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Rapporter et oversættelsesproblem
1. Sadly, CC is still broken and unusable. My initial 4 specialists and beyond all fail to properly switch specialties. The soldier abilities window changes but the soldier doesn't visually change, nor do the stats always appropriately change. Some stats would change but specifically I noticed specialist hacker stat wasn't changing. Taking that soldier into combat becomes even more weird. They still look like the original automatically assigned specialty but the abilities are a weird mish mash of the two specialties. A soldier who was turned from sniper to specialist looks like a sniper, has a sniper rifle, has aid protocol (though I don't think it was working properly), has pistol overwatch but no pistol fire.
2. Not all characters had the CC change bar at the top in soldier abilities menu. Injured didn't as expected per your design. Some healthy soldiers also had no change bar. I couldn't discern a pattern, although I did notice one of the soldiers with no change bar was the sharpshooter I had already changed previously to a specialist.
3. Good news. The weird rookie logo graphic glitch in last version appears fixed.
I of course defer to your programming judgement about what can and can't be done, but it seems like this CC workaround you have is really opening up a huge can of worms in addition to not being quite like the original CC. Is there no way to intercept the logic that assigns the speciality and take control before it gets applied? That would of course be ideal vs. switching.
Alternatively, maybe there is a way to do a kind of cheat end runaround where you dismiss the character and add a duplicate identical character made with the specialty of choice? This might not be acceptable though if it messes up combat stats or NCE character traits. Hidden Potential shouldn't be as much of a problem with this because optimally IMO commanders choice should only be a 1-time option when soldier first gets assigned a specialty. A loss of combat stats for one rookie mission probably not such a big deal either.
Good news, NCE still seems to be working fine.
Everything else I had disabled.
https://www.dropbox.com/s/jpzrx4t4lhseed0/geminigod%20logs%20for%203-1%202ndwavereborn.zip?dl=0
the second bug- the check is literally
if( Unit.GetRank()==1 &&bIs_CommandersChoiceActivated&&!Unit.IsInjured() )
so i have no idea where it could go wrong.
on the first one i'll check
I'm not sure what changed with this mission. It might be my first time taking a new recruit along. It is my first time taking soldiers with AWC ability awards after retroactive AWC just awarded them. Maybe it is a promotion thing related to promotions above seargent or something... If I can figure out more, I'll let you know.
https://www.dropbox.com/s/go8j11wbzr5vn62/Game%20Crash%20files.zip?dl=0
NCE is so close to being nailed down! It would be really great to get that stable and pushed out to everyone with the rest disabled until you can find more time to work on it.