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Though, if you are using TJ, consider using the new version of this mod, which is the version that is being updated as its a straight upgrade.
So its okay to ignore that warining, then?
Internal name change due to Mod buddy (The tool for making and publishing mods) being obnoxious cunt that refused to update this mod and i had to jump through some hoops to get it working, something along the line of SDK kit no longer liking the mod name and it being too long. (Only now its a problem, after a year)
Actually nope, i even stated it at the end, given all this mod does is touch localization (aka text, not game code or config files), its irrelevant if you have the mods or not, so feel free to just ignore it, it wont just make some sense in game when the localization will refer to concepts or classes that dont exist in your own game.
but otherwise its 100% safe to ignore if you for some reason, want to play MJ collection, without playing it whole
Added it on steam, but otherwise its self explanatory in game, same things will be lumped together, autopsies should be all green unless i missed some and so on...
Absolutely, given that mod does not affect the research whatsoever, i have a free reign there.
Though, as you guessed, its harmless and my localization for auto pistols and AP grenades you can buy in the engineering has the negative armor penetration mentioned in the damage showcase bit in the description + my commanders archive entry on pistols under tactical layer tab has that negative armor penetration factor covered too.
This is caused by an update to Template Master. Some mod you are using needs to update its config for Template Master to new format. Most likely it's Mod Jam.
Negative armor piercing having broken name is something i am aware off - but it doesnt have anything to do with this mod - its probably just as the name says, one of Iridars mod/template master
?int?wotciridartemplatemaster. help? no idea whats up my mod list was fine it had to be one of the mods thats updated within the last 6 months ;/ its not causeing crashing just confuseion
Yes, this is ONLY for LWOTC. Version for base WOTC would be a task worthy of demigods given just look at the number of mods on workshop. This mod exists around the MJ collection - which is a set given of mods, not like thousands on the workshop, much more realistic job for 1 guy.
Most of the mods content is only relevant for Mod Jam collection, that being said there are parts that could be usable for base LWOTC and i could split it and make it a standalone mod, only focusing on base content, things like weapon damage breakdown is handy on its own in base LWOTC.
Yeah, this should be simple and quick, should be done tomorrow before i go on a night shift
All good, i was sure it was something else, given in no way, even in the spaggheti hell that is XCOM 2, could localization files affect gameplay and such things.
I used to use automatic reload, but then i kinda realized Mod Jam is quite the mind field and has alot of perks that are not part of Iridars list of perks the auto reload mod should respect, so i just dropped the mod entirely, too lazy to fill the list myself to cover everything.
i havent done anything to quick zap (No localization changes were made about that perk, its just the same as in vanilla). But it does sound weird, are you sure you understand how this perk works ? Alot of the action economy perk requires the soldier to have atleast 1 AP to do the free action. Only handful lets you do actions after all your soldier AP are spent, like bucaneers scourge cutter or flechette gun attack.
So quick zap only works if you activate it while having 1-2 AP remaining, if you activate it while having 1 action point and then move, then your ability will be disabled and your soldier wont be able to attack while having 0 AP.
This mod is great, but when I had it installed activating Quick Zap and stunning someone with my Infantry ended their turn, turned the mod off and it seemed to be OK again.
Well, i didnt expect that, but i will gladly add in translations, though be wary that you would have to update it each time i add new features so everything is covered.
No, localization files dont work like that, they are different file types XCOM uses, you would have to go for the source and open it in the workshop folder and do the work yourself, which would get wiped out each time i update this mod.
trust me, you will enjoy the fact that you can buy exactly what you want, without having to save scum because you mass bought rush nano cannons, only to realize only Sparks/MEC soldiers can use it, when description says 0 lines about it not being usable by infantry units.
To quote the weapon itself
"Introduction of new Elerium-based rush capacitors with separation distance of mere nanometers has allowed us to develop a new kind of autocannon, where capacitors are overloaded and discharged one by one during firing, which keeps the damage output consistently high during a volley."
Awesome work with your mod
If you have suggestions what should be changed, then feel free to brought it up, maybe they arent as subjective as you might think and could be an improvement for everyone.