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The WOTC version, just fiddle with the config, it's pretty easy
Although I am under quarantine so I might pick up XCOM again... if I do maybe I will actually update this. 🤔
and the other engine (VANILLA) with all pods enabled and maybe beta strike for manage tactics,
nice gaming everyone and best regards
Texas
use this instead
Dynamic Pod Activation http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1131829513
@Axio Are you going to update this mod for WOTC pls? Could you pls let us know?
If someone does, let me know.
just an idea though.
What I've been thinking though is that All Pods Active works better in some mission types than others.
I'm playing it in combination with the larger starting squad mod in Commander level, no rulers, and a few aesthetic mods (nothing else that affects tactical gameplay).
The biggest improvement that you could make would be to prevent the activations from being visible, as previously posted. Other than that, excellent work and thanks :)
I've been working on a mod similar to this one, but with additional things changed such as not activating all pods on timed missions and modifying alien AI on retaliation missions so that they only target civilians when XCom is not within line of sight. Stuff like that.
So far, I've based the fundamental activation mechanic on your code. I'm not entirely certain I'll keep that code, but if I do, is that alright with you? Obviously I'll give you credit in the readme. If not, I'll find some other way to activate the alien pods.
If you were still working on this mod, I believe it would be an awesome idea if this was an ability of the Advent Officer, so it adds to the realism of the situation as well as a small objective for the player.
Just an idea!
I'm still around but I haven't played XCOM in awhile. The mod still works without patches becuase it's quite simple, just a little check every turn to trigger the enemy wake up based on certain conditions. So that doesn't conflict with many other mods or DLC changes. The biggest thing is the new DLC bosses being super hard with this mod, though I haven't tried it myself and I'm not sure what a good fix for that would be anyway.
I think a modder could make this mod hide the enemy reveals but I don't have the time in the near future to figure that out.
I'll probably play more XCOM at some point this winter and maybe take a crack at it if nobody else has that working though.
Also I'm sure when I played a few months ago that after engaging the other pods wouldn't activate until the aliens turn, well they all activate immediately now! And can charge out of the fog of war and shoot me right away! Anyone know what's going on?