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You will get a glitch where you can't use the PCS menu, it'll disappear and you'll have to alt+f4 the game. You already have laser weapons, which makes this mod a complete liability for your playthroughs.
- from a guy that struggled with no PCS menu for a month and multiple restarts before I figured this out.
Also, yes, the Laser Pistol UI image (armoury) is missing, it says img: with a test pattern colour background.
Yes. At least before the patch. Havent played since.
Seems like the author started strongly but has lost interest :(
MG Cannon -> Unlocks Laser Cannon, etc.
To me its the easiest solution.
Seems that LWT mod breaks the damage spread on weapons, regardless of damage roulette being used.
This is second hand info l'm just passing it on:
For anyone that has a weapon mod, the Author needs to add the following line to the end of their weapon template.
defaultproperties
{
bShouldCreateDifficultyVariants = true}
I use a mod that make weapons finite - one effect of this is that mods dont move up anyways. I think it is more fun this way, as upgrading weapon tiers become many smaller steps (as you upgrade, and then mod), instead of one big leap. It does make the game harder, but other mods may take care of that. Just anothe rpoint of view, but I do see your point too - if playing without finite weapons.
Add the following line to the end of all your weapon templates.
defaultproperties
{
bShouldCreateDifficultyVariants = true
}
All I can see is just rainbow color placeholder "img:"
Вожбан-Литрус Вопурт-Тритьюдар 22 мая в 3:31
@OCaptainMyCaptain
May I ask you to include my russian localization file into your mod? Thanks in advance, if you do so.
https://www.dropbox.com/s/wxky05q7obp7n1j/XComGame.rus?dl=0
..Shotgun can fire a "lance" that hits anything in a line for a fair deal of damage. 5-turn cooldown.
..Pistol becomes the perfect sidearm with double "ammo" capacity.
..Rifle can fire low-power shot that does not consume "ammo".
..Cannon gains increased rate-of-fire (+1 damage, +1 spread).
..Sniper can be charged (turn-ending action) for a +2 damage boost on next attack.
..SMG benefit from improved simplicity, allowing additional attachment.
..Improved Damage 1 and 2 (unlocked after mag and plasma tech respectivly).
..Improved Crit 1 and 2 (unlocked by improved damage)
..Lighter Designs (increase mobility of lasers by one).
..Charge Cells (lasers gain free reload with a 4-turn cooldown).
..Perfect Lenses (Even more accuracy)
..Heavy Cell (Unlock utility item that increase "ammo" capacity for lasers by 5!, but reduce mobility by 3).
Attachments include:
..Hot-shot lense that cause burning.
..Dazzle lense that cause disorientation.
..Blue-Green lense with even better accuracy.
..Pulser that shoots with reduced damage, but action is refunded on a hit.
..Electro-Laser that can fire a stun-shot, costing two "ammo".
..Pin-Point lense that pierce up to 3 pips of armor.
1) All laser weapons are unlocked by a single tech. Once the principles are understood, they are easy to implement in various forms.
2) Lasers come with build-in laser sight for improved crit, but cannot accept it as attachment. As lasers does not cause bleeding, and leave no bullet in the victime, they deal less damage on a crit (only +1)
5. Since lasers lack mag capacity, I suggest "Laser battery capacitor" as utility item (not a weapon module) which gives +1 to magazine capacity for your laser weapon. It will help when you aren't lucky enough to get mag increasing modules.
6. Proving ground research for improving effects for #4 and #5.
1. Lasers won't support custom ammo. You may use it, but it will have no effect.
2. There will be a research (if you have Lasers and Elerium researched already) for each weapon category (rifles + pistols, cannons, shotguns, snipers) which increases their damage by 2 (so they are 1 damage behind plasma tier) as well as adding tier-specific benefits (accuracy for sniper rifles, shredding for cannons, crit for shotguns etc.). Laser might change color after upgrading (to violet for example).
3. Both mag weapons and plasma weapons research will make laser weapon research faster, as well as both laser tier researches will speed up magnetic and plasma research respectively.
My point being, dont just add a random technology as the next tier for a weapon. Choose one that actually builds on the same principles. For lasers this could be electrolasers. As a low-power laser ionise the air it travels through, a follow-up electric charge passes via the ionised air, zapping the target. Such a weapon may be great against robots and also be stunning.