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






In "XComGameData.ini" change the following:
[XComGame.XComGameState_BattleData]
-LostMaxWaves=-1
+LostMaxWaves=5
This will create a hard cap for the amount of lost that can spawn.
All that said, I really like the idea (and the amount of damage it causes to Advent buildings is quite satisfying) but it makes the game unplayable at times.
This issue sucks, and I'm sorry it affected you. From all research that I've done, it looks like creating a new campaign will not have this issue. This will only occur in an existing campaign. To fix this you will have to manually edit your local copy of this mod to remove the DLC="" lines from each DE definition, which will put them all back into your game and it should behave like it did before this update.
Project: Tesla Rage 1 shows up fine
Project: Lore Discipline shows up fine
Rest are
ERROR: No loc for AbilityDarkEvent_DE_Headhunter
ERROR: No loc for AbilityDarkEvent_DE_BattleTrainingSup
ERROR: No loc for AbilityDarkEvent_NoCrit_Rulers
ERROR: No loc for AbilityDarkEvent_Savages_Shield_II
The strange thing is, I can see all of these within the .loc file, so I'm not sure why my save is not picking them up.
Also 2 of them completed immediately upon hitting "Continue," so that's even weirder.
I am not planning to release a full list of Dark Events, but you can easily just read through the Localization file
anyways, I thank you for the explanation. Peace, and bless.
You can then open that file with any basic text editor (such as Notepad) and it will show you the full list of all Dark Events in this mod.
To disable certain dark events you have two choices.
1) Locate the correct XComAbilityDarkEvents.ini file and comment out the dark event there (by placing a semi-colon in front of the lines for that dark event)
2) Use the Dark Event Manager mod (which this mod requires) to disable it by adding to the Dark Event ID to the list of dark events to disable in XComDarkEventManager.ini. For Dark Events created by the Build-A-Dark-Event mod, the ID is "AbilityDarkEvent_" and then the name of the dark event (such as DE_HeavyWeapons, making it's ID "AbilityDarkEvent_DE_HeavyWeapons).
Also, while i'm at it, can anyone tell me how to disable certain dark events should I not want to play with them?
Bless, and Thank you.
Project Spectrum Brawl III may have that effect and a dozen others
@Stukov81-T.TV I am more than willing to look them over as I play. When it boils right down to it having the mods is more important than the spelling or the rules of English.
"The doctors from the hospital Parhon have refused to proceed the surgery, even if 140 sick people are dieing while waiting in line to receive a transplant of kidney."
wonderful mods
congratulations and thanks stukov