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
very important things like using the gurilla camp to train recruits to a certain class or the regenration of will power (a function of this mod) or research new techs get on a halt and i didnt figure out how to fix it except deleating this mod (what i dont really want cause the function really helpful especially the faster regeneration)
anybody have a hotfix or anything else which can solve this problem?
So, I changed the ini. file: I changed BarRecoveryBonus = 0.50f to BarRecoveryBonus = 2.50f . After reloading the game and reassigning the soldiers the recovery times have decreased.
50% faster is missleading
I got a soldier tired for 1 day
Then when I put him in the bar
It goes to recovery 6 days
basicaly it does not work as advertised because it just makes the recovery time a flat amount, no matter how much will is missing
The Bar is an interesting idea, but I'm not only unsure if it's actually doing anything, it may in fact be slowing down Will regain universally somehow, as my troops didn't have nearly the will problems they do now before I installed this mod.
if that's the case how i'm not facing any if the issues with 400+ mods ?
u defenitly have incompatibilites , it's up to u figure out wat's up
[Two soldier pair slots to the Living Quarters. ] This one...
My game will crashed if I do this.
[ url=https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=764416009; basically adds science slots to other facilities.
Workshop - Creates drones which can staff scientist slots.
Resistance Comms - Reduces scanning times by 25%.
Proving Grounds - If a project is completed whilst a scientist is assigned, all future projects of that type will complete instantly.
please and thank you! I'd love early scientsits to be more useful
It's not a big deal, I don't see it having any sort of dramatic impact on the campaign other than reverting back to standard Will recovery duration, but I felt it was worth mentioning.
If anyone else has run into this, I'd appreciate it if you let me know. Maybe we can figure out if this is caused by a specific mod conflict or something. (I guess I should add, I'm using the Alternative Launcher and there are no alerts relating to this, so if it is a conflict issue, it's more subtle than what the AML is capable of detecting.)
The one bug I've noticed is that after creating bonds via Living Quarters – the poster only shows 1 of the 2 soldiers. So the pose looks very odd, as it still uses the pair poses with 1 missing.something
BarRecoveryBonus = 0.5f
Does higher value mean faster recovery, or slower?