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






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
***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!
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
This line is present but borntolead ability does not appear when selecting starting ability
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.
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? :)
ABIZIOTS_PATCHUP_HEAL_IMPROVE = 3
so from 2HP to 3 HP.
Does the nanomedkit research give a flat boost? If so, it boosts Patch Up by how much HP, please?
I'm sorry for any inconvenience that this may cause.
The strength of patch up only depends on Nanomedkit reserach.
HealingDefinitions[10]=(TemplateName="AbiziOTS_PatchUp", PerUseHP=2,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
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!
I've checked my config file and the setting was set to True
;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?
My soldier dissapeared when ambushed during Convert Mission. There was 3 soldiers but only 2 soldiers. Maybe she was captured. I'm very sorry.
I'll update this later.
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.
That's sorted it. Thanks mate!
XComAbiziOTS.ini
Any ideas?
would make any normal soldier count as an officer for the purpose of mission requirements.