XCOM 2
[WOTC] Celatid Alien
558 条留言
bamboocarpet 10 月 7 日 上午 3:37 
Amazing mod. Great seeing this classic enemy make a return. Though the The Celatid Turret should be Unique or only shoot once per turn, at least Mk1. Very strong utility item. :steamthumbsup:
Stukov81-T.TV 8 月 5 日 下午 8:17 
yes it does
Maddog Wolfus 8 月 5 日 下午 1:09 
Just a question really. Does this work with Covert Infiltration, Prototype Armory and Tesla Rages Loot mod at all now?
Dragon32 8 月 5 日 上午 2:34 
Thanks for the fix, MrShadow
Vaultwulf 8 月 2 日 上午 10:21 
@MrShadow It's really great to have you back in the Xcom 2 modding scene! :steamthumbsup:
Lebowskichild 7 月 31 日 下午 11:00 
Big thank you for the update @MrShadow.
MrShadow  [作者] 7 月 31 日 下午 4:15 
Updated the Celatid Research Facility map, parcel and plot issues. There are now (2) a med and large facility parcel and a new plot. Both parcels can spawn on this plot and or on any other sabotage facility plot from the base game or other mods that accept med or large wilderness parcels. Have tested most of the day, multiple variations of maps and have had at least 1 of the parcels spawn 100% of the time. Have even had them both spawn on the same plot a few times.
MrShadow  [作者] 7 月 31 日 上午 9:53 
I am working on a fix for the the issue below
Dragon32 6 月 1 日 下午 2:54 
@Lebowskichild
You can see all the posts there's been since I posted that
Lebowskichild 6 月 1 日 下午 12:11 
@Dragon32
Could you tell me if anyone has confirmed, that your fix from this comment work?

I think it was Tedster who pointed out there's no suitable medium parcel for that mission. I think adding this to the mod's XComParcels.ini will fix (it re-uses a vanilla parcel)

-arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage")
+arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage", ObjectiveTags[1]="SabotageCel")

I have tried to start a discussion for the issue, to allow others that encounter the problem, a fix if it works.
Stukov81-T.TV 5 月 6 日 上午 3:13 
Hanter was the one finding the problem
Dragon32 5 月 5 日 下午 3:53 
@lety4ayavoropaeva
"md_RemoteScienceStation_01" is a vanilla parcel, the two lines remove its vanilla set-up then re-create it adding the capability for it to be used as an objective for this mod's missions
lety4ayavoropaeva 5 月 5 日 下午 2:51 
@Dragon32
interesting...
but in the mod configs there is another line:
+arrAllParcelDefinitions=(MapName="lg_RemoteCelatidScienceStation_01", eSize=eParcelSizeType_Large, \\
arrPlotTypes[0]=(strPlotType="Wilderness"), \\
ObjectiveTags[0]="SabotageCel")

It is very different from the one you are trying to delete:
-arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage")
Dragon32 2 月 16 日 下午 6:15 
@Zoviscyne
I think it was Tedster who pointed out there's no suitable medium parcel for that mission. I think adding this to the mod's XComParcels.ini will fix (it re-uses a vanilla parcel)

-arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage")
+arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage", ObjectiveTags[1]="SabotageCel")
Zoviscyne 2 月 16 日 下午 4:04 
Seems like the Celatid Cloning Facility mission rolls a bad plot, it asks for wilderness but there don't seem to be maps that support its objective; when you draw that mission you just get a sabotage in a random normal wilderness plot with nowhere to place X4s, meaning you can't complete mission's objective.

