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报告翻译问题






The idea has merit though and I wanted to voice that it has been heard. I will see what spare modding time the new year brings. :)
I'm using Playable Aliens and Non-Skirmisher Hybrids with Extract Corpses. I have been having (an admittedly minor) issue where if I knock the last enemy unconscious, the mission ends before I can drag them to a Skyranger evac point. I get a corpse even though I'm taking extra risks to bring them in alive.
It would be nice if, when all enemies are dead, I can take a few extra turns to do battlefield cleanup before mission ends and potentially recruit a few extra troops. (Ideally, the faction anchor would self destruct if there are no unconscious enemies on the map, but I recognize this would take extra coding on a mod that hasn't otherwise needed an update in a year.)
This mod functions correctly in that regard in that the mission won't end until they are all dead.
You have likely hit an issue where there is a single/pod of Lost in some corner of the map, or indeed INSIDE a shipping container (the most common cause of this issue).
If you feel this mod is stopping your mission from ending, you can use the console-commands as discussed in the description to kill-off the anchor and return to 'normal' gameplay rules.
Personally, if I start a lost mission without a third party, I use
X2AllowSelectAll true, followed by tab to select it, move the cursor to it
KillClosestUnitToCursor
to remove it. This may cycle your through some enemies showing their location but I prefer that over a couple lost just seeming to randomly run away and the continuous lost waves that result.
But yeah it seem it was just a hiccup as so far he didn't do it again
.. the FA sits itself in the far ""top-left corner"" of the map.. if he was aiming at something in the middle of the map, it shouldn't have been this.
This change was done roughly around update 1.9 - 30 Mar, 2021, when I was adjusting it's pod-spawning mechanics.
But ye it was funny to see him basically,refusing to move and keep aiming at that one tile in the middle of the map
I've completely exhausted everything I know on how to stop things targeting the anchor
Or the Faction you want to blacklist from it.
I've never tried it, but:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1157127420
This normally involves searching the whole map, or using console commands to root it out. (X2AllowSelectAll true, followed by tab .. or KillallAis)
[XComGame.X2Effect_SpawnShadowbindUnit]
AbilitiesShadowCantHave=CarryUnit
AbilitiesShadowCantHave=PutDownUnit
....
but yes, ultimately a MOCX issue .. might be worth a report to RM over on that mod :)
Thank you for the detailed explanation of the issue though.
Relevant mods: MOCX and rebellious MOCX (25% chance to show up on team one instead of team Advent).
-MOCX comes in on Team one
-A spectre shadowbinds a MOCX sniper (the log lists the sniper as unconscious)
-I kill nearly everything else before the spectre and shadow, then I kill the spectre
-The shadow goes into MOCX bleedout (the log lists the shadow as unconscious), sniper is still unconscious as well
-I finish all other enemies
-The anchor sees only unconscious or evac'ed enemies and suicides
-I kill the "unconscious" shadow, the MOCX sniper wakes up
-I finish the mission objective (destroy the device) and with no anchor, it ends right away
Just trying to build a new modlist, for my next game.
Thanks for a lot of good mods.
try just killing the anchor with KillAllAis
I think, there's some modded missions were the map starts empty. Xcom when gets some turns to prepare before reinforcements starts dropping.
Basically wave-defense missions.
I know the mod works. ... yet people still run into these issues, like yourself here.
I'm past the point of trying to figure out every use case .. but if you want to check the log was enabled in the configs, and upload the launch.log somewhere (like pastebin), I could check what was going on
Somethings keep killing it though
The logs would have the point it decided to commit to death