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I've definitely seen them before with both The Hive and Hive More active. They look like feral people (I think they use an altered version of either the lost or psi zombie animations) with chryssalid colors and arms replaced with chryssalid claws and raised up above their head.
What are the possible consequences? I'm ready to close my eyes to small bugs, but I need to be aware of what bugs to expect.
By the way, the Chameleons that people are complaining about: they are one of the ones weak to fire, and it also disables their vanishing ability.
Firaxis created Team_One and Team_Two to use in multiplayer, so the code to ignore VIPs wasn't needed. Highlander allows them to be used in single player, but doesn't have access to the VIP ignoring code.
You can have DLC non-integrated and the extra mission also disabled: uncheck both boxes on the DLC integration screen. It's helpful if you want them non-integrated, but don't want, or can't have (for example, the Covert Infiltration mod disables it), the extra mission. I'm also personally a fan of the mod "Alternative DLC Integration", it's (in my opinion) the best parts of both integrated and non-integrated.
*If the DLC is integrated, you might find/fight them in a different order, but they are still added to the facilities in the original order.
Mostly I think I'm just going to reduce the HP counts of a bunch of the different chryssalids, since I don't think I know enough about how to tinker with the INIs to prevent any chryssalid other than the Princess or Queen from creating Gestation Pits, since I feel that's an appropriate ability for hive royalty.
Also, remember that she's also subject to the permanent health loss like every other ruler, if you're really getting overhwelmed, retreating is a viable choice.
11 advent dead,49 chryssalids includid 11 infectors,10 drones,7 flying heal thingies,4 chameleon,11 rippers,3 shriekers and 3 hive guards (yes she called reinforcement 6 times).
There really need to be some tuning for when the queen is around,like limiting the summons.
It really feel too much,its overwhelming,like in a normal mission with them spawning again and again its fine,but this being a thing when the full grown queen is here,is pure just "hard to be hard" with no real counterplay,and again,she send in more reinforcement as an ability every 3-4 turn,and its like,2 normal chrys and some champion like a shrieker (lightning dude) and now she spawn a Hive Guard.
And she spawn in the mission with 2 chameleon,so more things that chase you and just woopwoop away when hit.
Its really a shame that such a cool mod with so many variety have such a weird thing added in the queen,by herself she could be a solo raid boss fight with the amount of summoning she can do.
The queen is here,ok,great,its huge,can heal 20hp,mind control chrissalids,which,so far so good
Then... She can summon flying things that can both freeze soldiers,and heal... and give armor
AND THEN,she can use "summon reinforcement" which summon 2 drones and that freakin lightning chrys,which,again,is fine
BUT THEN,SHE CAN DO IT *AGAIN* 4 TURN LATER? WHY? ONCE IS ENOUGH LMAO
So now if I don't deal with her fast enough (which most of the time CAN'T happen cause she spawn far from me,and advent is in the freakin way,so I have to deal with THEM first)
She will spawn endless waves,just eating at you,its just annoying,seriously why most mods that summon stuff don't put like,a hard limit of once,she summon a full squad man,one time is enough...
If you're using the Integrated DLC option then she should be guarding a facility like the other Rulers. I've always run unintegrated and she randomly appears on missions.
is it gonna work with long war and should i start a new game?
-Blessing of the EldersAIPACK
- AdventFuture AIPACK
-WrathOfTheChosen AIPACK
(To test i went in a mission with Chryssalids and removed the mods mid tactical and loaded without them - everything ok now)
What does AML report as missing?
go and then they go after all the teams action points are spent. This makes the armors special ability worthless as they activate after all the killing is done and it takes longer to do a turn. Is there any way to fix it in an update or is there a way to fix this in the files. Also making the chameleons ai smarter and more aggressive would be appreciated. There an interesting and fun enemy but I feel like they run away too much and don't attack my soldiers when they have a clear chance to