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What it looked like to me was that the results of recruit jobs were being split between human and aliens
Im happy not recuiting rookie aliens and limiting myself to those few rare outliers for better balance. I know theyre not really optiomal for LW but I very much like to enjoy your work
Because it looked like recruit jobs were adding 50% to the human pool and 50% to the alien pool, i was worried id end up having to recruit too many overpowered rookies, making the game far too easy
You've clarified that theyre separate so i dont have to worry
You can simply recruit humans. I don't know what gave you the impression that you couldn't.
1. That's the premise of Allies Unknown--soldiers that play slightly different but you can use all the modded classes you've got downloaded on them. The ones that actually come with their unique class are the outliers, not the norm. If you think some species module is too OP when combined with LW classes simply Don't use that species module.
2. Don't understand this point. All the recruits gained from the Recruit Job (the ones that end up on the Recruit Soldiers screen) are humans. Full stop. There's a feature to make it so rookies gained as rewards are sometimes aliens; tho the odds of that are nowhere near 50:50 idk where you got that from. If you're thinking of the latter case, you can disable it through config.
1. such alien recruits get normal classes (assault etc) however they have their innate alien abilities (snake's massive dodge and aim buffs, elite's shields) this is quite unbalanced
2. because the new recruits are split 50:50 between human and aliens you cant just ignore the aliens if you dont like them. Human recruits will quickly dry up
the reason i ask is because i play with the "Liberated" which give you levelled special aliens as rewards. These Aliens all have their own class (Only Sangheli can be an "Elite") as these are rare, i find them more balanced
If not, the only work around I can think would be to use console commands and recruit the aliens for 15 supply each, dismiss them and console in human soldiers to replace them
I'm sorry to bother you, but is there any console code that can increase my faction influence?
It sounds like you've either already done the mission, or it's some other mod conflict going on.
I'll poke around and see if I can replicate it.
I have completed the Psi Gate or the Forge mission
Sorry, I used machine translation
Which of the two are you having problems with? Or are you just having issues with increasing influence with any faction?
Is there any console code that can solve this problem?
My factual influence cannot be increased!
Well, I made yet another change to try to fix this issue. See if it sticks this time (remember to unsub/resub to force steam to update)
Oh and very important: are you using LWOTC or not?
Is this a relatively new campaign? Earlier this month I pushed an update that should, hopefully, have resolved most recruiting weirdness. I recommend unsubbing/resubbing on steam to force it to update, as steam updates things erratically.
I didn't test this with a existing species to see if it work, but there is a entry that could be added to a class that might do just that:
AcceptedCharacterTemplates="YautjaSoldier"
If this works, then a new class can be tied to a specific character template, while the same character template can work with any other classes available.
So just to clarify, its a species that would be like any other AU species + a exclusive class that can only be accessed by this species.
More Resistance Order Pages is a prerequisite, so no point in adding it.
I could add the Random Soldier Info Mod bridge, I didn't consider it at first cause it's unlikely that I'll be expanding its functionality to all the species.
That does sound like a cool project! I'm currently working on too many stuff at the same time as is so I think I'll have to pass it for now, mostly cause I'm not as interested in classed aliens. I don't know exactly how you'd implement a class to only be available to them but it does sound like it would work nicely.
But I ended up making a Class with extra squaddie abilities to simulate the species+class... The idea was to allow the Yautja species to train in any regular class while also have a exclusive class that would make them closer to what is seen in the movies (essentially a Reaper+Skirmisher mix).
I spent many hours tinkering with it, and I think it could be a nice addition to the AU family.
If you are interested, maybe we could talk to see if a collab is possible.
- Allies Unknown Redux: Buildable HK Droids
might add these as well:
- More Resistance Order pages
- Random Soldier Info / Allies Unknown Bridge Mod
Try deleting all the lines that start with Weights= and replace with this line:
Weights=(DaysActive=0, Weight[0]=0, Weight[1]=0, Weight[2]=0, Weight[3]=0)
I'm not really looking for non-human soldier to acquire by scanning sites. I prefer to get them from covert ops or mission. So are there any ways to disable the scanning site? It also ate up my POI too as almost POI spawn always non-human soldier/rookie.
Is it okay/work just to comment out [POI_AU_Rookies X2PointOfInterestTemplate], [POI_AU_Soldier X2PointOfInterestTemplate] in XComGameBoard.ini in the main Allies Unknown mod?