XCOM 2
A Harder War: Waterworld Ethereals
friend shaped 2022 年 12 月 18 日 上午 4:28
Golden Path Revamp Compatibility
I don't really know what I'm doing, but from what I can tell, all you need to edit to make this mod compatible with CX Golden Path Revamp is to find the XComEncounters.ini of the Revamp, scroll down to the section about the Fortress Assault, and comment out all the changes to the EncounterBuckets, because those are also changed by Waterworld Ethereals. ConfigurableEncounters are also changed by GPR but seem to be untouched by WWE. The rest that WWE changes seems to be untouched by GPR.
最后由 friend shaped 编辑于; 2022 年 12 月 18 日 上午 4:31
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Dragonlord 2023 年 1 月 15 日 上午 10:15 
To be fair since this is just one mission you could just not load golden pathmod after you finish the forge? To avoid all the tinkering.
Stukov81-T.TV 2023 年 10 月 9 日 下午 2:56 
no, because Waterworld is generated at campaign start or first retaliation
Mask 3 月 9 日 上午 12:23 
Is is not necessary now? I can't find the line you mentioned in that mods config.
最后由 Mask 编辑于; 3 月 9 日 上午 12:23
TrooperCoon 3 月 11 日 上午 5:59 
are those the ones with List_FinalShowdown?
ArcticJack 4 月 30 日 下午 11:46 
To clarify: in "...\Steam\steamapps\workshop\content\268500\2902795486\Config" there is a file, XComEncounters.ini. This is the file for the Waterworld mod. Compare/contrast the file same file in the Golden Path Revamp folder, "...\Steam\steamapps\workshop\content\268500\2902795486\Config\1294398423".

The best way is to find the 'EncounterBuckets' lines in Waterworld, and place semicolons in front of the equivalent lines in the Golden Path mod. Make sure to get both the +EncounterBuckets and the -EncounterBuckets in the the Golden Path mod.

Example:

-EncounterBuckets=(EncounterBucketID="LIST_FinalShowdown_PurgeTeam", \\ RandomizedSelection=true, \\ EncounterIDs[0]=(EncounterID="Showdown_Purge_Gatekeepers"), \\ EncounterIDs[1]=(EncounterID="Showdown_Purge_Sectopods"), \\ )
Becomes:

;-EncounterBuckets=(EncounterBucketID="LIST_FinalShowdown_PurgeTeam", \\ ; RandomizedSelection=true, \\ ; EncounterIDs[0]=(EncounterID="Showdown_Purge_Gatekeepers"), \\ ; EncounterIDs[1]=(EncounterID="Showdown_Purge_Sectopods"), \\ ; )

This way you still have the code if you every need to do anything funky with it. The result is that Golden Path will get out of the way when Waterworld determins the 'sets of pods' spawned. However the Golden path will still effect the contents of certain spawned pods.

In the example below (the code above, the -EncounterBuckets, is what the both remove from the base game, while the code below, the +EncounterBuckets, is what the waterworld replaces it with), Waterworld determines the contenent of the 'AHW_WaterworldGuards' pod, while the Golden Path determines the 'Showdown_Purge' pods.

+EncounterBuckets=(EncounterBucketID="LIST_FinalShowdown_PurgeTeam", \\ RandomizedSelection=true, \\ EncounterIDs[0]=(EncounterID="Showdown_Purge_Gatekeepers"), \\ EncounterIDs[1]=(EncounterID="Showdown_Purge_Sectopods"), \\ EncounterIDs[2]=(EncounterID="AHW_WaterworldGuardsT4A"), \\ EncounterIDs[3]=(EncounterID="AHW_WaterworldGuardsT4B"), \\ )

Furthermore, the 'ConfigurableEncounters' sections are what the 'EncounterBuckets' sections call on to fill those specific pods. For example:

+ConfigurableEncounters=(EncounterID="AHW_WaterworldGuardsT4A", \\ ReinforcementCountdown=0, \\ MaxSpawnCount=2, \\ EncounterLeaderSpawnList="ForcedBossLeader", \\ EncounterFollowerSpawnList="ForcedBossLeader", \\ bGroupDoesNotAwardLoot=true)

The effect of this is that, for this encounter, the base game states two pods made of '2 gatekeepers', and '2 secotpods'. The Golden Path changes that to '2 gatekeepers and one random follower', and '2 sectopods and one random follower'. Waterworld then further mutates it to '2 gatekeepers and one random follower', '2 sectopods and one random follower', '2 random boss-leaders', and '3 random boss leaders'.

If you semicolon-out both the 'EncounterBuckets' and the 'ConfigurableEncounters' sections then Golden Path doesn't add those two random followers on top of the nonsense that Waterwold adds.

Repeat 'semicoloning out' the matching 'EncounterBuckets' section from Waterworld in the two matching sections in the Golden Path file until you have found them all. Then repeat for the matching pairs of any 'ConfigurableEncounters' you dislike in the Golden Path file to return those to the basegame level.
最后由 ArcticJack 编辑于; 4 月 30 日 下午 11:55
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