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Srsly I really like this mod and the idea,
Just saying it didn't work with many of the new and additional units with ModJam, or sometimes new weapons
It didn't crash or anything, it just didn't display anything,
1) I can't control how people do their mods
2) I'm not currently planning on maintaining this/updating this.
Note: It is possible you might be able to get the other mod to work by looking at the config file I provide. I believe I included ways to mark certain ability names as behaving a certain way, you might look to see if that resolves any of your issues.
(I know that this seems to be insufficient to fix RemoteStart - I know that worked at one point and doesn't now, apologies for that)
"put some effort into it" Jesus, dude.
Doesnt work well with mods that introduce new units or explosive weapons
I would say put some effort into it, contact experienced modders for integration and suggestions for improvements, this can be a really phenomenal mod
War of the Chosen
NOT war of the chosen!
NOT WotC!
This was one of the first mods I got back in the day, playing the game on and off for years and I've been taking it for granted ever since!
Thanks for helping me win some legendary battles
I haven't touched this project in years (other than trying to verify the bug) and I'm worried about breaking something new when I submit an update.
I will note that reading the docs for "Tactical Information Overhaul" he says me partly combined it with Peewi's "Numerical Health Display" which specifically mentions that it does not include a damage preview.
I use the existing damage preview system - if you don't get single target previews you won't get my AoE target previews either - I'm just using the existing system. If that's the case then unfortunately there's not much I can do - you should contact the other mod author about previews in general.
If you're getting single target previews but NOT AoE previews, then that sounds more like something I might be able to investigate once I could subscribe and run that mod again.
It is for WotC though.
Worst case it will still make it clearer that the target is going to be hit by the explosive, but the number may be wrong.
For the other mod, it depends on how that mod implements damage. There are unfortunately a large number of abilities I had to write some special case for (e.g. Fuse), and you can add elements to that in the .ini, but I haven't looked at the Tandem Warheads to see how that works.
However, I created a small group chat that you could try joining if you want to talk there:
(I've never created a group chat before so it's possible I did something wrong)
Link auto-expires in one day:
https://s.team/chat/Ua9mJz1d
I've also never seen that or had anyone report it.
It's been a while since I looked at the source code, but it _should_ be safe for you to turn off the mod and continue your save, if you wanted to see if it was part of the cause for you.
If you want to be safest, turn it off before you load from a world map save, not a battle map save, and it will definitely be ok.
Don't think so, I've been using this mod since it came out and never seen that.
Set
PreviewMinimumDamage=true
In this mod's XComGame.ini
So... I'd expect that my mod will currently preview full damage to everyone even though you'll actually do less than that(assuming you're using falloff) I'll look into it when I get a chance.