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Darth Animal

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31 comments

  1. IcemanSR
    IcemanSR
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    Unfortunately, exp gain is heavily unbalanced vs enemies increased done in mod :(
    I was on mission 5 where i am suppose to save camp of 12 recruits(meaning my team dont even have specialization at that point , only done one mission with them, others were tired). Except my 6 rookies got absolutely stomped by 35 enemies. 6 waves or so from each side.
    stunners had 7hp , meaning in order to kill it i have to utilize 2 usually 3 units (because of miss chance) each dealing 4dmg. Just to kill that one enemy. And there is army of them around me.
    It was a massacre. And completely not doable. 
    I did finish very frustrated with 1 soldier limping , rest of squad dead and 2 out of 12 civilians saved. And only reason that unit survived is because i resorted to save scumming till enemy missed , just to be able to finish mission.

    After that i deleted the exp part of the mod (and used rest) and guess what? my previous team (too tired for that battle and one that survived)
    all jumped 1-2 ranks..and were all rookies after 4 battles.

    In this mod It requires like 50 or so kills for 1st promotion (normal diff) way more for higher diff. That is ..10, 15+missions? first squad after 4 battles each had 12 or so. And zombies do not count for kill here. They give flat exp but not kill count which is only thing this mod accepts. I killed bunch of zombies more then 60 , none of them counted , they give exp instead. But this mod doesnt have exp formula its flat out kill count for rank up and it overrides exp from base game

    I am not trying to shund the mod, quite contrary. It should be incentive for owner to fix things. But seeing the date of last update..i have little hope
  2. Angryson001
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    hey thanks
    nice mod indeed enjoyable and sapid
    a small question how much aliens i should take down or what should i do to promotion some of soldiers?

    mb i got kinda bug and my units arent gain exp or i didnt get how it works
  3. night_0wl
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    hey Darthanimal! love the mod (tho i did tweak the xp values about mid campaign as my soldiers were so low lvl!) b ut im getting maybe 80% through and have realised i have killed all 3 escaped "rulers" (archon king etc) yet have no option to autopsy the bodies (in case my memory was fading i also checked the proving ground to see if id already autopsied & nope) so - is there a bug in there somewhere that prevent the rulers armor from being utilised?

    finally... yup this mod has definately improved on the base WOTC & most of the changes u have made have been ones for the better imo! so thanks for your hard work and sharing it with nexus peeps!
    1. darthanimal
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      It is strange. I got the corpses and I crafted the armors. Maybe it is an issue with another mod, I guess. I will check everything again, just in case. I was already preparing another update. I am delaying because I am playing TERA for now.
    2. night_0wl
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      thanks for reply.
      but the only other mods ive got installed are voice mods, evac all, free camera rotation & wotc robojumpers squad select (+ mod config menu) & all are WOTC versions of the mods.

      yeah its no big deal about the ruler armor, but they do give 3 of your soldiers a nice little boost!

      Yeah i used to play mmo's so i know they drain your time! good luck with getting time to finish next version of mod haha
    3. darthanimal
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      Thanks and I will do. Probably during this week and I finish some other changes and as I am going to do changes on the ruler lines and you could trest them.
    4. night_0wl
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      yeah im near done on my current campaign (one more 3 or 4 hr play id guess) & so cant test it on current campaign... if i play another campaign near future i could check it out to see if the rulers issue persists, but i guess im the only peep with the issue otherwise id have expected a comment or 2 about it...weird! (all i modded from your mod was xp rates for soldiers) - but i could keep a savegame from the current campaign & see if your changes affect the rulers autopsies!
    5. Arcanant
      Arcanant
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      How did you edit the xp values? I believe being this optional would make this mod very popular. I hesitate to download it now as I am wary of reported bugs and the xp rate being too low atm.
  4. LordJellyNipples
    LordJellyNipples
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    You should definitely make a new version with lower skill requirements. I've had the same person go on 7 missions in a row with no promotion with lots of kills. The higher skill requirements seem a little TOO high.
  5. night_0wl
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    Hey Darthanimal! thanks for the new update, unfortunately for me i started a fresh campaign the day before this came out, im about 60-70% through it & ive still got the rulers/autopsies bug...no corpse, no autopsy = no ruler armor!
    but a day or so after im done with my current campaign i will clear out all my Documents\My Games\XCOM2 War of the Chosen\XComGame\Config folder, refresh all my basic mods & of course install your updated mod. i'll let you know how it goes. (also i will post exactly what mods i have installed with UWE in case one might conflict!)

