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Rapporter et oversættelsesproblem
No, only to soldiers.
It should be easy to check just by disabling my mod for a quick test.
Perpahs abilities don't appear because the knife normally doesn't have any?
sorry for bothering you Iridar
Abilities from this mod are added to all soldiers as a bonus, they don't overwrite anything.
and it overwrites all knife attacks with it's hand to hand ability
I'd personally like to have the knife overwrite the hand to hand ability not the other way around ^^;;
What sidearm mod? What doesn't become available to use?
when it has the knife equipped it won't become available to use
I just tested and it works fine, the melee vulnerability bonus damage is there.
As far as the slowdown goes, I don't know if it's this mod for sure, but it did start happening around the time I enabled it. It could be unrelated and coincidental, but I'll troubleshoot it when I get a chance here in the next week and let you know if anything repeatable shows up. Not that I'd expect you to do anything about it, but just in case you want to note it for later or just so others can see it.
I don't know what could be causing slowdowns.
Also, I noticed someone else mentioned they had hang ups for a second when melee attacking while using LWOTC. I'm not using LWOTC, but I do get those hang ups. I'll look into when I get through some other mod testing, but I don't suppose you have any idea what kinds of mods or interactions could be causing that?
'Knockout' ability from - Interrogation And Recruitment
Nothing, they're compatible.
"Would it be possible to add a damage bonus for units wearing heavy armor like the W.A.R or Exo suits?"
I saw you answered but never implemented that feature. I was wondering if you ever intended to or if you could help direct me to add the ability to the Heavy Armors and remove the ability without those armors via other mods maybe?
Thanks for the reply :)
1) If you set negative damage attacks either will deal 0 damage or heal enemies, not sure which.
2) You can't just add new configuration, no.
1) Can I set the base damage to zero or negative numbers without breaking the skills? e.g. If I set base damage to -1, and per-rank damage to 0.33, will my low rank soldiers do 0 damage but my Colonels do 2 damage?
2) Is it possible to mix and match the skill effects? For example, "Kick" has these lines:
KICK_MOBILITY_PENALTY = -8
KICK_MOBILITY_PENALTY_DURATION_TURNS = 1
KICK_MOBILITY_PENALTY_APPLY_CHANCE = 100
Would something like the below have any effect at all, or are they simply not recognized by your code?
KICK_AIM_PENALTY = -20
KICK_AIM_PENALTY_DURATION_TURNS = 1
KICK_AIM_PENALTY_APPLY_CHANCE = 100
Maybe just use the icon from the Beatdown Skill mod, if both you and the author agree.
Ничего себе предъявы. Вообще-то как раз думаю, и побольше чем некоторые. Так что шёл бы ты подальше, товарищ. Делай себе моды сам раз такой умный.
Great mod, Iridar.
А с патронами в оружии стучать прикладом, видимо, религия запрещает?
This is too big of a topic for workshop comments, find me on discord so we can discuss it.
Sure, why not.
There's one ability by default.
Try adding the abilities from this mod to Rend The Lost's mod config.
I want to add just 'kick' to the Templar class. What exactly do I need to type in the ClassData.ini?
Sorry, not a programmer... have mucked-around plenty in my Config files though. Any help would be appreciated.
Sorry, I don't support unreleased mods.
This mod is a godsend.