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报告翻译问题
You can edit a SitRep in a mod's XComGameData.ini and use the ExcludeGameplayTags to exclude other SitReps
I do that to prevent Alien Rulers from the Renegade Rulers mod spawning with feral Chryssalids from The Hive mod.
My last mission was a smash and grab with both a raider and MOCX sitrep. Moved up and killed the first pod on turn 1. Turn 2 MOCX dropped on top of me and the raider group also found me and activated everything else on the map. So turn 2 I have 12 enemies to fight, all of whom decided to target XCOM. Managed to win and even capture a few MOCX but took some heavy damage.
Idk if LWOTC will actually give you 6 mocx instead of 4 to fight,but the cutscene thing is normaly yeah.
No, just its own.
Like,I have +800 mods on,like 80 of them add enemies/factions,and I got no issues.
Do the binary research and check what conflict make it crash (disable half your mods while keeping MOCX on,launch and see if it crash,if it does still,disable half again,if it doesn't,re enable half of it,and try to find what make it crash)
Also never saw MOXC come out of the purple portal,those are used by the aliens,not ADVENT,maybe check your enemy/reinforcement mods first to see if theres a conflict there
Once, it just happened mid campaign for no obvious cause. Now, it happens on a mission when MOCX is supposed to spawn out of the purple glowing portal. Is there a fix for this?
If they are marked as "Dark VIP", yes.
It was posted in 2017 and is still going.
It's just Skirmishers
Don't know from what mod though.
I have to use "end battle" command .
There can be a weird interaction if you have both The Hive and Rebellious MOCX mods: both use Team_One, so they'll end up joining forces. But, even then nothing breaks and they'll still fight raiders (who are on Team_Two), XCom, and Advent.
If anyone wants to, it is possible to set the "Basechance=" to whatever percentage one wants, and then set "MissingChance=" to 0. -this will make encounters with mocx random.
Or, just leave it as-is, because yeah, it is neat. :)
MissingChance= This is how much additional chance is added for every mission the player has done and that MOCX hasn't appeared on.
I've changed MissingChance to 1 from 25 and it is now playable. I think with 3 regions when each generate ~3-4 missions each ~8 days the chance will be high enough to meet MOCX each month.
With base chance as 25, 4*25 is 100% chance that next mission will be generated with MOCX, and as result there are many missions generated with MOCX during infiltration
Ideal fix if possible would be when player complete any mission to recheck if there are enough soldiers in rooster (because perhaps in currently finished mission player could kill all the MOCX), and if there are not enough non rookies in rooster after mission to remove the sitrep from all missions where it present