安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題






War of the Chosen
NOT war of the chosen!
NOT WotC!
So thanks for the great mod and thanks to that excellent site for pointing me to it.
https://www.reddit.com/r/xcom2mods/comments/hs7jyy/kill_the_advent_generalhack_the_security/? link to the modlist and launch.log
i.e., if I built the Alien Ruler Armors first, and then the relevant armor breakthroughs showed up and I researched them, will the bonuses be applied to the Alien Ruler Armors?
[0138.15] Warning: Redscreen: CleanupPendingGameState called with a NULL game state!
Stack:
Script call stack:
(Default__X2DownloadableContentInfo_SPARKWeaponBreakthroughs) X2DownloadableContentInfo_SPARKWeaponBreakthroughs::AddMissingCat
(Default__X2DownloadableContentInfo_SPARKWeaponBreakthroughs) X2DownloadableContentInfo_SPARKWeaponBreakthroughs::OnLoadedSavedGameToStrategy
(XGStrategy_0) XGStrategy::UpdateDLCLoadingStrategyGame
(XGStrategy_0) XGStrategy::LoadingGame
thank you for your mod!
Well, teaches me to assume when dealing with stuff I don't understand.
Actually no, I completely forgot about the slot breakthrough, I only added support for the weapon damage breakthrough.
Fix coming shortly.
This mod makes so that the Cannon breakthroughts apply to the SPARK ones, so if you get the Modular Cannons breakthrough then the SPARK can get +1 slot!
could you made 1 more?
i think sparks need to add additional weapon mod slot breakthrough.
You literally just copy-pasted the previous intro to your shaken scars mod despite the fact that Shaken is no longer tied to getting wounded, and actually had to be told to change it.
The faction classes have a special feel to them because they're more AP-dependant than the base classes. With that mod the SPARK has a special feel to it due to being able to be upgraded like a machine can be. So don't regret making that mod!
Also hooray for this mod, thank you for making it.
And thank you Mr. Nice for also making YOUR mod since it does other things as well, i'll take both thank you.
Which isn't surprising because what we would've needed is editing the weapon types condition to handle multiples, so the end result is going be...editing the vanilla weapon type condition to handle multiples.
I'm just curious what you are so worked up about.
ripping of code again?
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1133858760&tscn=1505250495
It's exactly the same code for adding spark weapons to the cannon breakthroughs.