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Rapportera problem med översättningen
Whenever the game skips an Ironclad, my log spits out:
Log: X2TacticalGameRuleset_CoordInt_2 TurnPhase_UnitActions: Available Actions: Done waiting for New States
I'm in the process of going through it to see if I can find any obvious incompatibilities.
Tested with multiple spec combinations.
Game seems to want to skip a soldier with this spec's turn.
If they are last to act and still have actions the game will move on to Advent's turn.
If idle on soldier with this spec for too long, it will auto tab to the next soldier.
At first I thought maybe it was the shield that was bugging out, but other specs that use shields don't have this issue so...
What exactly are you seeing? Is there a huge list of perks at squaddie, extending down? Or is the whole tree still there, but is it all yellow and not selected? The former is likely a config issue somewhere (though Veteran's config should be fine now), the latter will be caused by a spec updating its exclusions and invalidating your class.
If your issue is the latter, you can use my Amalgamation Console Helper to roll a fresh class. Enable console in AML, open the big console, type "RollSpecs 5 X Y Z" (substituting X Y Z with one or two of your previous spec names and an "any"), and then apply a class with "ApplyClass #".
Make sure you have all dependencies active.
If you do, attempt changing your soldier Specs via console and see if that helps.
Apologies for the tardiness was otherwise occupied.
(testing a few new console commands, turns out they're surprisingly useful for finding issues like these! everything else looked good for your specs)
Abilities=( \\
(AbilityName="MZHeavyStrike", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="MZDivingSlash", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="MZBladeArtist", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="MZFullAssault", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="MZMinusStrike", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="F_Finesse", \\ [h1]<<<Missing a ")"[/h1]
(AbilityName="F_Intimidate"), \\
(AbilityName="MZMeleeShredder", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon"), \\
[h1]<<<Remove " after SecondaryWeapon above[/h1]
(AbilityName="MZBladeRave", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
) \\
)
+AbilityDecks=(DeckName="Veteran_23", \\
Abilities=( \\
(AbilityName="LW2WotC_Aggression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="LW2WotC_DoubleTap", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="LW2WotC_CombatRush") \\ [h1]<<<Missing a comma[/h1]
(AbilityName="ShadowOps_Elusive"), \\
(AbilityName="ShadowOps_Entrench"), \\
(AbilityName="LW2WotC_CloseCombatSpecialist", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
) \\
)
Legendary Warrior has Diving Slash, which should have its cooldown reset to zero on kill by the soldier. I am not able to reset the cooldown however.
It isn't a hard dependency and I will change the page to reflect this better.
It took me a bit to get the blue icons implemented properly, but I got there.
1. Without some other mod setting the shield text, it will say "?INT?Amalgamation.UIWeaponCat.Shield?"
Fixed in Localization\Amalgamation.int, add:
[UIWeaponCat]
Shield="Shield"
2. Without some other mod disabling the ShadowOps classes, they can show up
Fixed in Config\XComAmalgamation.ini, add (at the very bottom):
; Disable proper classes that are required for (or likely to be used with) this spec.
[AmalgamationClassesWOTC.X2DownloadableContentInfo_AmalgamationClassesWOTC]
+DisableClass="ShadowOps_CombatEngineer_LW2"
+DisableClass="ShadowOps_Dragoon_LW2"
+DisableClass="ShadowOps_Hunter_LW2"
+DisableClass="ShadowOps_Infantry_LW2"
+DisableClass="ShadowOps_Juggernaut_LW2"
+DisableClass="ShadowOps_Recon_LW2"
+DisableClass="ShadowOps_Scrapper_LW2"
+DisableClass="ShadowOps_Survivalist_LW2"
It may be worth checking some other specs' configs to see how they handle their exclusions -- right now, your specs will appear way too often because they're in way too many valid class combinations. Specs that add new primary weapons are particularly dangerous here, as a lot of specs require very specific primaries to work correctly.
You can visualize all of this by using CountSpecs from my Amalgamation Console Helper dev mod.
As for the Tank rename issue, I noticed you have a few trailing commas (commas behind the last entry of a list item), and a good few the specs seem to be missing a closing ")" bracket after the SpecDataset definition. Chances are patching those up will make it work again.
Feel free to poke me on Steam (or Discord, "xpand") if you need any help or have any questions.