安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






It's about the GTS Perks. As you said, the GTS perks of deactivated classes do not affect the game. But it bothers me again and again to see these GTS-Perks (it's just my fault). I have looked at your files and found several entries for the GTS Perks, for example the GTS-Perk incognito of the scouts. Is there no way to remove these perks from the files without disturbing the function of your mod?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1470614736&searchtext=promotion
By the way, I have all your classes in action (including my german translation of your mod). Via Ini files, I have adapted these classes a bit for myself (also for practice). After my modifications, I realized that I've created two specialized classes for the 4 standard classes. In that sense, I came up with the idea that an option would be appropriate in the game, that in the form of a tree under each of the 4 classes each of 2 specializations are selectable. It is a nice approach, above all, the player has an additional incentive to develop his soldiers.
What do you think of the idea? Could you implement something in the game?
Is it possible to train your classes only through the Guerrilla Tactics School?
Via the ini-files I can deactivate classes. Unfortunately the perks of the deactivated classes are still displayed in the guerilla tactics school. Can I deactivate these perks in the ini files? I can't find the appropriate setting.
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/1128707437/1480982338952248035/
I've rebuilt your SWAT class a bit. I even managed to exchange 3 skills using the ini files. This is not as hard as I thought.
So a question for you as a professional: Where can I see all the standard class capabilities of XCOM2 in terms of name and description? Yesterday I struggled to find the skills, it is complicated by the language barrier (English is not my native language).
I changed the weapon of your SWAT class from shotgun to bullpup via the ini files.
Is that okay if I only do that via the ini files or are there conflicts?
Don't be angry, I think the SWAT class is just perfect as a fast mobile class with a bullup :)
But I would like to replace the grappling ability with another ability. Is this also possible with the ini files? I have a very slow internet, so I don't want to download the XCOM2 developer tool with almost 100 GB.
I always appreciate a more refined approach,
The workshop is large, and I tend to choose cleaner, more focused mods for quality!!!!
@Jim Raven yes because the Assassin has a sword and the Marksman has a pistol.
oh by the way, I noticed Demolition's Explosive shot saying it deals double damage
but it seems like it actually doesnt do double damage(it did less damage than Deadeye actually)
is this intentional? I'm just getting confused by its description.
[0251.55] Warning: FullyLoading in DynamicLoadObject: LWSoldierSockets (LWSoldierSockets.Meshes.SM_Head_And_Sockets_F)
[0251.55] Warning: FullyLoading in DynamicLoadObject: SO_RangerSkins (MaterialInstanceConstant'SO_RangerSkins.Materials.MAT_MilHull')
[0251.55] Warning: Bad Item Prereq name: Gauntlet_MG_Schematic
Does this have anything to do with this mod? Cause I map crash after these warnings meaning I can't progress at all.
So is there a way to edit the hidden potential via ini or mcm?