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报告翻译问题
I noticed the audio for the intros is extremely silent and echoed.
Odd as never has any "reduce VO" been used in options.
I'd do a welfare check this 2025, and do a mod welfare check monthly.
If you have set Julian so that he continues to appear indefinitely, he will drop its loot each time, but they won't serve any more purpose : you only need one Julian core to research and unlock the spark.
(Laos thanks for the compliment)
Since I had 3 fights same time as julian mission they all had the sitrep so it was confusing.
By default, once Julian has been defeated, his sitrep shouldn't be added to new missions (unless you have something else interfering with it). As it is currently coded, the sitrep could stay on other missions if it was already been added before (I could add a fix for this, though). And, even if the sitrep is here (due to one way or another), Julian won't indded spawn if he has previously been defeated.
Then it kinda keep showing in the sitreps but the robots don't show up,a fix for that? Not sure why its doing that.
I have CI and mechnized warfare on.
To spawn the POI (from the globe view):
SpawnPOI true 5 POI_HunterWeapons
To spawn Julian and his crew (in a mission with the sitrep), put your mouse pointer somewhere "fair" in the fog of war close to both you and Advent and run the commands:
DropUnit Sectopod_Markov 6
DropUnit FeralMEC_M1 6
(repeat the FeralMEC command 4 more times)
I was using this mod before too, but I currently don't know why both aren't working together.
It's a shame that that mod is breaking things. :/
Were your 5-6 tries realized before disabling raider and strategic spawning mod or after ?
Anyway, thanks for reporting. I'm glad you could make Julian spawn too.
I am glad that I actually made Julian show up though. Even if it is at the expense of disabling that mod.
(And of course, if the option is left disabled by default, Julian will stop to spawn after he has been killed).
I'm far from an expert about how sitrep are handled by the game, though, so I can have overlooked something.
So that answers that question.
Unfortunately, the SitRep continues to show up. Not sure if it has anything to do with the fact that Julian was banged up but alive at the end of last mission.
I'm not quite sure why the sitrep would spawn for every mission, though. Its appearance probability is given by the AppearanceChanceJulian parameter (in percents) in the XComGameData config file. By default, it should be 30% : either you have been very lucky (or unlucky), either something is wrong in my code. You could try to lower it (especially if you alow the sitrep to show up again, as 30% could be a bit much anyway) but I will check it again.
So I am playing on Covert Infiltration. I have turned the config setting to allow the Robotic Uprising SitRep to keep showing up even after Julian's defeat. I am not sure if this is the cause (thought I'd mention it anyway)... but ever since reaching FL5, I keep getting the Robotic Uprising SitRep without actually having the robots show up. Moreover, the SitRep appears for every mission that spawns.
Is it possible to enable/disable specific alternative DLC integration individually?