XCOM 2
[WOTC] Covert Infiltration
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WOTCStrategyOverhaul  [ontwikkelaar] 5 aug 2021 om 22:47
Compatibility List
Trusted members of our community are maintaining a complete compatibility list for people to easily find which mods are usable and where their bridge mods are. View the compatibility spreadsheet here[docs.google.com]!

The spreadsheet does not cover all mods out there - you are welcome to share your experiences in the comments below. Our community maintainers will be monitoring this thread for things to add to the spreadsheet.
Laatst bewerkt door WOTCStrategyOverhaul; 11 aug 2021 om 8:43
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Sensor fences also crashed my game when avatar project was revealed.
Does this Gate Crasher change impact mods that made Gatecrasher longer? I'm thinking of Alex Nares GateCrasher X2, a mod that has been a staple for a few campaigns now. It doubles the enemies and makes it so you use more of the map.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2102497952&searchtext=GATE+CRASHER+x2
Iridar's 5 tiers weapon mod conflicts with prototype armoury, obviously. Or will there be a bridge mod? I'm not even sure I should post this here.
Astral Descend  [ontwikkelaar] 8 aug 2021 om 2:11 
Origineel geplaatst door jahsinha:
Does this Gate Crasher change impact mods that made Gatecrasher longer? I'm thinking of Alex Nares GateCrasher X2, a mod that has been a staple for a few campaigns now. It doubles the enemies and makes it so you use more of the map.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2102497952&searchtext=GATE+CRASHER+x2
That mod will likely either break our Gatecrasher or just won't do anything at all
Origineel geplaatst door ophanbmw:
Iridar's 5 tiers weapon mod conflicts with prototype armoury, obviously. Or will there be a bridge mod? I'm not even sure I should post this here.
Iridar's Five Tier overhaul can be made compatible with a simple change in its ini's. It's explained in the bottom of the "Configuration" section of Iridar's mod.
Laatst bewerkt door lordabizi; 8 aug 2021 om 5:27
Has anyone tried Pyrrhic Victories mod? Or are there enough changes to the victory conditions of missions that it is no longer necessary?
Astral Descend  [ontwikkelaar] 9 aug 2021 om 22:51 
Origineel geplaatst door PM_Zigg Price:
Has anyone tried Pyrrhic Victories mod? Or are there enough changes to the victory conditions of missions that it is no longer necessary?
It works, quite a few people in beta used it
WOTCStrategyOverhaul  [ontwikkelaar] 11 aug 2021 om 8:50 
We have switched from a static list here to a community-maintained compatibility spreadsheet! Check the main post above for a link and more information.
Anyone working on other Claus Bridge Mods? Looks like it should be easy enough to get things like Custodians to work, I just have a hell of a time getting the mod dev kit to work. LoL.
Which mods from Claus do you think need bridging? Majority of them should be compatible out of the box.
Hive More says to get rid of Ambush Missions but no directions on how one does that. Are there directions somewhere for us simple folk? lol
Thanks for the reply on, Alex. Another issue I had: Diverse Alien Pods by Force Level.
Initially, used that but the pods were way too much - never had the issue before but mission 3/4 with 6 Faceless (looks like it literally duplicated a pod) , Advent, the Lost, in just the starting zone was..crazy. I stopped that campaign and reverted back to Ginger's mod. Not sure but on the Tactical side, it does seem like there are more enemies because of CI? I don't use the Force display mod by Cloista but perhaps there is a Force level change happening sooner? I've used my setup w/o CI and the enemy count this early in the game was not nearly as much
Laatst bewerkt door jahsinha; 12 aug 2021 om 21:02
Origineel geplaatst door jahsinha:
Thanks for the reply on, Alex. Another issue I had: Diverse Alien Pods by Force Level.
Initially, used that but the pods were way too much - never had the issue before but mission 3/4 with 6 Faceless (looks like it literally duplicated a pod) , Advent, the Lost, in just the starting zone was..crazy. I stopped that campaign and reverted back to Ginger's mod. Not sure but on the Tactical side, it does seem like there are more enemies because of CI? I don't use the Force display mod by Cloista but perhaps there is a Force level change happening sooner? I've used my setup w/o CI and the enemy count this early in the game was not nearly as much

My understanding is early missions are made harder because you can bring out full squad size (6 by default) right out the gate unlike in vanilla where you start with 4 first. The force level progression is not changed. I understand what you are saying - my set up was considered "balanced" before CI, and when I started CI it felt harder. Its just a matter of re-balancing your setup. I have not had issue with DABFL so maybe that's a separate discussion altogether on DABFL.
Origineel geplaatst door Haywire:
Hive More says to get rid of Ambush Missions but no directions on how one does that. Are there directions somewhere for us simple folk? lol

I am trying to figure out a nice way to show that in the spreadsheet. If you need it soon, ping me on CI Discord and I can tell you.

EDIT: Screw that, I have updated the spreadsheet with instructions on how to make The Hive More play nice with CI. Enjoy!
Laatst bewerkt door TeslaRage; 12 aug 2021 om 21:33
Thanks Tesla! I had just taken out the mod for now. I'll put it back in and check out the directions. :-)
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