Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
I play on ironman veteran double hp(second wave) and i never sucked so hard. Even +2 squad sucks in early game. But +4 will be op and boring.
I would highly advise against that - you can break one's save if you happen to do that while they are in a tactical save (steam will quietly delete the mod from everyone's pcs). A much better approach is to put an "[OBSOLETE]" prefix in the name
Hey, I've been noticing similar behavior recently, where one or more units in a pod will just stand out in the open instead of scampering. It doesn't happen all the time, but it has become pretty noticeable. The thing is, I'm not currently running Yellow Alert Gameplay, so I think it's safe to say this mod isn't causing the problem for you. I actually came to reinstall this (used it for a while in the past) to see if it would fix the no-scamper issue, but apparently it won't be the solution I was hoping to find.
-Peek from concealment
-A better advent
-Wrath of the chosen
-Light Strategy changes by RealityMachina
- Xcom psi overhaul
The other component of the mod seem to work fine, the alien unfortunately doesn’t scamper around a quarter of the time.
I prefer to have the flare on with rapid reinforcements enabled. If the troop transport was flying in, you would be aware of its location and get a turn to prepare for its arrival. Same thing goes for the psi gate. But once they arrive, the units should be able to act on that turn, and not be plagued with “summoning sickness” (The name of the variable given be fire axis that disables reinforcement units turn). The removal of the reinforcement flare would probably be better as a stand-alone mod anyhow.
It was added in the Highlander 1.18.0, Issue #448
I've been playing around a bit with a new mod set up and have been loving the change up to combat with this beautiful mod, however the one issue I find with my own personnel set up is that the Lost (with their extremely high movement rate) are pretty much guaranteed to hit my soldiers with Yellow Alert Action Points.
Would it be possible to add a toggle to the mod/config that allows for the Lost to not be affected?