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How? There is no reference to that in the config, only duration of the abilities themselves. And it's a pretty tiny file lol, so would be hard to miss that.
It shouldn't do anymore now that EU Aim Rolls has updated. No-one's confirmed that though. See comments in August.
Ah. Comprehension fail on my part there then.
I think that Reddit post would be better titled "Notes on the patch for modders", rather than it being a version of the game for those with the SDK.
I only came across this after the 'Advent allies' Skirmisher resistance card granted me a free Stunlancer. Check the screenshots on my profile: the Intimidating Presence debuff (correctly) reduces his ranged aim by 33% but reduces his melee aim by 133%. I bet you'd run into the same issue with an Adaptive Servos andromedon shell.
This might help explain why you'd get conflicting resuts testing these yourself. I can only guess that, because this option was released purely for modders , it slipped by Firaxis QA. Another point in favor of flat aim buffs/debuffs?
That's a relief, I obviously jumped to the wrong conclusion.
Hope everything works out for you.
AdaptiveServos grants Mecs +125% Aim and Intimidating Presence grants the units around a Berserker +67% Aim. I tested with and without EU Aim Rolls and got the same result. It looks like the confusion comes from how Yet Another F1 displays the info: the F1 info pane shows +18 Aim for an Advent Mec, and yet when I control a Mec with the servos buff, the shot preview shows the much higher value, and I can consistently hit enemies in smoke and high cover.
I don't use EU Aim Rolls, but I do use [WotC] RW Realistic Aiming Angles with the EU Aim Rolls type features (separate rolls for hit, crit, and dodge) activated. Both mods overwrite X2AbilityToHitCalc_StandardAim.
@13crusader Thanks for your valuable and well thought out in-depth feedback.
First of all - great mod, adds a lot of challenge when facing boosted enemies ;)
I run into some problems with mutons though - they have Combat Hardened perk, and while it works correctly with crit chance, explosion reduction seems to be bugged:
- it reduces damage from explosions to 0 (armor shred still works though)
- when injured muton is hit by explosion damage (rocket, flamethrower) it heals up to full hp :D
ActivateDarkEvent DarkEvent_Intimidate
You should use it on the Geoscape / in the Avenger and it should the display the Dark Event popup. Any further testing would be much appreciated!
Is there a Console command that can be used to activate Dark events ? because id like to do some testing on a fresh campaign because the campaign i just finish loading times make testing time consuming.
As for the animation/performance bug: No idea how it would cause that. Have you checked if the performance improves after the Berserker(s) are dead? And what kind of system do you have? I hvae not noticed any issues with 10+ Berserkers.
also another issue with the ability is whenever a Berserker is present on a mission with the Intimidating Presence dark Events active it causes grenade abilities animations on xcom/Advent/Andromedon to bug out usually on the enemy turn and makes my game performance alot choppier .
all other dark events (the ones ive gotten anyway) work as intended . if i ever did out which mod is causing this issue ill let you know .
I know that ABA adds a Sectoid Soldier and perhaps an argument could be made that they don't have psionic powers and shouldn't be able to use Solace. But excluding them by default would be inconsistent imo.
What I can do is add a blacklist of enemies that you can use to prevent them from getting it.
Which Dark Events can spawn is not affected by this in any way.