    Thanks for your mod anyway!

    p.s i might p.m u sometime & ask how i can slightly descrease research times as in my current campaign on hardest difficulty ive got stacks of unresearched stuff coz it takes so long for everything (i know thats part of being on "hardest" difficulty, but just a bit severe imo) also id like to add a 2nd inventory slot on wraith armor!
    1. darthanimal
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      For fun, use "Laboratory+". You will have to construct more, more power to be used, more scientists at work and decrease research time.
    2. night_0wl
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      yeah i dont normally construct a lab coz of needing 2 power relays, 2 comm stations, & 1 of each & every other thing (except lab as i said) & there's your 12 slots used... but im thinking lab+ for next campaign as well as power relay+ (4 staff slots) or comm station+ (4 staff) so i can add in a lab mid game with lab+.
      also i intend to use these mods: lemme know if u think any might clash with yours >

      more resistance ops (included guerrilla ops)
      wotc flawless (rewards flawless missions)
      lubrications infantry class (wotc ofc)
      wotc spec ops class
      more nations & names
      armor & vest extra slot
      wotc katana's, the axe mod
      hack plus (a 3-5 hack bonus for specialists for success)
      & finally 2x ability points bonus for killing chosen each time.

      ive just got final mission to do later & aim to start a fresh campaign within next couple of days...so hoping your update plus mods refresh & config folder delete with allow ruler bodies to be autopsied!
      cheers for your replies!
  6. Aruetar
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    What to say, the mod itself is great and in many terms pretty much unique, much more global than usual mods/fixes or tweaks.
    The only thing i'm still feel unsure about is starting materials and intel. Numbers are so huge that all the economy with the materials in missions and regional income of them - become insignificant. Even with craftable equipment mod it seems like you have thousands of materials with no need to care about the economy. Atleast you can edit that in configs before the start just as i did.
    1. darthanimal
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      Yeah! At the star I thought that the resitsnace "XCOM" already should have some supplies, intel and resources to handle the campaign to search, find and recover the Commander.

      I have increased the cost of some research as also I added some supplies and resources as requirements for other researchs. Even so, I share your thought and I was already thinking to make new values and smaller than the preset ones for each dificulty. Even if I have increased the cost of some facility constructions, a lot of supplies can be obtain through Covert Missions as also many resources by using Flawless and handle a mission without any dead or wounded soldier.

      I was already thinking to lower the initial values of supplies and intel and resources as also increase a bit more, again the, rank requirements and increase some enemy pods but not all, otherwise it is quite dificult at the very beginning with just simply rookies or low ranked soldiers.

      I am still in my long campagin but I might do some more changes and then release another update, mostly considerating what you expressed.
    2. Aruetar
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      Well, as usual tweaks are all about search the ideal balance in changed and unchanged aspects of the game, and i think you're almost done with that.
      I for myself met the same problem when decided to remade classes mod(unfortunately i don't have SDK to make it from the very start, what would have been much easier).
      And i should say - to make from pretty much unbalanced and even OP classes (IMO) - some more classic, and in the same time with the LW2 somewhat nerfed but variative classes concept + on top of that some of my own creative thoughts - appeared to be one hell of a task. xD
  7. devidox
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    Hey, this mod is really good what i have played with so far but few minor tweaks are nessecery i think like following:
    it seems after installing this mod avenger move speed is back to low even thou its maxed in options menu and if i have more than 6+ members in team i cant see my 7th and 8th member at team select menu they just appear in start of the mission and that means without gearing them up properly lol.

