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Raportează o problemă de traducere
Why would it not work iwith LWOTC?
Thanks for your answer!
It will however not work with LWOTC.
Is it safe to add mid - campaign?
Doest it run well with LWOTC?
Is there any mods that you higlhy recommand NOT to play with ABA ?
Thanks for your time and for your work
It is dangerous for sure, but it's supposed to be!
So there is an element to the mod where it increases difficulty at the end, but not necessarily just through pod size numbers.
I was asking because the base game have so called "reverse difficulty curve", if you do everything right, choose correct strategies, ignore what Bradford says to do :) the game becomes easier later on.
What about this mod as I've seen your post where the pod sizes increase as the game progresses. So if the game will increase difficulty, it's OK I stay on easy, if it becomes easier, I can choose more challenging option at beginning.
So I will not have to quit the campaign and start over just because the game become much more difficult than it was at the beginning.
What to expect?
As for your dilemma, not sure that anyone can answer this one for you. This is one of the core challenges with modding a game, especially when you use mods from various different creators that were not developed as a package... you have to put together your own difficulty setting and have to find something that works for you. That might take a few tries before you get it right.
I'm using these mods to compensate increased difficulty and enemy count, as the mod devs recommended: 1. Larger Starting Squad (6) and 2. Configurable Mission Timers (+8).
My previous attempt on Commander difficulty failed after three missions because it was too difficult, lot of losses, no money, skipped missions, etc. I didn't want to continue this campaign and started a new one on Veteran. And immediately felt that it's too easy - the shot percentages drastically increased from under 50% up to 75%, base Advent trooper health decreased from 4HP +1armor to plain 3HP - one hit with regular rifle. It looks way too easy, but probably will increase later on, I don't know what to expect.
Now I'm thinking what to do - continue with Veteran and expect that the game will become more challenging, or start a new Commander campaign with some more compensations like starting squad 7, additional timers and so?
Next, you can't switch from ABA to ABA2 midcampaign. Too much was changed between the two versions of the mod. You'll have to start a new campaign. After unsubbing from ABA1 and subbing to ABA2, please follow these instructions , just to be safe.
Mod files are found in the Steam Workshop folder (Steam\steamapps\workshop\content). In that folder, anything you have mods subscribed for is put into numbered subfolders. Anything XCOM2 is in 268500. For ABA2, you are looking for 793861140 within that.
Any help would be much appreciated!
If enemies are actually shooting at you instead of scampering, you are probably using the Yellow Alert Gameplay mod? That one makes enemies attack on reveal.
(Also make sure this is the correct version of the mod, if you have WotC please use the WotC version)
Not a dig at your mod at all. I was just helping out anyone else who stumbles across it in the future.
FAIR WARNING: A Better ADVENT is considerably harder than the vanilla game and is designed around a squad of 6-8 soldiers instead of the default 4-6. To learn more about the changes this mod does to enemy squad sizes and mission generation and how you can tweak them, read here: http://sp.zhabite.com/workshop/filedetails/discussion/793861140/282992646972938696/
Either way, thanks for the response!
Can you recommend a good squad size mod? I've seen a few, but with lots of complaints about bugs too.
The only thing that ABA kinda adresses here is making Advent somewhat more relevant and common in the later game. Ultimately, the aliens will take over most of the gameplay, though. Mindpowers and flying beasties just make for better endgame gameplay than dudes with guns.
For example, one of the things that has always bugged me about this game is the seemingly unnatural behaviour of Advent. It is treated as a major force by the main NPC's but acts more like a weaker version of the aliens which slowly gets replaced. This in turn makes it feel off as the aliens are trying to appear as the good guys whilst having hordes of mutons and vipers flooding the streets. It would feel more natural if, for example, missions in cities were restricted to only fighting advent.
In a way, I have the same problems with the Advent grunts as they are supposed to be 'the bulk of advent', but eventually becomes a rare sight on the battlefield.
As for the behaviour, I find Advent unnatural during stealth as they wander around aimlessly in pods instead of guarding doorways and interacting with civilians.
And yes, that version is compatible with those mods.
The atrticles I have read, say I shoulf look for a regular Codex, but there doesn't seem to be any of those around. What would you recommend?
Alright, then:
This mod is not compatible with the LW2 mod. Reason being that ABA2 doesn't only just add enemies, it also changes mission generation and pod setups - this is where it will collide with LW2 in a way that is not solvable. I did release this mod a while back to work with LW2: Click. But truth be told, it's not maintained at all and in a pretty rudimentary state.
ABA2 is however compatible with the LW2 Alien Pack (and most other alien mods), more information here: Click.
It DOESN'T work with LW2, but does it work if "LW2 Alien Pack"? the one that only adds aliens?
in the file it says we might have to tweak it ourselves, but it "being part of" LW2, does it make
your mod incompatible with "LW2 Alien Pack" mod?
Im asking cuz i wanna know if i can have both mods and LW2 doesn't work for me, the Black market crashes my game and i can't choose which soldiers i can send to missions, so im using only the separate mod packs and not LW2 itself .
Sorry for long post, just wanted to make my question easier to understand (not sure if i hit my mark tho)