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Also, forgive my plebness, but what exactly is a parcel? Did you actually design these 'statics'? If so, I'm super impressed.
It will bigger and better than this one...
Can't wait to play! Only a few hours left!
They should, unless they messed with the system.
I think voice packs should be fine too, but I don't know what is changed.
And I can't wait for the Chosen and the Lost mods. I see a very good modding future.
I recently had a mission in the Parcel with the many shipping crate buildings. I was utterly swarmed by Chryssalids and there was absolutely no firing lanes that my troops could have utilized safely. Lost six Colonels to twenty 'lids.
10/10 would die again.
I'll continue making more when the expansion comes out as a separate mod (WOTC version) as well add all maps from this one.
Enjoy the 61 map parcels total in this mod, more unique varieties will be coming on my next
WOTC Map Pack Mod... I'll still be taking request, let me know in the discussion if interested.
I'll find a way to fix the roof though.
I'll be creating as many interesting request as possible...
...and troops.
Added 3 map parcels for wilderness and one for smalltown
Cave: a map with a cave that has four entrances
Pillbox: a map request from Zam138
Small Scout EU: A UFO remake from enemy unknown small scouts :)
Highway EWI: A road/highway remake from enemy within..
Any map request? let me know in the forum, Hope you guys like it so far...
Yes and no (if you mean start a new campaign).
Did you set that shop sign (which silencer4 pointed out) to provide cover? Could've sworn there was a post of yours saying you would...
@Arkhangel:
I think the probability that cars explode in this game is derived through Bays-ian theory
I'll be updating all maps to have objectives/any finishing touches, after that ill make new maps.
Also because im running out of ideas for map parcels...From now on part of my mod will be making maps from you guys request...So if interested let me know in the discussion :)
Enjoy the 56 parcel maps i got so far....
Does not provide cover. I think it should.
Question: Sinc einstalling I've run into a highway overpass area with a LOT of bugged assets. There's a trailer right alogn sid eit with one tile of seperation (something I'v enoted a lot of in your work, so that why I think it's yours) that is very of invisible if viewed from one side while being on the same elevation, but renders perfectly fine when on a different elevation, or from any other angle. Very weird. There's also two pillars that I'm pretty sur eusually only show up on city centre maps that do the same thing, except they aren't viewable AT ALL while on the same elevation. At worst I'll just disable this parcel, but I'm not sure which it'd be in your config file :) At best, it'd be awesome for it to be fixed.
I also second the notion that reducing one tile spaces is a very good idea :)
AWESOME MOD!
Console command X2DebugMap, then click "show map" and it should give the name (which starts with Plot_). Think you then click around and get the PCP / parcel names (IIRC)
Also while in editor, you can press 'p' after building cover nodes to check which tiles can be navigated and used for cover
Obligatory "That's XCOM, baby"