XCOM 2
Yellow Alert Gameplay More Fair Pod Jobs Distribution
7 条留言
clw6 4 月 16 日 上午 10:54 
Terrific mod. It's pretty essential when playing with multiple mods that change up AI and spawn difficulty in addition to Yellow Alert. I was finding Yellow Alert in combination with A Better Advent, Sniper Defence Fix, Civilians Revamped to be damn near unplayable lol. Still get occasions when a pod will patrol into my flank and immediately get, what feels like, a full turn to flank and crit kill already engaged soldiers. Problem I have is that they are ALREADY using their turn to patrol/move. A Sectoid for example will spot a corpse, resurrect it and STILL get a full turn to move, flank and crit/mind control. That's two turns in one enemy turn. Maybe something can be tweaked in ini but I'm wary of messing with that. For now I've never used hunker down so much haha.
Ace 2024 年 11 月 20 日 下午 2:31 
Amazing mod, thank you !
Coley 2024 年 9 月 23 日 上午 8:01 
This seems to work pretty well. Like OnyxLock, I've been dealing with map wide swarms. This eases the pressure somewhat. Of course, it doesn't protect you from bad plays, but at least you're not slogging it out from to get go. It's a nice compromise for those who want to use Yellow Alert but don't want to be too overwhelmed.

I appreciate this SeveN, thanks
Tedster 2024 年 9 月 21 日 下午 9:01 
Yeah, those should be good then.
SeveN  [作者] 2024 年 9 月 21 日 下午 9:01 
@Tedster
I left Defend and Block as Unlimited=True, so it shouldn't run out I think?
Tedster 2024 年 9 月 21 日 下午 8:49 
I am curious what happens if it runs out of jobs to apply
OnyxLock 2024 年 9 月 21 日 下午 8:37 
Publisher of the lite version here, I'm halfway through a campaign using Rain's 8-man squad rebalance for CI, which considerably increases enemy counts on later missions. After more than a few missions of us getting overwhelmed (including a near squad wipe), I'm eager to try this configuration out. I'm going to try running both this and the lite config and see how it turns out :steamthumbsup: