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That's the code that initializes the regen effect. The first parameter, 999, is the number of turns it lasts. The second parameter, True, is whether the effect is infinite or not. Something is obviously out of whack here.
Basically, it appears that the shields stop regenerating after a certain point. I'm trying to discern if it's after a certain turn or after a certain amount of damage.
To be honest, I haven't touched this version of the mod in over a year so I don't know if I updated it with the new shield mechanics that the WOTC and LW2 versions have. If your soldier has a "Reignite Shield" ability in their hotbar, I never updated it.
With the old mechanics, if the shield HP on a soldier reaches zero, they need to Reignite the shield again. With the new mechanics, the regeneration is constant regardless of current shield strength (but both versions have a cap on the amount of shields that the soldier can have at any given time).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1137954330
Classes have started back up for this year, so the quick rate at which mods and patches have been coming from me is going to come to a grinding halt except for some work I can do on the weekends. This might take a while, but I promise everyone, this is on my to-do list.
Are your load times longer with just this mod, or this mod and a bunch of other mods enabled at the same time?
And that's an excellent idea! I'll add that to my update to-do list.
But like that mod saids in its description, use Uniforms Manager. Set up the mod's cosmetic armour on a solider with Kevlar, save the uniform, change the soldier from Kevlar to one of this mod's armours, and load the uniform. Done.
Also use the Long War 2 version of this mod with the Long War Alien Pack if you can. Right before I left for vacation I uploaded a new update to the LW2 version of the mod which fixes a lot of issues and makes the shield regeneration a lot more like Halo.
i understand if you don't want to
I have no idea, but I would guess probably not because this mod adds new armours instead of changing existing armours. But I've never used Armor Stat Customiser before, so you would know more than me on this subject. In fact, the best way to see if something works is to try it in the game.
By "what name" and "armour pieces" what do you mean? There are a multitude of names used in the code to determine things. By "armour pieces" do you mean the item IDs of the two new armours, or the IDs of each individual cosmetic armour piece (torso, arms, legs)?
The Item IDs are Superheavy_Plated_Armor and Superheavy_Powered_Armour, and the cosmetic piece IDs are accessible from
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\857403389\config\XComContent.ini
Fun fact, a lot of those other config files hold variables that you can adjust to change the armours' stats. Only basic stats though, like HP, Shields, and Armour. And the custom abilities' stats, as well.
But yeah, having a description note about it is probably the best way to go.
So I'll just put the item IDs in the description and tell everybody how to fix it.
The Orion and Mjolnir have the item IDs SuperheavyPlatedArmor and SuperheavyPoweredArmor, respectively. You'll have to add those ID's to Grimy's Loot separately. However, some of the Grimy's Loot upgrades may be either crippling (Shield Gate) or incredibly OP (Shield Charger).
any way/chance to have the option for this to replace the war suit shieldwall ability? (Mjolnir shield regeneration instead of shieldwall)
(shieldwall is supposed to be a defensive ability but its so so useless )