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I am not sure which of my fixes fixed it but I changed line 144 from:
if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && !Unit.IsResistanceHero()))
To:
if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && (!Unit.IsResistanceHero() || (!bUnitIsSpark || !Unit.IsRobotic() || !Unit.IsSpark()))))
And that fixed it. I would also recommend removing WotC: "Increase Combat Intelligence" for everyone since this does everything that does already.
(Cause you want to use those Lvl 2 Bonus for 1 day less on covert, currently cannot send on Convert which is why I'm looking into using this mod)
Update: Sep 3, 2017 @ 4:03pm
Made it so robotic units that can't be captured won't be chosen for captured missions. (Since it would otherwise lead to the automatic deaths of SPARKs on the rescue mission)
I don't know what happens when you have all SPARKs on a covert/capture mission, or if that's allowed in the soldier select screen. I've only started using this today. But if you end up in an all-SPARK covert/capture operation, it looks like you'd have to be prepared to potentially lose a SPARK.
You will just have to destroy the roof of the building and hook cables onto the immobilized SPARK so the Skyranger can tow it.
Or maybe have a specialist to install a quick boot program giving SPARK enough functionality to walk/run to the extraction zone.
Trouble is: I see a load of potential issues.
What happens if it's covert action gets ambushed? Will the game crash loading them into the mission?
Can a spark be captured? If so: does the game just go nuts? If we were to rescue a spark that was captured, assuming the game uses the mech equivelant of unconsciousness, how will we even move it?
These are some questions I'd like to know before going forward with this mod. I worry about breaking my stream campaigns, which is no fun for anyone (most certainly not for me!)
if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && !Unit.IsResistanceHero())) //not a soldier hero NOR can it get AWC abilities
What would have to be added to this line in order to allow SPARK to go on CI missions? Is there an equivalent "unit.something" for SPARK? Where would I look for such a thing?
Thanks and awesome mods!
static function bool IsNewUnitValidForIntSlot(XComGameState_StaffSlot SlotState, StaffUnitInfo UnitInfo)
{
local XComGameState_Unit Unit;
Unit = XComGameState_Unit(`XCOMHISTORY.GetGameStateForObjectID(UnitInfo.UnitRef.ObjectID));
if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && !Unit.IsResistanceHero())) //not a soldier hero NOR can it get AWC abilities
{
// If this unit is already at the max Com Int level, they are not available
return false;
}
This is the same line that is in Increase combat intelligence for everyone {LINK REMOVED}(https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1134537412). Does this mean that we don't need robojumper's mod because it is included in this one?
Thanks for the answer & update promise.
I can't wait for making bond between my GLaDoS & Cyborg Soldier76.
Their current relationship is like, 1.4. xD
There is no hope between them without that covert mission...
Is this intentional for who does not use allowing Spark bond?
But in all seriousness, it could probably pull it off; if you can get that wweird "stealth" field on normal covert star missions, its should work for covert actions.
Guess it provides a decent distraction?
So I've just been passing time, sending my SPARK on every mission that gives +Dodge, before I continue on the story missions.
Julian is currently at 62 dodge.
Amusing at the very least.
Robot bondmates soon, I hope.
https://www.reddit.com/r/Xcom/comments/6xq594/psa_bug_with_promoting_soldiers_in_the_training/
20 Ton killing machines ARE sneaky! :D
JULIAN SPARK: I'm a GIANT ROBOT, what's your excuse?!