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Not sure if it's Long War 2 bug or a weird interaction between this mod and LW2 causes this bug to happen.
making them cost a sectopod to make is actually fair, given the sheer destructive utility of the things.
Yes but just replace this with the same line the best editing tools you can use for this is Notepad++ it's free and much better than Notepad
the FIX edit SteamGames\SteamApps\workshop\content\268500\865701188\XComLW_Overhaul and replace this line with corresponding line
+TechTable=(TechTemplateName="NuclearWarfare", ProvingGround=true, ResearchPointCost=3200, ModPointsToCompleteOnly=false, PrereqTech1="AdvancedGrenades", PrereqTech2="AutopsyMutonElite", PrereqTech3="", SupplyCost=300, AlloyCost=30, CrystalCost=50, CoreCost=5, ReqItemTemplateName1="", ReqItemCost1=0, ReqItemTemplateName2="", ReqItemCost2=0, ItemGranted="", RequiredScienceScore=45, RequiredEngineeringScore=45)
AND have BOOM FUN :))
Umm, but I did't see it, I must start a new game?
It's supposed to be the research back-up to the "Lost Towers" mission that enables Sparks.
So anyone playing with SLG enabled doesn't get a chance to research that tech. Maybe use a different tech as a prerequisite?
i already research advent robotics, but there's no mechanized warfare in my proving ground
is this mod need to install first when play lw2? or maybe i miss something?
I assume based on the mod desc this is unintended behavior.