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Rapporter et problem med oversettelse






1- Basic Grenade AMod is only for basic grenades, Explosive, Anti Personnel, smoke and Flash. This is intended.
-The Plasma charge upgrade is one I'll look into, not sure there.
-Other mod added abilities, I have no idea.
Checking the ini,it seem the grenade Amod do not add a bonus to stuff like acid/gas/fire grenades? Do I read it right? Or does it still apply bonuses charges to these too?
Edit : didn't see the desc precise what change in game,my b on that one lmao
Also ,when you upgrade HE Charge to plasma charge,the cost say "0 Elerium core,50 supplies"
And speaking of these,it seem that some abilities involving grenades don't seem to work with it,like for example "prep for entry" from proficiency class which let you throw a grenade for free work with modded grenades,but not the HE serie for some reason,dunno if its cause they can't be used by grenade launchers so they don't count as grenades? But yeah,just wondering.
Find my mod workshop files.
In XComSavageStockItems.ini, go down to-
[SavageItems.X2Ability_SavageStockItemAbilitySet]
Add the template names to these arrays:
+AllowedItemArray_GrenadeBandolier
+AllowedItemArray_AssaultAMod
+AllowedItemArray_EngineeringAModItems
+AllowedItemArray_MunitionsAModItems
+AllowedItemArray_SaboteurAModItems
Here are all templates from that mod: https://pastebin.com/mRAEUf6B
I've been wearing it on both my support and offensive grenadiers and just realized it's useless once you go past T1 since double capacity bonus isn't working, so you're only gimping yourself of mobility by wearing it.
-More details on this in future.
I increasingly like the idea of giving players a guaranteed unique. One easy thing to do would be to give a unique weapon crate for completing the Blacksite. That would be a simple change and it would be a good reason to prioritise completing that mission earlier.
Yeah no I don’t use covert infiltration I played mostly normal-ish mods for more combat related things so I would assume that by having covert infiltration it could make it so I could get the amount I most likely should have gotten instead of just one unique weapon
Oh, and thanks for the talk about how the drops work to some degree and the XCom code, I find that stuff interesting
If he play normal style with only 1 covert it could be the reason lmao
Perso I'm fine with the current way it is
The problem with pure RNG heavy systems is that you will inevitably get outliers. As you probably know XCom fudges rolls a lot to avoid situations where a player misses 15 shots in a row and has a bad time. Caches and crates have no such pity system because;
A) I'm a talentless hack who sucks at coding.
B) I want players to have to adapt their play to what they are given and I accept that there are going to be some players who get too much or too little from the system.
So thank you both for your comments if you do another run with this mod let me know since these RNG systems can be tough to balance, I don't have enough time to play this as well as make it so feedback like this is invaluable to me.
ECHO, as for your idea of a guaranteed way to get them... if I ever get around to figuring out missions. A single POI that spawns a unique mission somewhere around month 3, with a unique weapon crate as the reward sounds cool to me.
Thank you for listening to my TED talk.
I think month 5 I had like 7 boxes
i do really like this mod tho it adds so much and i love how you can give your guys so many things with older pieces of equipment still having a lot of uses even in late game, it can just be a pain to get what you want sometimes
They're from [WOTC] Superior Explosives:
[FlashbangGrenadeMk2 X2GrenadeTemplate]
[FlashbangGrenadeMk3 X2GrenadeTemplate]
1. Yes it's normal to get magnetic legacy items sometimes. lucky you!
2. You should still get the old hack rewards. Xcom likes to front load new content. If this persists please let me know.
First off; Mr. Savage, I absolutely ADORE your mod !! A must-have in every run of mine (I DO tweak the stats a bit :P).
Question -- I thought of giving LWOTC a go, and apart from it's dependencies, I've got no other mods in my list (clean cofig generated before starting too).
But somehow I can't see the items at all. I know quite a few of them are locked behind tech progress, but on game start there always used to be a handful of em available.
Any ideas on what it could be? Would I need to do a re-install of the mod/game/windows in order to get this sorted? :P :P
Any help would be great. Nevertheless, thanks for this awesome mod dude !!
we can see this
HIGHCAL_MEDCALDAM_CV=2
HIGHCAL_MEDCALDAM_MG=3
HIGHCAL_MEDCALDAM_BM=4
HIGHCAL_SMLCALDAM_CV=1
HIGHCAL_SMLCALDAM_MG=2
HIGHCAL_SMLCALDAM_BM=23
HIGHCAL_HICALAP_CV=1
HIGHCAL_HICALAP_MG=2
HIGHCAL_HICALAP_BM=3
HIGHCAL_HICALDAM_CV=3
HIGHCAL_HICALDAM_MG=4
HIGHCAL_HICALDAM_BM=6
HIGHCAL_RECOILAIM-20
HIGHCAL_RECOILWILLLOSS-1
the last two line are missing the =
shouldn't be like this ?
HIGHCAL_RECOILAIM=-20
HIGHCAL_RECOILWILLLOSS=-1
@BhOLa - A number of things have changed in the mod, so check engineering and your soldiers for content from this mod. The last update removed almost every free item and made you pay of it. - let me know.
I swear I remember having used it with it some 3/4 months ago, but when I re-downloaded Xcom 2 today and started a new LWOTC run with this mod, they aren't showing up.
Any help/suggestions ??
BTW; Excellent mod Mr. Savage !! :D :D
-As for the hidden blades ability text, yes this is an error. I'm going to fix it soon.