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Thanks, by the way, this modpack is super fun and has easily extended XCOM 2's life by a few hundred hours for me.
- Once research has been completed, save and exit the game.
- Go into to Program Files (x86)\Steam\steamapps\workshop\content\268500\1932532481\Config\Workshop\Weapons\XCom\Soldiers\All\zzzWeaponSkinReplacer and make a copy of the file on your desktop, removing it from the folder.
- Once the folder is empty, load up the game and purchase the upgrades (if you can't afford them, you have to repeat this process each time you'll want to buy the upgrade).
- Save and Exit the game.
- Re-insert the XComWeaponSkinReplacer in the folder.
- Now you'll have the upgraded weapons.
I know it may be a bit late, or not relevant anymore, but this might just let you enjoy this amazing modset without tearing your hair out.
(I believe this process will work even for Plasma/ T3, but I still haven't reached that point)
Because that is so much better than standard vanilla advent shots.
.. I'm crashing every time I try to use an explosive. Anyone else run into this?
bit sad was having fun
so far its great and i would gladly pay a few bucks for a finished version ;)
keep it up!!
It should be around line 312/332. Change it to +WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_AssaultRifle_MG
The whole concept the mod is based around, more realistic & tactical gunfights, kinda falls apart halfway through, around the time you get psi ops. I think psi ops really caused a lot of problems in general, as adding them to your roster also hampered the other main selling point of the mod: death. I had a grand total of 90 deaths up until ~October (when I got psi ops) and no deaths for the next 7 months until the campaign was over.
Some bugs you experienced during your campaign last year like the Avatar not spawning after hacking a codex happened to me as well.
The Chosen weapons are really good - perhaps too much - especially the Arashi. The sniper and Darkclaw felt the most fun to use, and I didn't get to use the Disruptor rifle much.
Please note that these criticisms are not me complaining that you suck, they are very vanilla issues and honestly I still think this modset is a massive improvement over base WOTC.
Sparks don't seem to have the necessary slots to equip launchers or their explosives
The Chosen's Katana isn't equippable, but the Hunter's two weapons and Arashi work - haven't killed the warlock yet
I don't think this is something you can fix, but suppression is buggy. If you suppress a suppressing enemy, the aim malus from the enemy's suppression doesn't go away
While not necessarily a bug like the others, psi ops are op. Getting to psi ops is such a massive power increase for XCOM. I went from wiping every few missions to never losing a soldier after getting them
You might want to take Pyrrhic victories off or houserule that it can't be used in most situations. 1/4th of all missions can be ignored using one soldier & this mod
Thanks again, this is some of the most fun i’ve had with XCOM
Thanks, @DigThat !
Anyone else had trouble actually getting magnetic rifles to unlock? I've researched all the prerequisites, it seems... saw Shen shooting the prototype... but no joy.
My only concern so far has been with the default Pistol on Gatecrasher (USP I think?). There was a time during Gatecrasher when killing a suppressing, flanked Advent Trooper with the pistol caused the game to lock up and Advent would never take their next turn, even when trying to manually end turn with the "End" key. When I reloaded the save a bunch and just shot him with my rifle instead, it worked fine. But for some reason that pistol was just not having it.
Either way, still a great mod and I can't wait to see it get some more development!