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I made the mistake of using perma-dark event option and now I have "lost" on every mission and the game has become a chore to play. I have "between-the-eyes" and 1shot them... they just increase turn times and lag my game. Can I remove them perma event somehow?
Accented characters seems to have been lost in both translations files uploaded. They were all replaced by a question mark symbol (?). Probable encoding issue somewhere.
The Classic Mode variable applies to both Events. The Bullstuff variable only block Permanent Squadsight from affecting your gameplay, temporary will still work.
Your example is correct.
I thought giving people an option would suffice. Not sure what to do with the flavor text just yet, as it can't be changed depending on a variable. I will probably think of a better description soon.
Also, forgot to mention: I've included the French and Spanish translations made by @Papas con mojo and @FrUnit7 into the mod. Really appreciate your work, guys. All the credits for those go to you.
Or if, for example, I set "EDE_ThatsJustBullstuff" to true the temporary Integrated Comms Dark Event (bDEIntegratedCommsEnabled) will still trigger but the permanent one (bDEPermIntegratedCommsEnabled) will not.
Apologies for being dense.
@=[NK]= Col. Jack O'Neil, alright, then the officers only it is then.
I personally played 2 campaigns with it already and in process of beating 3rd now. I haven't had that much trouble with this event myself, but based on the amount of people complaining my guess is it might be a little OP then.
Should I completely disable it by default or make a 50% probability of the perk to appear? Maybe you would like only Troopers or Officers have it?
I would really like to know your thoughts about it.
I haven't encountered the temporary version of this Dark Event yet, but I assume the case is the same. It's a shame that I can't keep that Dark Event in future campaigns, I really like it otherwise.
I'm using both (although the Casual edition currently) and haven't noticed any problems. You'll only see the new Events with a fresh campaign though.
This is the only thing that adjusts my Dark Events...this and Additional Dark Events.
This mod is perfectly compatible with currently existing Dark Events mods. As to custom enemy mods, Squadsight only applies to enemies that are marked as "ADVENT" troopers. Not sure if you can mark custom characters like that, though.
Thanks
@DabHand, you mean the Additional Dark Events mod? I think that should be up to @RealityMachine, otherwise it would be like I was stealing his work :)
and i was playing with long war mod, so i didnt get the counter mission at all .
hope more casual stylish event on this mod :)
@끝판왕, did the regular Squadsight Event occur before? If it did, did you counter it or missed it?
disaster on each mission after this dark event.. i hope this should be nerfed for another thing.
(such as 6 month squad sight, not permanent)
"It" is obviously the "system". Although I feel rather like it can be phrased better than this... So if you have any suggestions as to it, I'd like to hear them.
Why not just:
SummaryText="ADVENT starts widespread production of their advanced tactical targeting system, allowing all troopers to use it."
I removed the "Satisfied by the [...] performance." bit as this Dark Event could occur before "Integrated Communications"
I also noticed a typo:
[DarkEvent_WeaponUpgrades X2DarkEventTemplate]
SummaryText="ADVENT produces more weapon attachments for it's troops, allowing them to use a random advanced upgrade."
Should be:
SummaryText="ADVENT produces more weapon attachments for its troops, allowing them to use a random advanced upgrade."
However, if you already started a game with this mod, any changes will not take effect until you start a new one. This is the way it works with xcom2, unfortunately.
@Kaldreth @DabHand Duly noted, I'll do my best to rephrase it.