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报告翻译问题






Not sure how to feel about this mod in the end. With just Golden Path Missions Revamp(yes I made .ini changes for this to work with Ethereals) you get 2 portals reinforcements with strong pods right off the bat. In every campaign it always feels like you will get overrun eventually if you don't focus Avatars quick enough. With this one installed, I was literally camping gateways waiting for Ethereals to show up.
You have to beat 6 Ethereals on legend to finish it, problem is they spawn in like every 3-4 portal reinforcements so it takes a while... for the last one to spawn, I think I had to kill like 6-7 reinforcements pods before he kindly decided to show up. I think this mod also limits reinforcements to only 1 portal. Normally you can get 2 portals to spawn, one on each side. So not only it drags the fight out, it also makes it a bit easier. Pods themselves were also weird. I think it was scaling them depending on how many Ethereals were left. Once there were 3 left, it finally started spawning some actually threatening units.
;----------Purge Groups-----------
;OLD
;-EncounterBuckets=(EncounterBucketID="LIST_FinalShowdown_PurgeTeam", \\
; RandomizedSelection=true, \\
; EncounterIDs[0]=(EncounterID="Showdown_Purge_Gatekeepers"), \\
; EncounterIDs[1]=(EncounterID="Showdown_Purge_Sectopods"), \\
; )
;NEW
;+EncounterBuckets=(EncounterBucketID="LIST_FinalShowdown_PurgeTeam", \\
; RandomizedSelection=true, \\
; EncounterIDs[0]=(EncounterID="Showdown_Purge_Gatekeepers"), \\
; EncounterIDs[1]=(EncounterID="Showdown_Purge_Sectopods"), \\
; )
There are 2 more "old" and 2 more "new". I left ConfigurableEncounters untouched. I'm unsure if I commented out correctly as it's called FinalShowdown and not Fortress.
I feel like something is off with this last part as I keep getting CTD when I do certain actions with my soliders such as shooting or using grappling hook which never occurred before this mission. Here are the 2 lines before the crash detected message:
[1967.89] Warning: USkeletalMeshComponent::InitArticulated : No PhysicsAsset defined for Plot_ALN_AvatarShowdown_01.TheWorld:PersistentLevel.XComWeapon_201.SkeletalMeshComponent_1178 with skeletalmesh FX_Weapons_Shared.Weapon_Dummy
[1968.07] TacticalSuppressors: Event OnProjectileFireSound triggered AugmentationArms_Grapple_MG
Let's see how much we can break things by merging them together with all the original goodies ♥️♥️
Fantastic work as always 👍👍