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You know, if I was a commander and got just a "protect the device" description, I´d get hard hitters with low mobility. then I´d probly throw bradford out of closed avenger windows, when he will let me know that the mission is actually about: rush to the gate, that constantly spawns aliens and take out its battery.
I need my right hand man to give me the details about the mission, during the PREP. the same ones that I get when I will be dropped out of firebrand. loading the save is too long for me to start the mission, THEN hear what I am supposed to do, THEN seeing the map and THEN load the previous save to select suitable soldiers (and then load the mission again). mainly with new modded classes with various expertises, such info is crucial.
Is there a way to view the terrain in the original version?
If you mean the unmodded game: not that I recall
Does displaying terrain disrupt game balance?
Not that I've noticed. Maybe bring fewer snipers on underground missions? Helps you pick the right camouflage for your troopers though.
in which case it might be worthwhile to go to the MCM menu and turn off the icons, and just have the list of names
War of the Chosen
NOT war of the chosen!
NOT WotC!
Nothing I do in the mod menu seems to have an effect (except that when I eneble debug mode the Terrain info disappears completely).
Please help.
In my case, I used the turret icon, so it should read +EnemyGroupNameIconStrings=(Name ="AdventDrone", Icon ="UILibrary_ShowEnemiesonMissionPlanning.Tug_AdventTURs")
(tho it's written in the savegame file if that helps)
The one i am using is the Alternative Mod Launcher (AML) from Github (latest beta from september of 2021) though perhaps others exist.
Seeing Intel and the cost of Boosting Infiltration on the right while planning mission loadout would help also.
That sounds only relevant for LWotC so probably best to suggest it there.
There is no mission generated in the OSSAAT so this mod simply has nothing to display. OSSAAT is a useful tool for using the squad select screen to organise the gear and equipment of your troops.
I'm struggling to understand why you cannot use these together...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1529472981
I didn't catch this bug before because I never turned on this setting (I turned it on just now for testing mods).
It looks like this is a problem of this mod that needs to be fixed.
Now about the problem: on missions with the Lost Setrip, Losts will not spawn at all. I spent half a day trying to figure out that it was because of this mod - it wasn't obvious at all.
Now it remains to understand how this is even possible and how to solve this problem? Please help me figure it out.
Yes it does.
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Working fine for me in my current campaign.
The actual X-Com2 files structure is done in a way that makes it very hard to diagnose almost anything with certainty which has been like that for years.
Some mods are easily "repaired" when their runtime footprint is minimal. BUT -- this one in particular has high impact(s) already embedded in its "Logic".
I wish i could help and maybe only Sebkulu would be able to do so.
Players should understand that a lot of factors can ruin interaction between two or more mods when installed together; Load Order, conflicting components, simultaneous access to hybrid solutions (looking at you, HighLander!), complex methods, etc.
Solving **ANY** problems takes a lot of precise details about someone's setup.
Good luck anyway.
Alors.. soyons tous heureux et tolérents en ces temps difficiles sinon covid-empoisonnants!
:)
Type Of Area : Shanty/Sewers/Wild etc
Biome: Wild/Winter/Temperate etc
Time of Arrival: hh:mm
Expected Enimies: xx
<Enemy List by Icons or Text>
Worked fine for me in the two or three campaigns I've started and finished since this was last updated.
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
No, it'll be fine. A launcher starts the game, once the game's running it doesn't have any effect.
As for Enemy Icons.. ideally, some sort of coloring schema has to be used in those smallish TXT areas while the regular Target shapes could remain as is but calibrated to our standard sizing (48 or 64) limits.
We'll have to see & think about the possibility. ::CrossFingers::
The new 2K launcher is rubbish. It can't parse large .XComMod files, so fails to find the "RequiresXPACK=true" and so falsely flags them as non-WotC
Use the Alternate Mod Launcher: https://github.com/X2CommunityCore/xcom2-launcher/releases