Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
are you using any mods along the lines of commander's choice?
no idea what's causing that. I started a campaign to playtest it to see if any recent changes might have caused this. But I've yet to be able to reproduce it on my end.
It seems like it must be a mod released in the last 6 months that's causing a weird interaction or something. What mods are you running that are not included in this list?
Loving the rest of your mod content (except the 'random shot' mechanic which I believe you already know about; I have a nonfunctional Superior Thunderclap mod on an alien strongbox sniper rifle that I'm quite sad about); do you know of a temporary fix, or perhaps a way to force-change the class of a soldier? I now have two squaddies who the game is telling me to promote but their ability selection screen is completely blank.
@WAR CARTS
Not sure what's causing either of those. I've been inactive for half a year and I'm just getting back into things. I'll let you know if I figure anything out, but that's not an issue prior to my break so I don't know a solution off the top of my head.
I just got another message a moment ago about the camera stuck issue also happening in unmodded xcom 2. So it might just be a freak bug that happens now and then.
The only mods i've been using is this specific collection with instructions provided. I deleted everything else and validated.
it gives you a guerilla op, that when completed, rewards an engineer.
I've gotten a report of a camera stuck on a shooter after firing recently, but that report wasn't related to the 60 second time. And I haven't been able to reproduce it myself. Have you been using my actionqueue mod with any other mods like stopwastingmytime?
That should be an 'op' that gives you an engineer.
In the first case I will admit to not using the 60 second timer very much prior to using this mod. I'd done a shoot action, and it was right before the timer ran down. The camera 'stuck' on the shooter and i couldn't get it off the shooter with scroll or tab. It could be that i just tried to excute an action too close to the end of the timer.
In the second case I did a geoscape mission for an enginer. One of those wait 8 days deals. Does this give you an that gives you an engineer or does it, like in the base game, give you an engineer ?
i've never experienced either, can you give me more details on how I might be able to reproduce those issues?
1. The game locked up when i was near the end of a timer trying to complete an action.
2. I did one of the world map missions for an engineer ... didn't get the engineer ...
Build your own Commander class. You have add-a-perk console but can this be part of gameplay like in the GTS?
Engineers can go to the field:
There can be two ways of doing this. Add Field Engineer as a 3rd tree to specialist and make all Specialists available as Engineers, essentially merging the classes. Either that or make a separate Field Engineer tree and class. It would be nice if they could increase bonuses in the base with rank. Buffing/Healing of mechanical units and debuffing of enemy mechanical units would be their MO.
Scientists can go to the field:
This would ideally mean scientists act as a covert operative. Their skill trees would either make them research faster or make them a better operative and provide increases in intelligence gathering while on missions.
I know, lots of pipe dreams here but I haven't got the time or talent to build these myself.
Mech ala EW (a SPARK with a human head). Class inheritance could be a thing.
This can borrow some code from the the Long War Leader mod - it permanently changes the character and forces them to wear SPARK armor while retaining class skills. Make it expensive so cost throttles the deployment.
GenMods ala EW. Even closer to the LW Leader mod it would add expensive abilities to existing soldier classes.
World Map
This is really underdeveloped. Can you allow imbedding of a soldier, engineer or scientist in a radio relay to provide a regional increase? Example would be:
Soldiers increase chance of guerilla ops scanning sites in the area, +1 rookie per month. Bonuses increase with the rank of soldier deployed.
Engineers increase chance of loot sites in the area, +25 supplies per month.
Scientists increase chance of intel or research boosts in the area, +15 intel per month.
Could I make a request for some more realism stuff?
Grenades:
All grenades have a small halo of smoke (varies by grenade type - explosions usually make alot of smoke)
All grenades have a chance to stun or disorient (varies by grenade type - because getting hit by a grenade is not a pleasant experience, even if you're wearing armor).
All Weapons
All critical hits have a chance to stun/disorient (varies by tech level)
Armor
There's a good mod for Armor mitigation (armor increases armor, not health - because it's armor) but not much has been done for civilian clothing. Civvies should be added with a reduced detection radius, increased dodge and mobility while lowering defense and providing 0 armor.
Other AI overhauls should all be fine, seeing as I have no AI mods in this overhaul.
I just don't know for certain since I haven't tested personally.
I can't comment on Loke's stuff. there's too many mods on nexus for me to vet anything outside of what I personally use. My best advice is to just check with alternative mod launcher first.
that's the more hotkeys mod.
it hides overwatch, but you should still be able to cast it via hotkey
The toolbox has a class override conflict with my more hotkeys mod.
The rest are fine.
I use every mod in this load order, So your game should run with this collection.
I stopped using the real time timers though, I found out I waste too much time just looking at stuff, admiring corpses, fire, etc.
What do you mean you gave them a sword, you mean a utility sidearm? Those shouldnt have any impact.
yes, it's the more hotkeys mod
they can still overwatch, you just use the hotkey now.
it saves an ability icon on your bar, that you probably werent using anyways.