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I am running LWotC.
Tried to look for the WotC version of the mod made by Ginko, posted as a link further down in the comments, however it looks like that version of the mod has been removed.
Does anyone know how/where to get a WotC/LWotC version of this mod?
Good to know, thank you! (^-^ )
Just one question, does it disable achievements?
WOULD BE NICE, if we can adjust the Settings (Costs) by ourselfs!
BTW - NICE MOD !!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1141411476
No search functions :P
You only needed to click on the ">" button at the very bottom of this page :P
Yes that's a iknown bug with this mod.
Had you browsed the comments on this mod, a few pages back, you'd have read about it :P
The +25 Supply was added to lessen the OPness of the mod itself as the Developers initially wanted us to play "Spin the bottle" with these "Experimental Projects" instead of letting us build whatever we wanted AFTER we've done the research. As if Engineers just use dumb luck when building stuff and don't keep records of whatever it was they've discovered along the way. Yeah right :P
This mod does work. You might need to start a new campaign and/or clear you configs files for it to work properly.
Normal: http://i68.tinypic.com/2ekt30k.jpg
Mod: http://i63.tinypic.com/rkcuas.jpg
can you expose the crafting time to the ini files? I'd like to adjust how long various projects take.
It's purely cosmetic really and your mod does work as advertised so you don't have to trouble yourself much on this.
I know I said on my previous comment from the 13th of July that I'd test out the July 13th update and report back my findings, however stuff happened (real life bull turd stuff especially my system going belly up on me), anyway I've just finished testing the rebuilt mod and it does still work fine under both pure vanilla game as well as with every other mod I also use along with it.
All the Proving Ground options are still available as per the mod's functionality but two random vanilla "experimental" project options (usually the heavy weapon and Powered weapon ones) still pop up after completing any one of the two DLC Proving Grounds projects. Purely cosmetic nontheless.
Also, is this compatable with the high quality rounds mod, as i want a minor early game ammo to use.
I'm not sure if they'd be related to the Proving Grounds items, but according to several other modders who've tried modifying items from the DLCs (like the weapons from Alien Hunters) that the items (in this case the weapons) were baked into the DLC packs itself. As for testing out your rebuild of the mod... will be doing so after I post this reply ;)
The mod still works fine but the new Proving Grounds projects introduced by Alien Hunters and Shen's Last Gift does re-enable a few of the Experimental projects your mod hides by default. For a lack of the proper term, let's just say the DLCs broke the "flags" your mod had setup for the experimental projects.
This mod is one of those mods that definitely requires one to start a new campaign for its effects to work.
I can now confirm with 100% accuracy that the "Alien Hunters" DLC's added Proving Grounds "Ruler" armour upgrades are in fact the root cause of the appearance of the "experimental" research projects in the Proving Grounds that your mod is supposed to have hidden by default.
I've come to this conclusion because I'm currently running a campaign where I deliberately didn't activate the DLC mission (by not scanning the DLC Point of interest position) thereby postponing the appearance of the Rulers and therefore the new armours as well making their Proving Grounds research project unavailable. And because of this, the Proving Grounds look just right with your mod installed :)
A bit long winded I know :(