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You can see all the posts there's been since I posted that
Could you tell me if anyone has confirmed, that your fix from this comment work?
I think it was Tedster who pointed out there's no suitable medium parcel for that mission. I think adding this to the mod's XComParcels.ini will fix (it re-uses a vanilla parcel)
-arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage")
+arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage", ObjectiveTags[1]="SabotageCel")
I have tried to start a discussion for the issue, to allow others that encounter the problem, a fix if it works.
"md_RemoteScienceStation_01" is a vanilla parcel, the two lines remove its vanilla set-up then re-create it adding the capability for it to be used as an objective for this mod's missions
interesting...
but in the mod configs there is another line:
+arrAllParcelDefinitions=(MapName="lg_RemoteCelatidScienceStation_01", eSize=eParcelSizeType_Large, \\
arrPlotTypes[0]=(strPlotType="Wilderness"), \\
ObjectiveTags[0]="SabotageCel")
It is very different from the one you are trying to delete:
-arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage")
I think it was Tedster who pointed out there's no suitable medium parcel for that mission. I think adding this to the mod's XComParcels.ini will fix (it re-uses a vanilla parcel)
-arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage")
+arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage", ObjectiveTags[1]="SabotageCel")
The mission is the only information stored in this mod's XComMissionDefs, XComMissions, XComParcels, and XComSchedules. You should be able to safely delete, or comment over, those.
I have not seen the ai use the ability but I think it might be broken. Maybe make it so that there is a cooldown for all Celatids that spawn, or just remove the ability so people (or the ai if it realises) can't abuse it?
The turrets are super useful though, I'm definitely keeping the mod on and I just won't use the ability.
says it's compatible with this mod,Unfortunately Scimitar doesn't have any slot for it to play.
That's not a vanilla plot name (they're like Plot_WLD_Sabotage_MdObj_Stream) so I'd guess that's one defined in Stukov's mod. I'd guess there's a typo somewhere in that mod that stops the right parcel from spawning for that new plot. If you haven't already I'd post a comment on that other mod.
Which mission? I don't recall this mod adding a new mission type. Have you got a screenshot? Maybe it's a problem with the map. Use the console command X2DebugMap , then click "show map" and it should give the name (which starts with Plot_).
I to experience duplicated entries.
( Program Files (x86)\Steam\steamapps\workshop\content\268500\1184533147\Config )
The way they are by default, putting just one of these turrets on a soldier that can do nothing but move on his own makes him very strong in the early game.
Very cool concept, though! I think I'll have a lot of fun with it~
Job very well done!
That sounds like some kind of AI conflict. Are you using any other enemy mods?
Edit XComEncounterLists.ini so that the minimum and maximum Force Levels are set to 99. Force Level only goes up to 20 in an unmodded game so they'll never appear.
Would love to see more classic enemies ported over!