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For some reason the alternative launcher didn't see it... It only see that you overrides XComGameState_HeadquartersProjectUpgradeFacility.
So none of my 340 mods edits those 3 entries....Bummer.
It'd be good to find out, so you can post incompatibility. I can give you my mod list if you're interested in tracking conflict.
;+ModClassOverrides=(BaseGameClass="XComGameState_HeadquartersProjectUpgradeFacility"
;+ModClassOverrides=(BaseGameClass="XComGameState_FacilityXCom"
;+ModClassOverrides=(BaseGameClass="XComHQPresentationLayer"
I use many of your other mods with no problems.
Attendez! Vous êtes français en plus? Grand Dieu, mais vous êtes parfait...
I will erect a temple in your stead with the inscription:
To God
KRUMIRO
You are wonderfully smart! I never knew why my game got so "HORRIBLY VERY SLOW". Your explanation is limpid. Crystal clear. Now, I won't ever have to disable mods randomly and reenable them until I hit the conflicting culprit. THANK YOU. You've added weeks of gaming to my life :)
Now the engineer assigned for the Facility Upgrade gets unassigned automatically when the Upgrade is complete (instead of manually as before)... ;)
1: While the other upgrades have a proper preview picture of the room addition, the awc one only has a placeholder graphic.
2: After completing a room upgrade the engineer is still marked as "busy" with the activity "Awaiting Excavation".
But I haven't personally tested it on LongWar2 yet (I save the LongWar2 candy for last because it is the funnest XCOM extension and I don't want to spoil the fun too soon... , first I want to finish a Campaign in Vanilla+RealisticWar, then in GuerrillaWar+RealisticWar, etc...)
So anyone please confirming that this mod (and other RealisticWar minimods of mine) is really compatible with LongWar2 (or other major mods) is very welcome so that, if any isn't, I may try to find the time to fix it in advance even before starting my LongWar2 campaign... ;)
Rofl47 21 Mar @ 7:43am
Does this work with "Long War 2"?