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honestly really sucks that this mod is required for Covert Infiltration, as IMO it doesn't really add anything worthwhile to the gameplay experience
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3309295545
https://old.reddit.com/r/xcom2mods/wiki/wotc_modding/mod_folder
"SetCurrentCrewLimit [NUMBER]" that allows you to change the limit without restarting campaign:
Example of use: Setting crew limit to 30
SetCurrentCrewLimit 30
The value refreshes once you get out of the avenger menu and come back to it, for example, when you check the world map and go back.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1287107824
if you want to edit living quarter upgrade number or add starting crew limit, you must play New Game.
thank you for this wonderful mod ❤
While trying other mods, crashes are common and then this mod for some reason keeps going to zero capacity after returning from missions.
I don't know how to fix the issue and some other mod is probably causing issues since I keep having to refresh my configs.
So for ease of moving forward in testing collections I rather just remove it and warn anyone away from using this mid testing.
Also think of it like this; Soldier gets recruited into XCom. XCom gives them their own bunk on the Avenger, Lockers, Mess Tray, Food Provisions, etc etc. A "living space" to call their own. Everyone allocated an area that they can put their personal things.
Now Bradford tells you to go on this Covert Op. You can take your weapon, must travel light, dressed in Civilian Disguises, but must leave everything else behind. No carrying your daughters teddy into this battle situation.
- by your proposal all that stuff they have is now magically not taking up space on the Avenger?
Good point! Was just about to ask the same. Soldiers infiltrating or on covert ops shouldn't count towards the crew limit ... But maybe it's a bit tricky to program this ...
Why do people who are out on covert opps count towards your crew limit? They shouldn't be taking up space if they're not actually there to take up the space, and it could make for an interesting interaction where you can have an oversized crew but have to be constantly juggling opps, and all that that entails, to not suffer the normal penalties.
Try regenerating your user configs
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_regenerate_user_config
But yes, it is a cool way to help manage crew size limits and brings two under-utilised facilities into more favourable uses.
[LivingSpace.LSHelpers]
STARTING_CREW_LIMIT=30
; If the player has built this facility, engineers no longer count towards the crew limit
FACILITY_HOLDS_ENGINEER="Workshop"
; If the player has built this facility, scientists no longer count towards the crew limit
FACILITY_HOLDS_SCIENTIST="Laboratory"
That and Shen doesn't stop talking about idle engineers, despite me not being able to assign then anywhere.
[LivingSpace.X2StrategyElement_LSFacilityUpgrades]
CREW_LIMIT_INCREASE_I=20
CREW_LIMIT_INCREASE_II=20
CrewSizeI_Power=-1
CrewSizeI_UpkeepCost=10
CrewSizeI_Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="EleriumDust", Quantity=10))
CrewSizeII_Power=-3
CrewSizeII_UpkeepCost=25
CrewSizeII_Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=200), ResourceCosts[1]=(ItemTemplateName="EleriumDust", Quantity=25), ResourceCosts[2]=(ItemTemplateName="EleriumCore", Quantity=1))
[LivingSpace.LSHelpers]
STARTING_CREW_LIMIT=20
; If the player has built this facility, engineers no longer count towards the crew limit
FACILITY_HOLDS_ENGINEER="Workshop"
; If the player has built this facility, scientists no longer count towards the crew limit
FACILITY_HOLDS_SCIENTIST="Laboratory"
[LivingSpace.LSEventListener]
RECOVERY_PENALTY_PER_SOLDIER=0.1
I will try to figure out what's going on here and hopefully will have a fix out in a couple of days
I do have the Core Room slots also, based on what a lot of people are saying it sounds like a incompatibility?
It appears when I enable CI but then disappears after I disable it.
Just to be thorough. I started new playthroughs to confirm it wasn't any mid-campaign shenanigans.
Is there a there any prerequisite like a technology I need to research in order to unlock the upgrades?