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Thanks. I'll probably do that for now. That way if i decide to remove the mod one day i won't have to remember to put the value back to 50 in the default config files.
I might still mod it so that after you've seen or been intercepted by UFO, the chance is the default 50%, but before that it's a much lower %. I dunno, dont really feel like downloading the entire SDK right now.
Just create a text file in this mod's Config folder. Call it XComGameData.ini and have text like this in it:
[XComGame.X2StrategyElement_DefaultMissionSources]
-PercentChanceLandedUFO=50
+PercentChanceLandedUFO=40
Why do it through a global default value that can affect the way regular landed ufo missions occur? Seems counter-intuitive if you ask me. 50% is way too high for a supply raid to be a ufo mission. But i'm afraid that if i lower it it will make regular ufo missions even more rarer than they are.
[edit] Seeing as you're not modding anymore (as you said)... I'm probably just going to make the change to the mod myself. If i upload it i'll give credit and link to the original.
And maybe I wasn`t clear enough with my question. I want landed UFOs half the time and regular Supply Raids like the convoys or trains thje other half of the time. I don`t want the supply missions where you have to mark crates.
Am I good if I use this mod or do I need this mod to enable UFO missions without the Avenger Defense AND another mod to disable the missions where you have to mark crates?
Thanks for your patience with me? ;)
Not me. Although I haven't had a UFO supply raid post-TLP, had a number pre-TLP without that problem and I really dont think TLP's affected that bit of the main campaign.
If you've tried the usual stuff:
Troubleshooting: Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?
And if you use the Firaxis launcher: https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/guides/fix_duplicateactivemod
Then use a binary search [www.mwmythicmods.com] (link's for Morrowind, principle works for any modded game) on a pre-mission Avenger save. Sounds a faff but is surprisingly quick. Best with a pre-misson save as saves mid-tactical can get all screwy when you're disabling mods.
Although you had me worried until I read all of your post...
Little late...
I wanted to do a Gatecrasher mission just to see how my mod list for my next campaign was doing. I remembered this post from Sumatris. My experience, in running this mod with ~350 others, was a succesfully completed Gatecrasher and return to the Avenger without issue.
@ ADVENT Avenger: Thanks for the advice, but I'm well aware of the config refresh shenanigans. I used them extensively during my search for the root cause - delete configs, disable one mod, load game, start new campaign. If Gatecrasher went belly-up instantly, exit game, rinse and repeat until suddenly things were back to normal after I disabled the Day-One UFOs. Tried it another two times just to be certain, with the same result, so I have little choice but to blame this mod, unfortunately. Fortunately (?), I got the UFO Defense mission in my current campaign's third month, so now I can go back to raiding flying saucers the old-fashioned way ^^.
As a point to see if all my mods have kicked in correctly i use Instant Avenger Menus. If i dont get instantly inside my facility when i click, my mods haven't "kicked in correctly". Every once in a while i need to flush out my files for the game to work correctly.
By "auto-failed the Gatecrasher and tutorial missions" do you mean that you'd start the mission and immediately get a Mission Failed message? Or would the game crash on loading Gatecrasher? Or something else?