XCOM 2
[WOTC] LordAbizi's Battlefield Leadership Training
223 条留言
lordabizi  [作者] 11 月 21 日 下午 10:45 
The abilities are very similar. I have changed some things alightly about most abilities, and of course my Command works differently from LW Command. Still, to me this seems pointless to run this with lw, and if it works together with lw then it's an accident rather than an intentional decision on my end.
MysteryTwink 11 月 21 日 下午 7:58 
On the strategic level both mods are about the same, but the officer abilities change tactical gameplay quite differently. Personally, I enjoy your implementation more, I think the actions you added open up the mission sandbox a lot more

Unless you're saying officer actions are supposed to be 1:1 clones too, in which case I'm having the craziest mod conflict... Lol
lordabizi  [作者] 11 月 18 日 下午 10:10 
My pleasure but there's really no point in using mod in lwotc seeing as the officer mechanics have been ripped from there...?
MysteryTwink 11 月 18 日 下午 9:12 
So I now have a permanent rookie in my barracks. I named him Rookie "Rook" McRookie, he's been with us since the second month but has spend the whole uprising just lounging on the Avenger, waiting to hop in and out of squaddie training whenever I want to train an officer lol

***I have NO clue why this works, and lordabizi explicitly said the mods are incompatible, so please don't ask them for help with my workaround if it isn't working for you! I just wanted to share what I found in case it helps anyone else.

Thank you again for the great mod, lordabizi!
MysteryTwink 11 月 18 日 下午 9:08 
Thank you for maintaining this mod for so long, it's been such a great addition to my campaigns and the officer skills you added are so fun to use! Also, I found a workaround to the "missing GTS slot" UI conflict when running this mod with LWotC. I'm about 100hrs into my current campaign and haven't had any issues, so it might work for others.

I just slot a rookie into squaddie training for any class. For some reason this momentarily resolves the UI conflict and the fifth GTS slot appears on the screen until I leave the GTS again. The slot is gone again the next time I open the GTS, but the officer will stay in this "invisible" training slot even if I cancel the rookie's training
lordabizi  [作者] 11 月 6 日 下午 10:31 
It will first try to spend soldier AP on the training. If that's not enough, it will draw from XCOM AP as much as needed.
PaniloGames 11 月 6 日 下午 8:05 
So, do I need normal AP points for regiment training or XCOM AP count too? Because some soldiers of mine meet all the requirements but have no AP.
bamboocarpet 10 月 22 日 下午 3:20 
Such a cool concept, and has worked well during my current campaign.
HKR31 8 月 13 日 上午 4:05 
Thank you
lordabizi  [作者] 8 月 12 日 下午 8:55 
You still need to enable the "old school born to lead" config, if that's not turned on, then this line does nothing. It's another line in the same config file.
HKR31 8 月 12 日 下午 1:38 
+ModifyAbilityDecks = (ClassTemplate = "UniversalSoldier", AbilityDeck = "TraitsXComAbilities")
This line is present but borntolead ability does not appear when selecting starting ability
lordabizi  [作者] 8 月 12 日 下午 12:51 
1. If you go to xcom class data config and enable the older implementation of born to lead, then it will support RPGO initial trait.
2. I don't think this option is currently available. I can only PREVENT officer training based on having a certain ability, but not the opposite. Probably not too difficult to add but I don't have any updates planned for the future right now. Still, if I'm in the mood to update the mod, I will consider it.
HKR31 8 月 12 日 上午 6:47 
Also can I make configs so only units with born to lead can be trained?
HKR31 8 月 12 日 上午 6:21 
Can Born to lead ability be added to the starting ability list? I use RPGO
lordabizi  [作者] 8 月 4 日 下午 10:17 
Well there's the old implementation of born to lead, where it would be added to random xcom decks of classes or the total random xcom deck pool. I believe it should still be possible to toggle this on in the configs. Check XComClassData config of my mod for instructions. It does require from you to understand how the classes you play with work.
M0NSTER 8 月 4 日 下午 4:03 
Is there a method of allowing a class to always receive the BornToLead trait/ability without just assigning the ability to the class?
lordabizi  [作者] 7 月 11 日 下午 10:34 
I don't think it exists, but I can add it in the future.
RolandJ 7 月 11 日 下午 9:10 
Thanks! I just noticed that the strength upgrade information is revealed in the SoldierSkill config, sorry for not noticing sooner.

