Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There are other militia overhauls around that might suit your needs better if you want them to do more than tickle the enemy and finish off the occasional sectoid.
In those inis, you can change how the militia pods of that type are made up, but it's a whole lot of editing that you'd have to do.
Yeah no, that doesn't sound like anything my mods do either :D
Sorry, i don't have anything particularly helpful to say here, just that this bug is hilarious.
ABM actually takes away the militia's real grenades and gives them flashbangs instead, so i really don't see how my mod could have caused that.