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Unfortunately, my old hard drive that had all of my source code for these mods and modding tools installed on broke years ago, so I cannot update these mods anymore.
But my guys are currently only doing 3-5 damage, im tech 1 on everything.
If they have a ballistic shield and a sword, the sword slash is 3-5
If they're dual wielding swords, its still 3-5
I havent checked just the sword by itself, nor what a ranger with a sword does cause i cant remember the damage, but im pretty sure it was 3-5, so im not sure whats gone wrong.
Also im using the "true primary secondaries beta" mod instead of the old "primary secondaries mod", dont know if thats the cause of the problem?
I recall making the ini files while very tired. It was also my first published mod, so there's bound to be some bugs with them, lol.
The ability exclusions just tell the class what not to get as extra training skills. I disallowed bladestorm because the class has it already, but as a different ability under a different name. I wanted the Fighter to have Bladestorm but with a different name and description, and that required coding (read as: copying) a functionally identical skill in order to do. The other two I thought would be too unbalanced.
+AllowedArmors="soldier"
;+AllowedArmors=templar ; I commented out this one because faction armors are not to my liking. The armor class should be in double quotes.
+ExcludedAbilities="LightningReflexes"
+ExcludedAbilities="Shadowstep"
+ExcludedAbilities="Bladestorm" ; The description says the class has Bladestorm, but it's an excluded ability. I decided to comment out this line and the two above it. The other excluded abilities also have the same issue of not being in quotes properly.
You can try it without that mod, and see how it works.
Therefore, if you want to get the bonus armor and defense, try going into whatever mod changes class progression and change it back.
EDIT: Using it for an XCOM 2 remake of TF2's Demoman as his Demoknight Subclass, which I tried using the Paladin WOTC Class, but found it a bit tricky to use as an effective unit sadly.
My idea of Fighter involved making it work as a melee version of Long War 1's Crit Infantry, a frontline soldier that can attack twice per turn, but requires team support and Crits to kill lategame enemies (would likely involve reducing the damage buffs of Weapon Spec to +1 and Mastery to +3 to emphasize Crit damage). However, I think it starts looking more like the Champion archetype from DnD5e rather than Pathfinder inspired.
I think I'll wait to port Fighter until you rework the class with more unique skills. Will do Sorcerer first to add a pure spellcaster (haven't tried Psionics and Biotics focus more on CQC/debuffing on Vanguard and Adept respectively).
One last thing, my Paladin class also suffers the same issue of having no Brigadier skills, and also just being redundant with other melee only classes. Sorcerer you could absolutely do out of the box, if you feel it would fit the RPGO system.
After giving the instructions a quick gloss over, I think I can do it, but I'm currently a little busy IRL (to the point where my next mod will probably take a long time to release), so feel free to do it yourself. I will make sure to credit you if I end up uploading it in your stead.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1280477867/1762481957305827362/
If you don't want to do the plugin yourself, I don't mind doing it for your classes (with your permission), starting with this one. Got a few problems though:
The first problem I have is that I am inexperienced with uploading/using the SDK. (ie, I'd do the .ini files and send to you via dropbox, then you upload the plugin.)
The second problem I have is that imo Musashi's Samurai makes the Fighter redundant, with Samurai being a frontline melee class, but with other tricks like reposition after kills and attacks like Whirlwind Strike (Rapid Fire with a resource cost). Idk how you'd want to differentiate Fighter.
The third is that Fighter lacks a Brigadier rank and idk what you'd want for a final perk to keep it in mind with Pathfinder.
@Detercuhmahfix haven't tested adding mid campaign, but considering I've added plenty of class mods mid campaign, and this is just a standard one, it should be fine
Looks interesting, I'll wait for someone to RPGO it.
If you want to make a shield wielding class, that is.