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Сообщить о проблеме с переводом
If it's related to the mod I'd suggest rechecking it, it really speeds up the mission (had to run out of cover with my soldiers for the last pod in the hopes that they target me).
'iForceLevelOffset' is used to adjust the force level of followers
So looks like pod leaders aren't affected, Sectopods and Gatekeepers are pod leaders in the base game. I guess Primes are set-up that way too.
+SitRepModifiers=(TargetName="LowProfile", bExclusion=false, iMaxEnemiesInPod=3, iForceLevelOffset=-6, iEnemyCountOffset=-3) - My unit count rules are kind of op
But the issue is the force level offset doesn't seem to be applying. When the game rolls for encounters for the mission it's rolling for enemies like Gatekeepers or Primes, that shouldn't be able to be spawned in FL 14 (20 with the -6 offset) , even with the defaut +1 -2 offset from this mod.
I'm unsure if it's a compatibility issue, but I don't have any other mods that modify enemy spawning on guerilla ops to my knowledge.
.AlienPodSizeRules=(iMinForceLevel=6, iMaxForceLevel=20, iChance=100, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=6, iMaxForceLevel=20, iChance=20, iNumToAdd=1)
so:
80 = 80% chance of adding an enemy to a pod
100 = Guaranteed of adding an enemy to a pod
120 = Guaranteed of adding an enemy to a pod, but make another roll so 20% will add an additional enemy (so total 2, 1 from guranteed, another 1 from 20% roll)