The mission is the only information stored in this mod's XComMissionDefs, XComMissions, XComParcels, and XComSchedules. You should be able to safely delete, or comment over, those.
Alvsyn 2 月 10 日 下午 4:00 
Mod doesn't work as of Feb 2025
Bawkdragon 1 月 31 日 上午 1:14 
Maybe it should only have one action a round, or not be able to act on the first round deployed like mind controlled units. Also it called a turrent, making it slow might fit well.
Bawkdragon 1 月 31 日 上午 1:13 
The Celatic turrent seems a little overpowered at first glance, it a mimic beacon that can shoot,
Daveplays7 2024 年 10 月 13 日 上午 11:24 
An unintended thing that happens if you mind control a Celatid: There's the ability that lets them "multiply through osmosis" I guess? Well that ability always spawns a grub that can also immediately multiply as well, making you an army that are your permanent allies as they don't need to be mind controlled.
I have not seen the ai use the ability but I think it might be broken. Maybe make it so that there is a cooldown for all Celatids that spawn, or just remove the ability so people (or the ai if it realises) can't abuse it?
The turrets are super useful though, I'm definitely keeping the mod on and I just won't use the ability.
meowbaawoof 2024 年 10 月 11 日 上午 6:29 
Melee Attachments/Upgrades https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2134785102

