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Rapportera problem med översättningen
Well, I made yet another change to try to fix this issue. See if it sticks this time (remember to unsub/resub to force steam to update)
Oh and very important: are you using LWOTC or not?
Is this a relatively new campaign? Earlier this month I pushed an update that should, hopefully, have resolved most recruiting weirdness. I recommend unsubbing/resubbing on steam to force it to update, as steam updates things erratically.
I didn't test this with a existing species to see if it work, but there is a entry that could be added to a class that might do just that:
AcceptedCharacterTemplates="YautjaSoldier"
If this works, then a new class can be tied to a specific character template, while the same character template can work with any other classes available.
So just to clarify, its a species that would be like any other AU species + a exclusive class that can only be accessed by this species.
More Resistance Order Pages is a prerequisite, so no point in adding it.
I could add the Random Soldier Info Mod bridge, I didn't consider it at first cause it's unlikely that I'll be expanding its functionality to all the species.
That does sound like a cool project! I'm currently working on too many stuff at the same time as is so I think I'll have to pass it for now, mostly cause I'm not as interested in classed aliens. I don't know exactly how you'd implement a class to only be available to them but it does sound like it would work nicely.
But I ended up making a Class with extra squaddie abilities to simulate the species+class... The idea was to allow the Yautja species to train in any regular class while also have a exclusive class that would make them closer to what is seen in the movies (essentially a Reaper+Skirmisher mix).
I spent many hours tinkering with it, and I think it could be a nice addition to the AU family.
If you are interested, maybe we could talk to see if a collab is possible.
- Allies Unknown Redux: Buildable HK Droids
might add these as well:
- More Resistance Order pages
- Random Soldier Info / Allies Unknown Bridge Mod
Try deleting all the lines that start with Weights= and replace with this line:
Weights=(DaysActive=0, Weight[0]=0, Weight[1]=0, Weight[2]=0, Weight[3]=0)
I'm not really looking for non-human soldier to acquire by scanning sites. I prefer to get them from covert ops or mission. So are there any ways to disable the scanning site? It also ate up my POI too as almost POI spawn always non-human soldier/rookie.
Is it okay/work just to comment out [POI_AU_Rookies X2PointOfInterestTemplate], [POI_AU_Soldier X2PointOfInterestTemplate] in XComGameBoard.ini in the main Allies Unknown mod?
AU Vipers has two MCOs that weren't set up properly. The replacement classes listed in the MCO are not 'child's of the class they are trying to replace. This usually results in unintended consequences way beyond than what the author wished to accomplish.
The Non Human Recruits List will be generated normally
but otherwise, you're sure you have Allies Unknown Redux enabled as well, right?
The button should hopefully no longer be there.
It should be possible to gate it by some scanning time. I don't know, however, if I am able to disable the code from AU that sets it to spawn immediately. It's something I could look into. It being affected by Gone to Ground is a great shout, I can see if it's possible to implement it.
For that matter, is there any way to make it so that the Gray Market only shows up after scanning for it, like the Black Market? And for it to be affected by Gone to Ground?
forceRefreshAlienRecruitsAUSquaredf
the last letter "f"
A couple of days ago I saw that you added a command to refresh the AU recruit list... do you know if there is a similar command for the regular recruit list?