Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
You are very welcome. That same experience bothered me so much, haha - glad you can relate
Agreed, been using quicker start for years :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=756948560
It essentially auto-completes the Gatecrasher mission. The game starts as the Skyranger is landing afterwards, with all loot intact and xp awarded, dumps you into the post mission briefing. This gets Gatecrasher and its various problems out of the way. It's also a godsend if you mod a lot and get sick of doing Gatecrasher over and over while testing out your mod setup.
No, sorry - Just dismiss the one you dont want
no, sorry
Sweet! Enjoy
You should only need one line, try this instead:
+Heroes = ( Hero = "Torque", Count = 6 )
I have been trying to integrate the "Playable Torque" mod with this so i could have a Torque for each of my squads but the most I can seem to get is two.
+Heroes = ( Hero = "SparkSoldier", Count = 0 )
;--Other Custom Hero Classes can also be added--
+Heroes = ( Hero = "CustomSoldier", Count = 0 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
+Heroes = ( Hero = "Torque", Count = 1 )
Any idea what I am doing wrong? Any help would be appreciated.
Appreciate the patience and kind words. In regards to the other issue, I'm not sure of a way around that. Immersion breaking haha, but at least its only one mission.
Hey, sorry about all the confusion and testing you had to do. I reviewed the mod, it was not accounting for multiple heroes correctly. I've uploaded an update that contains a rewrite of the configuration file that should be more approachable, and actually add all the heroes you want. Let me know if this works better for you :)
That should work in theory
Yep, add more rows like this:
+Heroes="ReaperSoldier"
+Heroes="SkirmisherSoldier"
+Heroes="TemplarSoldier"
( no Semi-Colon ; )
That's alot of heroes! No, under the current implementation they will show up on that first level given that they're immediately added to your roster.
@tims4given
Awesome, glad to hear
@ManChildOfDoom
haha, would be cool right
Yep, thank you
@A.Jensen
They work independently. You can still pick your starting faction and hero. This mod will add additional heroes on top of that if desired.
@ManchildOfDoom
You get them as soon as you start the campaign, no promotion necessary.
@Vaultwulf
That is functioning as expected, yes.
No, the mod does nothing fancy to respect faction hero customization import. Simply put, the game respects character import because it happens the first month.
If the mod does indeed add the new faction heroes to gatecrasher, what if I disabled all three in your config files. Would it still have the effect of respecting my character pool when I add faction heroes in the future?
:)
@Vaultwulf
Glad to hear! Yes, you can full configure which heroes you want to be included in the configuration file. Couple that with the second-wave option of selecting your starting faction and you can guarantee you won't get a double, so to speak.
I'm curious if there is a way to disable one faction in the configs so you can avoid starting with two heroes from the same faction?
It will add three more to your current starting lineup total, not replace.
I would anticipate that it works with Covert Infiltration.
Will that add 3 more characters to your barracks or replace 3 characters. So if your barracks is set for 16 soldiers will it add to that total or just be part of that total?
Does this work with the Covert Infiltration mod?
The type and number of units that will be added to your roster is set by the configuration file. By default, it will grab 1 skirmisher, 1 reaper, and 1 templar. The 'respect character pool' part means that those units will pull from your character pool, rather than be randomly generated. You are welcome to add 5 templars in the configuration file if desired.
@Valvatorez
I am unfamiliar with the mechanics of MEC Troopers, I can't confirm or deny.
@Wolf Renegade
Glad to hear and thank you for sharing! I've had similar experience on the workshop and am glad I could do that for you as well.
@Ludwig Shadow Protogen
They may appear in Gatecrasher as they're part of your starting lineup.
I am unfamiliar with custom faction classes mechanics.
Since this has options for Sparks, does it also work for MEC Troopers? Other mods that do this just turn them into random classes or rookies.
Must I add custom faction classes in the config file if I have them installed?