says it's compatible with this mod,Unfortunately Scimitar doesn't have any slot for it to play.
Purporium74 2024 年 9 月 15 日 下午 4:04 
Le forbidden nugget
MadMonkee10 2024 年 9 月 3 日 下午 6:14 
could you add repeatable breakthroughs/proving ground projects to increase the Celatid Turrets' stats (health, aim, dodge, armor, maybe even pierce/shred and mag size) or single time ones which grant them additional abilities like Holo-Targeting, a combination of Waylay and an upgraded version of Guardian (which would let them take one reaction shot for each action point they had left as well as an additional 50% chance for further shots, hit or miss), or an upgraded version of Cool Under Pressure which completely negates the Overwatch aim penalty? because in more heavily modded runs where stats tend to go far beyond vanilla values the Celatid Turrets get left behind rather easily due to having fixed stats and having Demolition and Shield Wall as the only things they can do aside from just shooting
Mrwerebear 2024 年 7 月 10 日 上午 3:06 
Love the mod. Celatids are quite cool, adult ones encourage you to kill them as quick as possible. Haven't used scimitars to their fullest, although they look very cool. Celatid turrets are amazing, low hp and defense, decent accuracy and huge damage. I am experiencing crashes when I try do deploy multiple celatid turrets, but there's an easy workaround–don't deploy multiple celatid turrets :)
Gerishnakov 2024 年 5 月 7 日 上午 7:18 
@WhyYouDoThis Same thing is happening to me on the 1.1 release of LWOTC with ModJam.
Stukov81-T.TV 2024 年 4 月 5 日 上午 8:54 
my guess is: the user uses map mods and one of them is doing this
Stukov81-T.TV 2024 年 4 月 5 日 上午 8:39 
my mod doesn't add any parcels or missions. it just unlocks those missions for CI
WhyYouDoThis 2024 年 3 月 25 日 上午 10:35 
These aliens were great addition to advent but as of today Celatid Grubs are not doing any damage to my soldiers when they do acid burn. I am using ModJam and LWOTC 1.1 beta. Can anyone verify :steamsad:
Dragon32 2024 年 1 月 3 日 上午 6:14 
@Nektock
That's not a vanilla plot name (they're like Plot_WLD_Sabotage_MdObj_Stream) so I'd guess that's one defined in Stukov's mod. I'd guess there's a typo somewhere in that mod that stops the right parcel from spawning for that new plot. If you haven't already I'd post a comment on that other mod.
Nektock 2024 年 1 月 3 日 上午 5:36 
@Dragon32 Plot_WLD_Sabotage. The changelog mentions a mission called Celatid Cloning Facility. I do have a mod called Stukov's Diversity Project: CI Missions, which also has a celatid mission.
Dragon32 2024 年 1 月 3 日 上午 4:55 
@Nektock
Which mission? I don't recall this mod adding a new mission type. Have you got a screenshot? Maybe it's a problem with the map. Use the console command X2DebugMap , then click "show map" and it should give the name (which starts with Plot_).
Nektock 2024 年 1 月 2 日 下午 8:18 
I'm playing a game with a really big mod list, and I'm on the Celatid Mission, but instead of seeing what I presume to be a facility, but instead I see a desert map with an empty objective point.
hottt3 2023 年 8 月 16 日 下午 3:33 
These guys are nasty:winter2019angrygingerbread:
HaziTru 2023 年 7 月 30 日 下午 11:35 
I haven't been seeing them in my playthroughs.
Rtma Eros Paragon 2023 年 7 月 27 日 上午 5:01 
@Cookiesnm1lk
I to experience duplicated entries.
WildCard 2023 年 5 月 27 日 下午 10:43 
THE FLOATING KIDNEYS ARE BACK! :steamhappy:
Pads 2023 年 4 月 16 日 下午 9:04 
turrets way too broken, nerf damage and hp, make them either not move or gut the mobility friendo
Lord bowser 2023 年 2 月 10 日 上午 9:03 
super broken when mind controlled becuase they can dup them selfs infinitely
Cookiesnm1lk 2022 年 10 月 27 日 下午 7:24 
my explaination is trash. here's a pic showing what i'm seeing. https://imgur.com/gallery/bW63P7H
Cookiesnm1lk 2022 年 10 月 27 日 下午 7:22 
anybody else getting duplicated entries in the build menu for scimitars? i'm trying to make plasma scimitars... but there are 4 entries for each level. and each one only links up to one specific recipe.... and the plasma one i managed to make after trial and error.... doesn't even go into the slot. :( i'm thinking it might be getting into an argument with primary secondaries. but i'm not a coder so i woldn't know.
BrownBaggy 2022 年 10 月 27 日 上午 2:30 
I would reduce the spawn rate of Celatids, make it so the turrets can't move, and reduce their damage by one or two. They're WAY too strong for their cost. I did just find the config file, so I lowered the damage myself.
( Program Files (x86)\Steam\steamapps\workshop\content\268500\1184533147\Config )
The way they are by default, putting just one of these turrets on a soldier that can do nothing but move on his own makes him very strong in the early game.
Very cool concept, though! I think I'll have a lot of fun with it~
Zeph 2022 年 10 月 20 日 上午 10:32 
Way too many of these spawn. It's kinda ridiculous, remembered why I never use this one
Haite 2022 年 6 月 17 日 上午 12:11 
I love and love to hate those guys. At first, they look very frail, with barely enough to defend themselves, HOWEVER, let them get to close and have fun with poison gas stun lock! It's...different, and I like that, few alien mods make you play differently, and this is one of them.
Job very well done!
Ender 2022 年 4 月 25 日 下午 5:13 
Garloid
Yusukitty 2022 年 4 月 9 日 下午 10:24 
Thisis a cool mod. Just one question where is the cost to make a scimitar?
Zaku II (Alias WatcherZigzagoon) 2022 年 4 月 2 日 下午 4:03 
that thing just looks like... well, it just unsettles me...
Dragon32 2022 年 3 月 6 日 下午 5:03 
@reddsbaron
That sounds like some kind of AI conflict. Are you using any other enemy mods?
reddsbaron 2022 年 3 月 6 日 下午 2:56 
they sow up but dont move or do anything. also the turrets deploy but also dont have a turn to shoot or do anything as well. Is there a ini i can look at to see what controls the movement and actions
radaradardarda 2022 年 1 月 22 日 上午 9:22 
It works in LWOTC and you are going to fucking hate them in the early game.
Undead Hallow Jack 2021 年 11 月 17 日 下午 10:18 
The posion cloud is so annoying with how many thier are, they just swarm you
Undead Hallow Jack 2021 年 11 月 17 日 下午 10:12 
man I just hate how thier base health is 6 and SO MANY OF THEM SPAWN EACH MISSION, they spawn in pods of 3-4 and with like 4 pods each mission of just these little F****