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Zgłoś problem z tłumaczeniem
Thank you
Error: Redscreen: ImportText (Behaviors): Missing key name in: (BehaviorName = WaitedTurnsForFlameThrower, (NodeType = StatCondition, Param[0] = TurnsEngaged, Param[1] = "> = ", Param[2] = 2))
I understand the request, but have purposely made these modular for user customization. (i.e. people can subscribe to the different variants as they desire (standalone units, replacers, raider-faction additions, etc).
@Spukn
I like the idea, but at the moment they do not unfortunately.
I appreciate the ideas! I'll see if I can implement some as well :) Thanks for enjoying
Also, have some ideas for the armors. I think these wouldn't make them too op just unique:
For the engineer armor it would be nice to add an immune fire attribute.
I would also give the centurion armor that holo targeting ability advent captains have (or something like that). Another cool idea would be to give the armor some psi defense.
I hope you don't mind throwing around some ideas.
Keep up the good work!
Yes, the cerberus raider mod will remove the "added" enemies, but will not remove the "replaced" enemies. If you are subscribed to any of the replacer mods, those guys will appear on both advent and cerberus factions.
Great idea, I agree that's what I remember about these units as well. I don't have plans to implement it at this time, but I appreciate the brainstorming!
@duanelocsin
Same :)