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Like the Scorpion and Warthogs.
Because it does NOT like concealment one bit.
It looks like I tried to make the corpse type open in the config but couldn't get it working. Can't remember what my thinking was at the time but I probably ran out of patience.
Like the AT-RT.
Units are upgradeable because, stat-wise, they are not sectopod peers without beam tier/power armor level tech. So it provides a progression path for people who choose to acquire their vehicles earlier.
I don't have any plans at the moment to work on Skyranger replacers.
1. Why does this need a Sectopod wreck even if you set it to not need a Sectopod wreck?
2. How come it doesn't have a class name, list of nicknames, or a class description (same with the other surplus vehicles)?
3. How did you get it to show the unit when firing? Mine just zooms in until the camera is inside the tank.
Out of curiosity, is there any chance of a LAAT to replace the Skyranger? The only one available was abandoned years ago and uses the low-res 2005 version instead of the 2017 one.
Some breakthroughs may benefit the TX-130 if they're specific to CV/MG/BM tier weapons.
I have not progressed far enough in my own modded campaign with this, but according to the "XComBU_TX130Options" file, this is what's listed in what I believe are the pre-requisites:
BU_TX130_Tech_Days = 21 ;default is 21
BU_TX130_Tech_SupplyCost = 300 ;default is 300
BU_TX130_Tech_AlloyCost = 100 ;default is 100
BU_TX130_Tech_EliriumCost = 30 ;default is 30
BU_TX130_Tech_CoresCost = 1 ;default is 1
BU_TX130_Tech_RequiredCorpses = 1 ;default is 1
BU_TX130_Tech_RequiredTech = "AutopsySectopod" ;default is "AutopsySectopod"
I have other projects that are higher in the queue of things I want to do first though and I would want to figure out in-game customization before doing more vehicle mods as well (customizable pilot cosmetics will almost certainly never be a thing with these mods but tinting and voices should be doable, although to date I haven't been able to get them working).
I do hope you make more Star Wars mods, if you do another Vehicle Mod, what will you do next?
That's also a big part of why I haven't done more vehicles/robots since the Advent2Empire batch, they're just very time-consuming to make.
-Added auto-repair ability (tied to the armor) that will repair up to half of full unit HP. Costs 1 AP and shuts the unit down for 3 actions.
There are a number of stat buffs and the equipment now upgrades based on Soldier Cannon and Armor schematics instead of SPARK schematics (the main reason for this is so the player is not forced to build a SPARK they may not want).
@KeysOfDestiny: This mod makes tweaks to the armory camera otherwise the armory menus are practically unusable when the tank is selected, making it impossible to select gear for the tank or upgrade abilities. These camera changes affect non-tank units as well, yes.
@Fannidan13: Rotating turret would be more work than what I've done here. That's for certain.
@nerddroidcav: If you're still having issues you can post what you've changed it to here and I can have a look.
As for the promotion menu issue, just use the arrow keys on your keyboard to scroll down to the promote option and hit enter to select.