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Turned MOCX units should become members of equivalent player classes, like Grenadiers etc. How those classes work will be determined by your mods, like this one.
Configure who becomes what in MOCX mod's XComDarkClassData.ini
Hi, I'm trying to create a modlist that is more like an elevated vanilla game. I will use your "vanilla Classes Redux" and "Foxcom 2" with a bunch of revamped enemies. Nothing fancy, not even Covert Infiltration." I'm also trying to figure out a place for "MOCX."
Is it possible to make the captured and recruited units' classes exactly the same as your "vanilla classes Redux?"
Or even better, is it possible for these classes to uniquely represent their differences as in Proficiency Class Pack units?
Also, it could make capturing, recruiting, and using those soldiers on the field more appealing.
We are grateful to you all for all your hardwork, dedication, love, etc.
By Iridar? There's this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3340465595
Probably not tbh. More like all classes are moved higher in power due to many abilities not sucking anymore, but faction heroes probably get a bigger boost, since they were more raw than original four classes and had more shitty ablities.
Just gonna start a new run after a year not playing, and i'm so glad i found this mod.
Read every comments, and the detailled changelog everything seems well-thought.
Use Free Actions with Momentum should be completely fine to use with this, as this doesn't touch Momentum at all.
Ripjack Abilities Cause Bleeding might be OK, since only one Ripjack ability is changed by this. Plus, that mod affects targets of the abilities. So long as the ability names in the configs match, it should work.
As for Configurable Return Fire I'm not sure. My guess is, no, because Return Fire is altered by this.
Well, since you are around, might as well ask about some other mods compatibility I'm not sure about:
1) Suppression Pins
2) [WOTC] Suppressable Targeting Abilities
3) [WOTC] Templar Meditation
4) [WOTC] Use Free Actions with Momentum
5) Psionically Guided Bullets
6) [WOTC] Configurable Return Fire
7) [WOTC] Ripjack Abilities Cause Bleeding
The panic and pod activation was coterminous with each other.
So, this are the chances i want to do to this skill line:
has a 3 turn culdown, istead of charges and no longer ends turn. Plus a small chance of stunning robotic units.
Haywire Protocol
(unchanged)
Scanning Protocol
Now applies Holotraget to hostiles in the area. Scanning Protocol now also gives Combat Protocol the ability to apply Holotraget.
Threat Assessment
(unchanged)
Guardian
Now gives your Overwatch a free Help Protocol if you did not give it to a ally. This ability activates regardless of ability cooldown and also activates in Ever Vigilant if unlocked.
Capacitor Discharge
(unchanged)
This is to give this skill line a more sentinel tactician than the unfulfilled identity it has, giving the specialist buffs, debuffs and more overwatch shots to himself.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2013031467
I even had to regenerate my ini after removing to fix the bug, I narrowed it down to caused by this mod or one of its dependencies
* by removing only this mod from my mod list in the alternative mod launcher
* regenerating my ini
* playing through gate crasher
* rush proving ground
* build experimental ammo
When I have version 1.28.1