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Rapporter et oversættelsesproblem
Yeah this is common with cosmetics unfortunately but shouldn't be bad besides cluttering that log.
@Brain is Back
Thank you
@kazuya0010
Maybe one day
ImportText (BodyPartTemplateConfig): Missing closing parenthesis.
Among the assets was DLCName="MassEffectVorcha"
Is this just XCom handling mods like a brick or is it something in this mod?
For everyone else, this error doesn't cause your game to crash. It just makes the assets have a weird name in the customisation screen.
https://drive.google.com/file/d/1Fm_9OV50f0z8uTfNmON8a4KO_YlSoIkg/view?usp=sharing
They do not, a design oversight on my part.
You're welcome, always am interested in making more content. (Especially when folks like Cavily bring the great stuff in)
Yeah, what Deadput said. The vorcha voice should be present, but intermixed every once in a while with the hard coded advent voice effects.
I believe there’s one called whirlwind in a long war perk pack.
I’m curious if momentum has a list of abilities it triggers off of (rend) rather than any melee esk ability
i try change vorchaslash to a 2turn cooldown not turnending ability, i hope it lets him melee, move after and let him shoot next turn
It is something I considered during development. You can add it directly if interested via the customization configuration file by adding +abilities=“Momentum”. During design, I compared them to a stunlancer unit which does not have momentum and is still a alarming evening. Furthermore, compared to my Cerberus Dragoon enemy which does have momentum, the Stryker has a ranged weapon with incendiary rounds vs the dragoon which is a melee only unit. I wanted this to be a fair but interesting low level unit to encounter.
Raider Unit Manager
@Daze
Fair idea, I’d be curious if reality has interest in revitalizing.
@stukov
Oh okay, understood!
its like stunlancer without stun, and they dont rly shoot, i know its hard to let the ai choose between melee and shooting, i would give melee a cooldown(maybe with ability editior mod)
what melee ability do they use?
I’d recommend RedDobe’s AI-to-AI activation mod to address that so they participate before you find them!
Reposting my comment from Trooper's question on the 'Raider Unit Manager' mod:
Yeah, they appear to be incompatible as each takes a different approach to the spawnWeight variable for a particular unit in the encounter list manager. This mod removes enemies from encounter lists by setting spawnWeight to 0 for quarantined units. [IncreasePodSizeByForceLevel] does a for loop iteration to add units to a pod based on max spawnWeight of the pod. Meaning, our 0 spawnWeight is actually allowing these units to be added to [IPSBFL]'s generated pools.
@SurrealBeliefs
Welcome, and thanks!
Yikes! Thanks for catching that. Just uploaded a fix. Let me know if its good now
@The Magic Conch
Good call!
@Jet Sunstrider
Depends, I wouldn't want to spread all the units too thin, you know?
Yes, I would like to! Open to thoughts,
Anyway, Pleased to see the Terminus Mercs are getting more fodder- I mean troop options.