Is there a line I can add to the 'Patch Up' config lines to enable targeting self? If I've got a bandaid, I guess it's not far-fetched to put it on myself? :)
lordabizi  [作者] 7 月 9 日 下午 9:46 
ABIZIOTS_PATCHUP_HEAL = 2
ABIZIOTS_PATCHUP_HEAL_IMPROVE = 3
so from 2HP to 3 HP.
RolandJ 7 月 9 日 下午 3:23 
No problem, thank you for the explanation! I see now that the Officer's Toolkit ingame description does mention Patch Up, I had just overlooked it when I looked earlier. I used BStars Scope to confirm that it comes from your mod.

Does the nanomedkit research give a flat boost? If so, it boosts Patch Up by how much HP, please?
lordabizi  [作者] 7 月 9 日 下午 2:01 
It is done this way because this is how the ability is added, you don't get it by itself, it's part of Officer Toolkit. That's why it also doesn't show on the armory, the unit doesn't get the ability directly.
I'm sorry for any inconvenience that this may cause.

The strength of patch up only depends on Nanomedkit reserach.
RolandJ 7 月 9 日 下午 1:39 
Are there any abilities that increase the strength of the Patch Up ability? This is what the 'Make Heals Persist' mod line would look like, I need to sort out these details. Please assist, thanks!

HealingDefinitions[10]=(TemplateName="AbiziOTS_PatchUp", PerUseHP=2,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
RolandJ 7 月 9 日 下午 1:36 
The "Patch Up" ability comes from this mod, right? Why is it so secretive/hidden? I say that because a) it's hidden here in a slight passing-mention in the appendix A and b) in the armory it's hidden from the unit's list of abilities?

Am I missing something? I was trying to add it to the 'Make Heals Persist' mod, and when I went to the armory to look at the ability it wasn't there, when I came here to look for it, it wasn't there. It's a little obnoxious that it hides like that. More visibility and mentioning it in the ingame/workshop descriptions might be better.

It's an awesome mod, though! I'm loving it!
lordabizi  [作者] 7 月 3 日 下午 9:53 
it's always the mission count :smirk:
hivemindtime123 7 月 3 日 下午 5:12 
It was the Mission count
lordabizi  [作者] 7 月 3 日 下午 12:51 
When you click on the "Officer Training" ability in armory view, it will show you which requirements you are missing. It might be mission count.
hivemindtime123 7 月 3 日 下午 12:05 
How do you get a regi officer? Because i have a field officer at max rank and the game wont let me train them to Regi officer even though I have the upgrade in the GTS.
lordabizi  [作者] 3 月 20 日 上午 10:45 
Yes, I agree that this functionality is not the most reliable.
95% chance? No, that won't work 3 月 19 日 下午 11:20 
Looks like there is a bug regarding the "one Officer only restriction". While the game doesn't allow you to select normally, if you simply switch to sort the soldier list on squad menu by a different category (by Classes for example), then the restriction is bypassed and you can send more than 1 officer.

