Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2079923127
Maybe its fight with another mod from me, the Ammo+Vest Mod?
Thanks for the answer, and good luck in your future projects
@boisegangpc Those might be left over from when I'd intended to put an activatable ability onto the vest, or they might be part of recharging. Try changing the values and seeing what happens.
@hygorct & @Nasarog I honestly don't know, but I'm guessing that it will. You'll notice from the description that I kept it pretty simple: as soon as you are able to to Experimental Armor research this should come up as a possible result (i.e. there are no other pre-requisites set). That should also answer @Ethereal's question, as to why I'd rather not add a requirement in this case.
SHIELD_VEST_ABILITY_COOLDOWN=3
SHIELD_VEST_ABILITY_CHARGES=1
If it conflicts with a Mod, It's probably one of those : 'Infinite proving gounds' 'Experimental Items Unlock" or " Ultimate Workshop".
game crashes
Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
With the length of missions, 2SH 1/2 regen would make armored soldiers only slightly more durable (far inferior to stasis), but would improve survivability for more fragile guys, by about 3-6 HP per mission, heavily depending on mission length and when he gets hurt. It would expand their HP so they won't get one shot, but gives them SOME sustain so it doesn't become meh after the first hit.
(could add a "charge capacitor" ability to restore the shield points, like reloading)
Of course, this is only a quick mess of ideas I made up in ~10 mins. I already am in love with the fact that someone made shields for us too, makes the game feel more diverse. Keep up the good work! (oh, and curse the 1k char limit, I had to cut so much off)
Have any other folks had this appear in their campaign like I have?
If I recall correctly, here are the mods that affect Engineering in some way or another:
- Crafting Elerium Cores
- Crafting Personal/Group Shield Generators
- Plated Vests (Comes up along with Statis and Hazmat vests)
- Tech Vests (These never come up, however...)
- Armory Extensions
- Experimental Items Unlocked (for fabrication after a project that unlocks it)
- And this mod.
It's either a conflict or I must start a new campaign. Any ideas?