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what items were added and how do i check that mods are actually active in game?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2167660737
It seems the changes you guys made with the Scavengers' Market partially conflicts with the "Updated Black Market" mod ---> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2079220938
I don´t know why Xcom can´t afford to send you literally 4 grenades 4 ammunition and 4 weapon upgrades... they must have milions the tightfisted bastards
The game is not that dificult but it feels so frustrating to spend several misions with empty inventory slots because you can't afford cheap ass stuff.
this is the block of code to change
; Scavenger Market params
MinTurnsUntilScavengerMarket=3 ;4 ; ~ middle of the first operation
ScavengerMarketUnlockMissionInterval=3 ;4
ScavengerMarketDuration=2 ;1
MinScavengerMarketCooldown=2 ;3
MaxScavengerMarketCooldown=2 ;4
so the way this is set up is that the market shows up for two days and has a cool down of two days. I think the cool down starts once it shows up. so that means it will always show.
Take out all of my values and let the origninal values get set.
MinTurnsUntilScavengerMarket=4 ; ~ middle of the first operation
ScavengerMarketUnlockMissionInterval=4
ScavengerMarketDuration=1
MinScavengerMarketCooldown=3
MaxScavengerMarketCooldown=4
Now the refresh issue, I'll take a look at that. what you can do in the mean time is to comment out everything that refers to the scavenger market. You comment out a line by placing a ";" at the front. Anything that follows a ";" is considered a comment.
I found the parameters to change but unsure what the number after the ";" means.
Eg.
ScavengerMarketDuration=2 ;1
What parameters changes it back to a longer wait time and unsure of what to change to get it to refresh every time it appears? Thanks for your help!
*isn't sarcasm fun?*
I would need to load the mod and see what it is doing. I'll add that to my todo's. The Shen mod is pretty popular.
I may consider that. Are you thinking like A Better Spec Ops, A Better Assembly, A Better City Management, etc.? I've kept it pretty much to game, character, and weapons. Going granular would be breaking out A Better Start into these kinds of submods. I guess I could also do a mod per agent class... A Better Breaker, A Better Gunslinger, etc.
Once I have the full 6 of my regular ones I will look at breaking a few things out. It's easy enough to replicate the mods and comment out everything but the specific focus for the mod.
Thanks for the heads up :)
I definitely debated on whether to put the training changes in the ABStart or ABAgent. I am finding the lines are not as clear between my 3 different mod focuses. I should have ABAgent out today but until then look at the game's XcomStrategyTuning.ini. You will find those times in there, search for "TrainingProgram". A teaser is that in my bump the agent will get a little more than just a single trait bump.
Can you point me in the right direction?
Good news about going back to work but, yeah, bummer on the cutting into game time.
Valvatorez - that squad size number seems pretty much fixed or it cannot be easily changed in the configs that I spotted. Apparently they can't add seats to the APC and there is no option to bring your bike to work on Chimera Squad. I upped the numbers to allow more agents to train at the same time and although the UI showed it (albeit in a corrupted way) there was no way to assign the training to more than one so I pulled out the change.
I'm working on A Better Agent right now and will keep a look out for something that would allow us to have more in the band.
Thanks!