    Also could u add separate mod or variant of this mod with even more enemies like 2x, 3x times than vanilla game just those who like to kill alot aliens xD
    1. darthanimal
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      I am going to upload a new version with an extensive research cost and time as also some construction tweaks.

      Maybe we could privately discuss about increasing and testing more enemies. It could be quite dangerous on ambushed cover missions. You could end up with two soldiers surrounded by the whole population of Advent soldiers and aliens. In the last files that uploaded, I tweaked the enemies amounts to only increase the pods on some regular missions and I removed some pods that I previously modified in order to not make impossible those "escape missions".

      For now I am going to test a bit the whole research and construction modifications.
    2. freeIancer
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      same thing happens to me, just got first gts upgrade for seventh member, then when mission comes up i only have six members and one locked but when the mission starts i have a random seventh member, all i have installed is capnbubs, apart from that good mod...
    3. darthanimal
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      Use "WotC: robojumper’s Squad Select" mod in other to fix the Squad UI.
    4. freeIancer
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      oh wow i didnt read the other post properly, this was actually answered haha thanks a bunch
    5. darthanimal
      darthanimal
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      You are quite welcome and I am glad that it worked for you
  8. edevandor
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    Lendo de primeira parece realmente incrível!
    Costumo jogar com um monte de mod's, então, isso aqui vem muito a calhar já que diminui a metade.
    1. darthanimal
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      Sorry, I can't understand your message.
  9. Aruetar
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    By the way, little friendly reminder. If you're using some custom class mod, and noticed that after promotion your rookies are still in resistance armor, and when changing it on your own in the equipment - it often can mess the soldier's appearence, not mentioning that it kills all the idea of armor re-equipment in this mod.
    So, to fix that you just need to go to that mod's directory/config/XComGameData.ini and add into the +Loadouts lines for each class: KevlarArmor as default equipment. As an example. you need to change:
    +Loadouts=(LoadoutName="SquaddieRangerExample", Items[0]=(Item="Shotgun_CV"), Items[1]=(Item="Sword_CV"))
    to:
    +Loadouts=(LoadoutName="SquaddieRangerExample", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="Shotgun_CV"), Items[2]=(Item="Sword_CV"))
    In that way all should return back to as it was intended by this mod.
    1. darthanimal
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      Of course that will happen. This was made for the official classes. I am using three custome classes and I made the changes on my side, a while ago but I can't include those changes in this version for Nexus. Unless that I contact the custom classes authors and add some support but even so I think that wouldn't be a good idea.

      Anyway, you can simply just select the Kevlar armor in-game after a custome class was promoted. There is not real need to modify the ini. Those with experience can do it and those that don't want or don't know, just simply can select the Kevlar armor in-game after the custom class soldier was promoted.
  10. Aruetar
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    So, what about the squadsize? It's 6 from the start, but i still have 2 upgrades in GTS, and squad select window also shows 2 more slots that are blocked until will be bought in GTS. But when i buy them, they simply disappear.
    It's like: You have 6 open slots + 2 closed. You buy the first upgrade and then you have still 6 open slots + 1 closed. Or am i doing something wrong?

    PS: In all the rest - the mod is awesome, with a little tweak in the kills values for levelup everyone can set it as he like.
    1. darthanimal
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      Hi there. I am playing with a squad of seven without any issue. So, probably another mod is provoking this issue on your side.

      Here is a screenshot of a squad of seven soldiers.


      Soon I am going to upload an update that has some new additions as also I changed some value that I did set before. For example, I rebalance a bit the leveling, in order to be able to catch the Chosens just at the edge. Some hacking changes and other things.
    2. Aruetar
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      Well, actually it's because You're also using "WotC: robojumper’s Squad Select", as i can see from the screenshot, because it changes the UI to support 6+ soldiers in squad.
      But, thanks anyway. I tried to install it in addition to this mod, and it solved the problem