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报告翻译问题






The scale and details of the issue make it unlikely to be intentional, so I'll default to the assumption it's a bug. At any rate, the diagnosis is simple: In your EPA override folder, XComTemplateEditor.ini specifies that the tech is to be its own prerequisite, to the effect of preventing you from unlocking it at all without cheats: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3594197172
... I bugged Mrvecz about it far too long before realizing his denials were because I tracked the file to the wrong mod. :o
Anyway! Took a while because my latest save was mid-mission, but test results confirm: Advanced Mag Weapons is the final missing prerequisite for Vibroknives, Arc Blades, Ionic Ripjacks, and both of the Edged Swords.
Vibroknives and Mag Ripjacks also seem to be gated behind Advanced Mag Weapons, likewise contradicting your description.
On the other hand, I think I ran XCOM more-or-less constantly yesterday, so I might not have picked up the absolute latest changes. I'll report when the game loads up again.
Standard Swords and Combat Knives are now tied to normal weapon tech and do not require corpses to build. Advanced laser/mag/coilguns/plasma rifle are the associated techs.
Laser/Plasma edge swords are moved to Spectre Autopsy/Corpse, and stats are balanced to be coil tier. Master-crafted laser edge is now on Archon autopsy and needs Archon corpses to build.
(The new requirements make sense in context, I guess, but caught me off guard.)
Reasonable, but imo T2 plating comes out really quick even on legend and is a great early alloy/corpse dump (since you can extract corpses every mission). Making that feel rewarding is a worthwhile tradeoff to the occasional dramatic rookie one-shot ( usually my fault anyways :P ).
Been running 2/4/6/7 ablative and it feels GREAT to tech up.
Yes i change plating to give more shield hp there are alot modded enemies that can kill in one shot for early missions.
Added Skip Gatecrasher to integraded mods.
OPTC_SkipGatecrasher.uc
Worth putting that on this page desc so folks like me don't get confused imo.
[code]
[LW_Overhaul.X2Ability_LW_GearAbilities]
CERAMIC_PLATING_HP=4
ALLOY_PLATING_HP=5
CHITIN_PLATING_HP=6
CARAPACE_PLATING_HP=7
[/code]
This is in contrast to base lwotc 2/3/4/5 plating. Given the extra dot and aoe abilities used by enemies in this pack, I suppose the extra 2 HP is intended to keep injuries similar to base lwotc for cheap squads, at the expense of making tech and paid upgrades feel less impressive (e.g. alloy plating goes from +50% -> +25%).
I always felt early injuries was part of the mod jam experience though, so I adjusted to 2/4/5/6 (juicy +100% for alloy to reward investment, makes tanks like hoplite more important). Feels better already.
Some minor fixes
By default this mod changes the loot drops to contain crystallised MELD. If a drop contains an item that does not exist in the game (like if you do not have any mods that add/use MELD) it will not appear to the player. The same thing happens with the Black Market.
To resolve this you must either add a mod that uses MELD or edit 3 config files that govern the mission drops and the black market. And in general, do not add such strongly game-changing mods DURING a campaign - this rarely ends well.
My mod don't do anything with MEC Troopers check again that you have all researches and upgrades done.
Added Bulky and Hack Defense also to Light\Heavy Spark Armors.
Thanks to @Garr Incorporated
It adds Bulky to all default Spark armours. Mainly for MEC trooper functionality.