting? Looking at the Mission Source, man, I'm a little nervous because I realty like what Mitz did and it's basically gone. I really want to sort the missions like you do here but I still want a nice range of mission types spawning when they do spawn.
lordabizi  [author] 18 Mar, 2024 @ 12:57pm 
The second is used inside the Encounter Bucket. The encounter system is kind of a pain.
Looks like the x7 is in fact not used, I think I had a 7 pod in one of the encounters in the hard schedules that I nerfed to 6 at some point.
Lidiaz 18 Mar, 2024 @ 9:41am 
By the way is found AbiziOPNx7_Standard and AbiziOPNx6_Standard in the XComEncounters, but they don't show up in the Schedule. Are they unused ?
Lidiaz 18 Mar, 2024 @ 9:34am 
I've changed my config to have 18 enemies on hard missions, following the pattern of squad size x2, which seems much more fair
lordabizi  [author] 17 Mar, 2024 @ 10:37pm 
Well it's not a trivial thing, but not too hard either:
In XComSchedules look for all the scheudle names with "Hard" in them. Then you'll see for each such schedule the encounters which are on this shchedules. the number after the "x" is how much enemies this encounter should have.
Touching the opn ones and reducing their number is not a problem, since these are base games and all of those exist.
However, touching the "Abizi" ones and changing their name will just nuke this encounter since "AbiziBossx5" does not exist!
So if you want to make those smaller, then you can go to XComEncounters, find the relevant encounter, and change its MaxSpawnCount to a smaller number.
I hope this helps!
Lidiaz 17 Mar, 2024 @ 3:27pm 
Is there a way in the config to remove/make easier the hard difficulty missions ? "Overwhelming enemy presence" is just waaaay too much
lordabizi  [author] 17 Mar, 2024 @ 9:22am 
oof haha
I'm glad at least this now works mechanically.
And yes bringing 7 rookies on a 25 enemy mission in March is probably a dicey experience...
sullenskulls 17 Mar, 2024 @ 3:42am 
Yep. Seems to be working fine now. Although taking the engineer site as first mission does not seem to be a wise choice. That was a massive squad-wipe.
sullenskulls 17 Mar, 2024 @ 12:56am 
I think I've found the culprit - gonna start a new game to test.

No Rookie & Soldier Prizes WOTC
lordabizi  [author] 16 Mar, 2024 @ 10:34pm 
@sullenskulls
I'm at a loss, I played an entire game with this and I didn't see the game lying to me about it =\. Alert Level Variety shouldn't do anything, I've been using it myself. It seems like, for whatever reason, some of the original scanning sites plus 2 configs remain active? At the moment I have no idea why would that be the case.

@jahsinha
1) The only "sensitive" configs for editing here are the XComMissionSources configs where I remove bunch of the original scanning sites plus 2 configs. I think the mission % chance from a scanning site is not something I touch, so if you want to change it to whatever, then that should be fine. Maybe I'm not understanding your question.
2) The missions in this mod are technically new, so they should not be covered by your Leviathan Squad Size mod. The numbers in XComGame affect only the missions from my mod, nothing else.
jahsinha 16 Mar, 2024 @ 7:38pm 
Questions. I will use on next campaign BUT a couple questions:
(1) Will this respect my edits to Scanning Plus configs? I have made the possibility of missions in that mod 20% across the board. I'll experiment with a by mission exclusion but I don't want a guaranteed mission. Too samey.
...Just read your config section more carefully. Shoot. I don't have a local mod so I'd have to copy my configs into the "Mission" sources here to maintain what Id like?
(2) How would I change the number of soldier requirement for this mod? I would want it to respect my Leviathan mod config for what missions require any more than 6. Only Gather Survivors and Avenger defense type missions. I don't like more than 6 for the vast majority of missions. Is "Xcomgame" in this mod going to ignore the Leviathan mod settings?
sullenskulls 16 Mar, 2024 @ 5:19pm 
Just started a new game with this (love the idea, but first time using SSP2 also).

My first set of sites were a Scientist, Engineer & Supplies (yes, I changed your setting to 3 instead of 2)
Obviously, I took the engineer site, scanned it for 5 days, and when the mission popped up, it was an Easy mission for a Rookie. Ran it, mission was cool - 4 soldiers, 7 enemies - and the rookie was definitely the reward (unfortunately).
Second set, another option for an engineer. Scanned it again. This time, reward was an engineer, listed as Easy, but with 6 slots available, and with 11 enemies, so more of a medium. Definitely not easy as listed on screen, or hard as listed in your appendix.

The only things I can find in my extensive mod list that seem like they might have an impact like this are "Mission Difficulty Variety WOTC", & "Activity Difficulty Variety CI". My knowledge of what to look for is barely above minimal, so I am not certain, but any help would be welcome.