安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Would this mod be safe to remove mid campaign, as I would like to switch to another mod that does a similar thing but automates adding hunker to enemies, and also adds some simple A.I. to allow those units to use hunker without a separate A.I. mod being necessary.
Bradford.
Got a purifier on the Alien Nest mission and he couldn't put out his own fire.
I don't suppose you could point me in the direction of the code which I could add to other mods to get the same effect.
I love so many of your mods however the incompatibility with other mods means using your AI overhaul mods a no go for me. :(
This would make fire a more palatable weapon to use not only for DOT but as a way to make enemies effectively waste a turn.
A Better AI has behaviours for hunkering (specifically mentioning ADVENT Avenger's mod) so I bet A Better ADVENT does too.
If I figure out the proper names of ABA units and add them to the allowed unit list in your ini, will that allow them to hunker? And would the same go for Bio units, etc? I assume so, I mean, it seems pretty clear, but I wanted to ask before attempting any changes.
Also you could use the panic animations the aliens have, that makes them look like they are hunkered down.
But as it is stated in the description: unless you have mod that alters enemy AI, they are just going to run around until they burn to death.