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翻訳の問題を報告
Try deleting all the lines that start with Weights= and replace with this line:
Weights=(DaysActive=0, Weight[0]=0, Weight[1]=0, Weight[2]=0, Weight[3]=0)
I'm not really looking for non-human soldier to acquire by scanning sites. I prefer to get them from covert ops or mission. So are there any ways to disable the scanning site? It also ate up my POI too as almost POI spawn always non-human soldier/rookie.
Is it okay/work just to comment out [POI_AU_Rookies X2PointOfInterestTemplate], [POI_AU_Soldier X2PointOfInterestTemplate] in XComGameBoard.ini in the main Allies Unknown mod?
AU Vipers has two MCOs that weren't set up properly. The replacement classes listed in the MCO are not 'child's of the class they are trying to replace. This usually results in unintended consequences way beyond than what the author wished to accomplish.
The Non Human Recruits List will be generated normally
but otherwise, you're sure you have Allies Unknown Redux enabled as well, right?
The button should hopefully no longer be there.
It should be possible to gate it by some scanning time. I don't know, however, if I am able to disable the code from AU that sets it to spawn immediately. It's something I could look into. It being affected by Gone to Ground is a great shout, I can see if it's possible to implement it.
For that matter, is there any way to make it so that the Gray Market only shows up after scanning for it, like the Black Market? And for it to be affected by Gone to Ground?
forceRefreshAlienRecruitsAUSquaredf
the last letter "f"
A couple of days ago I saw that you added a command to refresh the AU recruit list... do you know if there is a similar command for the regular recruit list?
Unfortunately, for creating AU modules the ability to create and edit CharacterTemplates through config wouldn't be enough. You'd still need to at least have either a custom XGCharacterGenerator or a X2DLC_Info hook ModifyGeneratedUnitAppearance to make sure they generate with the proper cosmetics. So you'd need a "Create Custom Soldiers Mod" that handles that bit, even if TemplateMaster allows for CharacterTemplates handling.
my main problem is that I'm a windows 7 orphan that migrated to linux and the DevTool doesn't work on linux... so, I can't do much.
I have plenty of ideas, but limited by this.
I wanted to create a Predator species for AU... I re-watched the movies to make a proper class/species based on lore... the idea would be to have the species being able to train in any class, but still have a exclusive class for the species available to train at the GTS.
I'm in the middle of a playthrough testing this class and so far, its strength isn't overpowered like the Predator Class by Drumax... but still needs some tweaks to put it in the similar power level as other vanilla/faction classes.
Just forget it... thanks
BTW, there is any plans to add support for "Load From Character Pool" for AU characters?
Interesting about the voices tho, I'll take a look at it
Also, for some reason, in my Character Pool, their names had the character " at the end of both name and surname and it wasn't like that before, dunno if its related.
But anyway, even new generated salarians can't select a voice.
I've tried to put whole log to give it to you, but pastebin seems to have log limit, so I just copied what I think is battle log. It seems to freeze and crash on viper's tongue pull ability when checking if target is valid for that skill. Might be wrong tho.
https://pastebin.com/TTUaqn4x
If you need whole log, I might upload it somewhere else.
Cheers, and thank you for the keeping this game alive with mods :)
However, for some reason beyond my understanding at the moment, the starting pool of recruits does not get their stats randomized. All subsequent recruits get the correct stat generation though. So, for now, I say run forceRefreshAlienRecruitsAUSquared once the campaign starts to get new recruits with the proper stat generation. I'll bug Ted about whatever might be causing this tomorrow.