Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский — Испания)
Español - Latinoamérica (испанский — Латинская Америка)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский — Португалия)
Português-Brasil (португальский — Бразилия)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом










Turned MOCX units should become members of equivalent player classes, like Grenadiers etc. How those classes work will be determined by your mods, like this one.
Configure who becomes what in MOCX mod's XComDarkClassData.ini
Hi, I'm trying to create a modlist that is more like an elevated vanilla game. I will use your "vanilla Classes Redux" and "Foxcom 2" with a bunch of revamped enemies. Nothing fancy, not even Covert Infiltration." I'm also trying to figure out a place for "MOCX."
Is it possible to make the captured and recruited units' classes exactly the same as your "vanilla classes Redux?"
Or even better, is it possible for these classes to uniquely represent their differences as in Proficiency Class Pack units?
Also, it could make capturing, recruiting, and using those soldiers on the field more appealing.
We are grateful to you all for all your hardwork, dedication, love, etc.