Phoenix Point

Phoenix Point

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More Haven Defenders
   
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7 月 14 日 下午 5:04
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More Haven Defenders

描述
Ever felt that a sprawling, high-tech haven was a little... under-defended? Tired of seeing just two security guards and a handful of civilians stand against a Pandoran onslaught?
This mod addresses that by significantly bolstering the allied forces in all Haven Defence missions.

With More Haven Defenders, you can customise the size of the haven defence force to match the threat, turning what was once a desperate scramble into a true battle for survival.

Your changes are smart too! If there isn't enough room to deploy everyone at once, your extra defenders will arrive as reinforcements on later turns!

Features:
Increased Haven Defence Forces: Adds more allied soldiers to Haven Defence missions.

- Fully Configurable: Use the in-game Mod Settings menu to control exactly how many more defenders you get.
- Intelligent Reinforcement System: If the tactical map can't fit all the defenders on Turn 1, the extras are automatically queued to arrive as reinforcements on subsequent turns (map permitting).
- Safe and Compatible: This mod is narrowly focused and should be compatible with almost all other mods. It only affects Haven Defence missions and leaves all other mission types (Alien Bases, Scavenging, etc.) untouched.

How to Configure the Mod:
You can change these values at any time from the MODS menu.

1. EXTRA HAVEN DEFENDERS
What it does: This is the simplest setting. It adds a flat number of additional soldiers to the defense force. Think of it as calling in a few extra off-duty guards to help.
Example:
If a haven would normally have 3 defenders, setting this value to 4 means the game will add 4 more soldiers to the roster. The total force from this setting alone would be 7 (3 + 4).

2. HAVEN DEFENDERS MULTIPLIER
What it does: This value multiplies the haven's base defense strength, which is determined by its buildings (like Security Stations). This is great for making high-value havens feel more powerful. A value of 1.0 is the default (no change).
Example:
If a haven's buildings provide a base strength of 3 defenders, setting this value to 2.0 will double that strength. The total force from this setting alone would be 6 (3 * 2.0).

RECOMMENDED MODS:
Stop Recruiting Haven Defenders - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3525359901
- This will stop Haven Defenders from being recruited and added into your Squad. It helps you from having an over bloated roster to manage when these extra haven defenders come too close to your soldiers.

COMPATIBILITY:
- Appears to have no conflicts with Terrors from the Void 1.0, but just be wary as that mod changes a lot!
15 条留言
fg138 10 月 19 日 上午 5:55 
sounds fun, sometimes it's boring to fight alone in the haven. thanks
Lemonwire  [作者] 10 月 17 日 上午 3:35 
@Haerzog, yeah that's very possible, the way this mod works is it duplicates the existing units each turn until it hits your set limit. Someone could make a similar mod that adjusts the AttackerDeployment value to a high one.

@Mackeroni That was actually my initial intent but I can't figure out how to do it. For example, I wanted to spawn just Technicians for new Jericho, but I still can't figure out how to do this.

@Macapek This mod has no effect on the Geoscape if that's what you mean, it only takes effect in the tactical mission itself, aka when you are already in the mission. The "auto-resolve" battle that you see on the Geoscape (with the blue and red progress bar) is a separate, high-level simulation.
Also, I'm not sure about the comma, it should be a decimal point "."
Macapek 10 月 15 日 下午 6:40 
Does this mod also affect the strength of units before I arrive? I mean, does the refuge have an advantage over the Pandorans thanks to this mod? (For example, if I set the MULTIPLIER to 3, New Jericho will have 90% blue units at Haven and the Pandorans will only have 10%, and without this mod it would be balanced, or 30% Jericho and 70% Pandorans). In other words, can they defend themselves better without my arrival, or does this have no effect?
Macapek 10 月 14 日 上午 2:35 
@Härzog Why? You adjust the number of attackers based on the difficulty of the game.
Haerzog 10 月 13 日 上午 11:22 
As a companion to this mod, there should be one that makes the aliens have more attackers. Make a real battle out of it.
Macapek 10 月 10 日 下午 8:35 
When I edit: HAVEN DEFENDERS MULTIPLIER, for example, to 2.5, shouldn't there be a comma, like 2.5?
Macapek 10 月 9 日 下午 12:57 
I apologize, it works now, but it didn't work at the beginning. And at the end of the game (when you're close to the last mission, it sometimes doesn't work either), but it works in more than 80% of missions, and that's enough for me. So thank you very much for the mod.
Mackeroni 10 月 3 日 下午 2:58 
I realize this might be beyond the scope of the mod, but how possible would it be to be able to change what extra defenders are added to the haven defense?

IIRC there are a bunch of set loadouts the game pulls from when choosing what defenders to spawn, unless I'm misremembering completely.
Mackeroni 10 月 3 日 下午 2:48 
👀
Macapek 10 月 1 日 上午 4:24 
It doesn't work for me even though I set EXTRA HAVEN DEFENDERS to 6 and HAVEN DEFENDERS MULTIPLIER to 3,00. I still only have two defenders.