Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In my experience this mod makes grenades/grenadiers (as well as heavy weapons and some psi-attacks) much less usefull, because carefully aiming a grenade takes up alot of time. I guess this is intended, but if it is not you might make it possible to add some seconds for every grenadelauncher in the team or to subtract some seconds for every teammember without grenades (or other area abilities).
also customizable differentiation between difficulties would be nice, but imho not as important as customizable seconds per soldier.
Thanks
ah, yeah those are hard to setup because timers are baked into kismets as I understand.
it's doable, but you need to change kismets in some way, to listen for an event.
Use the configurable mission timers mod?
Also, I guess I need some way to determine if the current mission is actually timed or not.
I rarely get close to using 45 a turn
Idk how to edit the audible beep atm. It isn't mentioned in the code as far as i can tell.
Would you be able change the audible counter sound so that it occurs with 10 seconds remaining? Or perhaps allow it to be edited via the config.ini ? Thanks!
Config file to adjust timer located here;
..\Steam\steamapps\workshop\content\268500\666047905\Config\
i'd have to build a new UI for it, you can't have both at the same time unfortunately.
I'll look into it when I have some time.
"Yes, though it's quite a bit more complex to do it that way. If I see enough requests I will consider it more seriously. Though if the two of us mod authors collaborated we could probably make a relatively simple workaround."
Ask the bronzeman author if he can implement his mod with a screenlistener
Timer now resets as intended.
Also tried w/ 'Bronzeman Mod' again, timer works fine; but Bronzeman isn't compatible w/ Timer Mod :(
Should be patched right now
Gonna wait for a patch for it.
Yeahx both our mods override uipausemenu it seems.
I wonder if bronzeman really needs that override though, seems it could do what it does with just a uilistener.
My mod currently needs the override because its the only way to hook into the tick function.
Probably a good idea, but I prefer to leave the settings to ones that I personally use.
If I don't, I need to update my settings every update, which is a huge hassle for me when I have so many mods.
also the new update should now pause time when you pause the game.
No more "bonus time" for actions though, new system also simply pauses time while units are taking their actions.
Mine right now is 90 and I still get this intense moments(especially because this Timer mod, blocks the 'Turns Left' which makes you want to really hurry up)
Will look into it
Is there a way to fix this #Please
It'll display a timer for the aliens' turn, but it shouldn't do anything when it hits 0.
Granted, I've never had the aliens take a 1 minute turn before.
@sbaig2001
none at all
good idea