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InvalidAbilityName meaning this event\action has return a not found Ability.
Blackmail shouldn't have sight check, it Serious slowest the game on checking target insight.
the only thing to do is give Conceal by smoke grenade .
it dosen't matter to takecare Conceal break or not.
if still can see and no cover block then system will auto break conceal.
you don‘t need Additional check since system already have their own T\F value
This is sometimes an issue, and can cause lag, like you found. I just don't have a way of changing it. Would love to hear more about this issue if anyone else has been able to narrow it down. Is it linked to lost missions?
In the code it's only one check. Not sure what's happening here.
@CN it's possible that some of the issues you're having are linked to other mods. Do you have lag with any other things?
It's been several years since this mod's release and I'm no longer focused on updating it as I'm working on other projects now. However, your enjoyment of the mod is important to me. Please continue to share any issues you have as it may help others, and in some cases there may be solutions. :)
rushing like enter-break-enter-break-enter-break-enter-break
ScriptLog: XCF_BlankshotCounter event AbilityActivated (XCF_Devour) = AA_InvalidAbilityName
ScriptLog: XCF_BlackmailTrigger event AbilityActivated (XCF_Devour) = AA_Success
got heavy lag by this Ability. too many checks.
STEP 1: Go to
\SteamLibrary\steamapps\workshop\content\268500\1711580125\Config
STEP 2: Open
XComGameData_SoldierSkills.ini using Notepad or something.
STEP 3: Modify the numbers to your heart’s content. Remember to SAVE or the changes won’t take effect. Next time you launch the game you will have your changes.
Could you load the Highlander last in the load-order to work around that?
Uses XModBase 2.0.1
Could it be upgraded to 2.0.2 or later? Otherwise this mod will be undoing a Highlander fix:
https://x2communitycore.github.io/X2WOTCCommunityHighlander/tactical/GetStatModifiersFixed/
Links:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2064234140
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1741373837
But make a little digging and find this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1705464884
Need to edit the inis to add custom classes, but its easy an instructions are in the config itself. After that works perfect with the classes and pistol shoots benefits from knight/Bishop refund abilities by default.
Just want to add this for anyone that find very fitting that this elite soldiers goes with primary, sword and pistol by default.
Obviously it increase the power of then, specially againts lost, but its the price to pay for the coolness factor
I was thinking more of use and thrown rookies, playing commander so they are cheap after all, I suposse they always can use a Templar as a backup them. Templars don't care about aim and even a reaper can be useful for scouting then, you can always dismiss them at the end of the month and recruit another one.
Kwowing this, 3 isn't much important, as they are here only for a mission so still useful for meat shields 😬
1. Aim loss only effects other soldiers and some of it is permanent -- so sending Rookies on missions with your Knights and Bishops will make those soldiers pretty useless later on (which you may regret). I'm playing a Legend playthrough right now and I'm having to decide who to make a useless soldier who will run with grenades-only like you said.
2. From playtesting I've found (could be wrong) it only effects their aim during the mission you're on. When they're recruited and join your ranks after the mission their stats refresh to default.
3. I haven't been able to test this yet, it should reduce their aim as it applies to All_Allies on Mission Start.
I have a couple of questions.
If the aim lost for deployment a knight/bishop only for the other soldiers? Or also for the knight/bishop? If it's only for other soldiers you can deploy a bunch of rookies as meat mimic beacons and grenade carriers, seens weird with the class intention and its pretty cheap past early game (and even in early game, you have more rookies than you need if only use this classes
If you receive additional soldiers during a mission, like the mission you rescue a vip and one or two reutine guys they /all also share the aim lost? Seens like if better only extract the vip in this scenario if it's true
Same for the resistance orders that gives you alien/resistance fighter, if better to avoid this as all or are they good because added soldiers to your small team without lost?
Many thanks for your work!