Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
I do not personally play/test on LW/Mod Jam, so I will have to dig into if LW changes anything fundamental that MOCX requires, and then I would have to account for that in Customizer+.
(The long answer for why Customizer+ is required is that MOCX hard-codes in support for giving hero units. The hard-coded support only works for Templars and Skirmishers. This mod expands that support so that you can actually spawn/capture Reapers.)
the 2 console commands you listed in the mod description did nothing different in my playthrough. the first print and print after rebuild didnt print anything and the rebuild didnt solve it either.
i also tested a bit around with the original mocx mod and the part "mocx fills with advent/other soldiers" seems to be the general intended behaviour of the mocx mod when no valid classes are found. (i managed to manipulate 2 other mods who spawn specific custom alien pods into not having valid entries and there, it simply didnt spawn those mobs. that's how i came to the conclusion with the mocx mod)