The legion comes for you

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Author: Sig

Last revision: 29 Feb at 16:06 UTC (7)

File size: 420.54 KB

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Description:

You wrote legion instead of légion and so your fate is sealed.

WHAT DOES THE MOD DO?

Each outpost is now given an area of the map under its control and, when you are in that area and some conditions are met, the outpost will send squads to intercept you every now and then (adjustable chance in the mod options). Each outpost will send a different type of squad (switches to army and commandos late game), harder the more to the east you are. (Ernie island is a safezone)
After three campaigns I noticed I always ended up fighting in the same hotspots of the campaign map, so I have made this to be able to experience proper combat in wilderness tiles that otherwise are never even seen.

DOES IT CHANGE REGULAR OUTPOST ATTACKS?

No. Outposts will still generate the typical raid squads and send them to cities, mines, etc., that is untouched. The squads sent by this mod are independent of those, and will not be sent to cities etc., but only to wilderness sectors.

HOW DOES THE CHANCE OF ATTACK WORK?

The mod does a check every time a squad from any faction successfully arrives at a sector (meaning it is not destroyed). The check involves, among other things, a random chance of attack that is rolled for every squad you have in the wilderness, the default chance is 20% so if you have one squad in the wild then roll 20% once, if you have 4 squads in the wild, then roll 20% chance 4 times, so you could potentially get all your 4 squads attacked simultaneously, only some, or none. If you have 2 squads in the wild and 2 in cities, roll 20% chance 2 times, and so on.
Therefore the more you move and the more independent squads you have the more does the amount of checks escalate, specially if you dodge enemy squads (as they will be successfully arriving at sectors and therefore triggering checks).
That is why if you use mods like GC Militia or you like to play with many independent squads, you should lower the chance of attack in the game options. The default attack chance of 20% is balanced for when you play with 1-2 squads.

WHAT IS THERE TO BE TESTED?

There are sectors where extra legion presence would make things weird (like Blaubert mansion) or too difficult (Biff’s rescue) and Ive not included those, but It would take me a long time to test every single other wilderness sector to find which are better left out, so if you find any sector where these raids don’t seem to fit or break the difficulty of quests, please let me know.

CAN BE USED IN AN ALREADY STARTED GAME?

All my tests where made in an already ongoing game, so yes. Whether its safe to remove I don’t know but better don’t test this in your ironman game lol.

COMPATIBILITY

Beware: Mods that create and send extra squads in the satellite map like GC Militia, are compatible, but will greatly increase the originally intended frequency of attack of this mod and you might get way more attacks than normal! To compensate this you can select a lower chance of attack in the mod options.

Besides that, I can only think of conflicts happening with mods that override the name of vanilla premade legion squads in the files, for example changing "LegionAttackersOrdnance_Easy into SomeRandomSquadOrdnance_Easy".
Custom squads or changing the gear of vanilla squads should not conflict, for example I tested it with The Grand Chien Nightmare and the squads sent had the gear from that mod.

SPECIAL THANKS

Thanks to Rato for his help introducing a selectable chance of attack, It wouldnt have been possible without him.
Thanks to LionCat for his Grand Chien Nightmare mod, which inspired me to make this one.
Thanks to the developers for creating the mod editor, without it this mod wouldn’t exist since I have zero programming knowledge.