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Try clearing your user config. files. Or you didn't edit things right.
ok thank you
If you set an enemy's Min and MaxForceLevel to 99 then they won't appear, unless you're running a mod that let's FL get that high
Edit a mod's XComEncounterLists.ini, change MinForceLevel and (if you want) MaxForceLevel. I tend to just set the SpawnWeight value to 80% of what a mod's author does.
Also see this:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2820842366
How? It's always worked well for me.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
I know the riot mec does
Yep, XComEncounterLists.ini
See my previous posts. If you set both MinForceLevel and MaxForceLevel to 99 a unit won't spawn. Unless there's a mod that make Force Level go up that far and you play for, like, six in game years
Yes it does, and all other enemy-adding mods I've tried do as well.
See my previous posts. If you set both MinForceLevel and MaxForceLevel to 99 a unit won't spawn. Unless there's a mod that make Force Level go up that far and you play for, like, six in game years
Each Steam game has a Workshop folder named after its game ID and each mod has a folder named after its mod ID. The ID is in the mod's Workshop page URL
<Steam>\SteamApps\workshop\content\268500\1779437601
Edit this mod's XComEncounterLists.ini and change MinForceLevel and MaxForceLevel; also MaxCharactersPerGroup sets maximum number that can appear in a pod.
Force Level goes up to 20 so setting minimum and maximum to that will ensure they only spawn in the late game.
No, they just drop Alloys I think. That's one of the problems with using mods that add enemies.
Speaking of which... tunnelling sectopod anyone?
A combination of A sectopod hunter, sectopod, and a sectopod annihilator where it'll summon ANOTHER hunter on a mission where i'm restricted to three people and forced to defend a relay... it was nearly bloody impossible; thank god for EMP grenades shuting them down... for one turn.
But I don't need pods limited to 1 or 2 units.
Please tell me how best to disable all such changes and all Sitreps added by the mod?
I'm creating an assembly with enemies from different mods - manually editing XComEncounterLists.ini. So I only need robots with no other gameplay changes.