I've checked my config file and the setting was set to True
ZtatiC 1 月 13 日 下午 3:23 
Ohh I see it in your Mod too, in the XComGame.ini its in TRUE state. Ty my man
ZtatiC 1 月 13 日 下午 3:22 
Ty my friend, I saw this in the cfg file:

;if enabled, allow only ONE 'Officer' unit on the Squad at any time
;if a unit is classed as an 'officer' other 'officers' in squad select get a warning message that you already have an officer in the squad
bOnlyOneOfficer = false

It's false for default, and when i use your mod with this, I can only have 1 Officer in the squad... I need to change something in your mod too?
lordabizi  [作者] 1 月 13 日 下午 12:39 
XComGame, it's a config of Rusty's Detailed Soldier List.
ZtatiC 1 月 13 日 上午 11:50 
Ty for the great mod! In which config file I can disable the option of only one Officer in the squad? Thanks!
lordabizi  [作者] 2024 年 12 月 18 日 下午 10:13 
only on mondays.
Dęąth Viper 2024 年 12 月 18 日 下午 9:20 
Is it compatible with Chimera Squad?
lordabizi  [作者] 2024 年 12 月 9 日 上午 9:47 
Yes, I've even seen one campaign that had this mod and RPGO. Didn't see any problems.
CompleteTrash 2024 年 12 月 9 日 上午 9:36 
Is this mod compatiable with Mushashi's RPGO?
lordabizi  [作者] 2024 年 11 月 27 日 上午 4:17 
Unfortunately not. It is not hard to do, I might do it next time I update the mod.
Taylem 2024 年 11 月 27 日 上午 12:23 
There a console command to give a soldier the Born To Lead ability manually?
Hudson of Skalitz 2024 年 11 月 23 日 上午 12:21 
I apologize, this was not caused by your mods.
My soldier dissapeared when ambushed during Convert Mission. There was 3 soldiers but only 2 soldiers. Maybe she was captured. I'm very sorry.
Hudson of Skalitz 2024 年 11 月 22 日 下午 3:49 
Hmm I think I need to clear out mods just to figure which one causing this, my bad!
I'll update this later.
lordabizi  [作者] 2024 年 11 月 22 日 上午 9:55 
I'm not sure what you are referring to, or why do you think it is caused by that change. The one config line I wrote does not even touch specific soldiers, it just makes the part that checks for if a soldier is eligible for a mission/covert action automatically say "yes" for any soldier. It doesn't edit properties of the soldiers themselves.
Hudson of Skalitz 2024 年 11 月 22 日 上午 6:57 
Hey man just quick update, I've done what you told me and it seems one of my soldier bugged it said "0 days" and the soldier is grey cannot be clicked. Is this normal? I can't deploy the soldier too.
Hudson of Skalitz 2024 年 11 月 22 日 上午 3:05 
Nah I'll finish the game soon because I'm started to get real bored of XCOM 2 I think I'm going to edit the config instead. Thanks you're so helpful :cozybethesda:
lordabizi  [作者] 2024 年 11 月 21 日 下午 10:26 
XComAbiziOTS
Preferably in a local mod using this guide
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2820842366
Otherwise you can edit this mod's configs directly, but your change might get reset whenever I update the mod.
Hudson of Skalitz 2024 年 11 月 21 日 下午 3:51 
Apologies for the late response but which config should I edit/add those command?
Jensonkiin 2024 年 11 月 21 日 下午 3:30 
@Dragon32
That's sorted it. Thanks mate!
Dragon32 2024 年 11 月 21 日 下午 2:41 
@Jensonkiin
XComAbiziOTS.ini
Jensonkiin 2024 年 11 月 21 日 下午 2:36 
Absolutely love the mod, but not a particular fan of the ranks given to the officers i.e. Tactical 5 (TAC5), instead preferring more conventional military ranks. Which shouldn't be a problem as I use the aforementioned Iridar's Rank Replacer anyway, but unfortunately I can't get it to prioritise Iridars ranks over this one's.

Any ideas?
lordabizi  [作者] 2024 年 11 月 20 日 上午 10:21 
+AddCompatibilityRules = (Action = CountAsAlternativeOfficer, CharacterTemplateName= "Soldier", CountAsOfficerRank = 4)

would make any normal soldier count as an officer for the purpose of mission requirements.