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Not only that but also the Bio Division 2.0, A better ADVENT (War of the Chosen), and possibly other enemy mods like the Frozen Legion, Advent drones, Purge units, and also A Requiem For Man: Praetorians Standalone
from my very limited testing I have found that it breaks SOME (if not most of) the shells in "More Shells", since it starts rolling characters that it's not supposed to, sadly.
These 2 mods working in conjuction would be great, ngl
I tried this with Vortex Pixalation's "ADVENT Flashlights" (when that had been updated to WoTC). The ADVENT units spawned in the shell menu background didn't have the flashlight attachments. So I don't think this mod is working right with WoTC.
IIRC, that's launching the game without the -review switch
RerollButtonEnabled=false
Not really, I'd have to modify the maps which is out of scope for this mod.
Additionally, an update to the base game broke aspects of the shell maps, so they can't be modified without causing crashes.
As it is i'm only seeing the same five or so guys over and over again, when i have over twenty soldiers i'd also like to see. Anything you can do about that?
The LWAP/LW2 ADVENT are just Heads, the Body Parts are attached at runtime. That only works in-game, not on the shell.
That's impossible unfortunately.
You using Title Menu Continue Button?
It rerolls the Aliens, duh.
Seriously though, my mod randomly chooses aliens to replace and you can always reroll.
@robojumper Awesome mod! Thank you for creating it!
Weird you thought it was this mod. No, that's "Savage Cam Cream"
SeqAct_GetPawnFromSaveData.uc:
0. Get the latest save.
1. Does this save contain an XComHQ? Can happen to not contain one in tactical quick launch.
2.1. If it has one, get all soldiers from the barracks
2.2. If not, get all your soldiers in the battle
3. choose the unit with the highest amount of kills
4. If there aren't any units in the latest save, create a new random unit
5. Create a Pawn from this unit and place it in the position
From all your time working in the shell code would you happen to know the mechanics for how the game picks which XCOM soldier to show? I am midway through a campaign and my soldiers are starting to look like BAMFs but all the soldiers selected for the title screen seem to be random rookies not from my campaign. Any idea what might be going on? Thanks!
Should work.
If I think about it - in the meantime you could go to ini and add a CharacterGroupOverride for the Elite Viper and assign it to a trash group. I used it to make my mod treat shieldbearers and lancers as troopers.
Well I think the Elite Viper mod is also the reason why I have only see one Andromedon in this whole campaign. So... want to test that out and report that issue too. If I'm right.
Guess the CharacterGroupName should be "Viper"
You could either file that as a bug in Elite Viper, or wait for me to add a list of known "Bad Templates" that will get ignored (which will take a week until I can do that.)
Oooooh. It's in the .u / .uc files, no wonder Windows' own search didn't find it. Had to use a Grep tool. Anyway, yup:
"CharTemplate.CharacterGroupName = 'AdventCaptain';"
Hmm, I have no explanation for that, other than that the Elite Vipers may have CharacterGroupname = 'AdventOfficer' or something (if you could check that...?).
Aaand vipers .
No worries on the compatibilities, I'll just disable the button in the INI.
What did you say about vipers? This mod should really not do anything with vipers. Do the shell maps even have vipers?
It's unfortunate that the button and hotkey don't work for you, as my mod should handle overrides transparently.
I'm also finding the "J" key and the Reroll Units button aren't working for me. I'm using Title Menu Continue Button (UIFinalShell and XComShellPresentationLayer overrides) and Total Advent Weaponry (UIFinalShell screen listener). Well, not just those two... hundreds of others too :)
Although he didn't have his lance, which I suppose means he isn't a Lancer. He also can't stun without his lance, which takes away the Stun too. So... what is he?
Thank you deeply for this mod. Nothing brought me more joy than giving the most hated enemy in XCOM an existential crisis.
I saw them in the editor and I know my code will ignore them (no, there's not a one-fits-all solution for that).
But I could do that manually if I wanted to.
Unfortunately without the particle system around its head.