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Allies Unknown though, that's an interesting thought, always did think it was a bit of a shame that the Sangheili were the only species to get a unique class they can get so if you ever did do something in that regard, that'd be super neat.
Looking forward to the new class pack.
Sadly, no plans for playable aliens. I'm not familiar enough with them to even begin doing that O_O
I will, however, be releasing a massive class pack with the updated and fixed up classes, as well as a few new ones! That should give you plenty of options to customize your soldiers! Will take a look at Allies unknown though...
It also doesn't help that half of the abilities for them don't work, perhaps because of a mod conflict on my end but stuff like Rupture and Killzone for the Andromedon and Muton just don't show up for them in-mission.
If not, that's fine but I just wanted to ask and either way, I'm looking forward to whatever you come up with. This class in particular was fun to play around with.
For example, if you only have vanilla base class, Ranger/Grenadier/Specialist/Sharpshooter all have +NumInDeck=4. So, when rookie got promoted, they will have equal chance to promoted into one of the four classes. However, if you set, say, Ranger to 2 that mean Ranger will be about 50% less to be promoted into and the inverse is true as well.
Modder just set this value for how rare they want the class to be. I forgot that the original value, so, I just pick the value that I vaguely recalled lol. I set all my class to +NumInDeck=4 as I don't like to play favorite but you can change to whatever value you want.
I did as advised, but is there a reason for the value being a difference of 1?
+NumInDeck=2
+KillAssistsPerKill=4
+bCanHaveBonds=true
If you use his other classes, you have to put +KillAssistsPerKill=4 line in as well. Don't worry if you already use the class as kill assist is retroactive.
This also not affects only this class but all of your proficiency classes. Maybe not the one that is redux version as the +KillAssistsPerKill=X should still exist on the base class ini.
Also since they don't have momentum,a range weapon like a pistol would be cool to have at least for the pistol slot if you don't have the Cache mod,perso I added it since,yeah,it make it better/versatile.
Beside that,pretty unique and cool
This is mostly just a heads up of a potential bug, I do not expect that it can be fixed on the current run.
Hope it helps.
All required items are installed.
But to bluntly answer your question, as soon as possible. There might be 2 / 3 classes left plus the templars
I'm very interested in the classes your doing but I'm holding off to see when you did all the classes you wanted with your mod so I can try them all in one playtrough ( at least try as there is A LOT ) .
So I guess my question is is there many more coming before I can try them ?
Also a follow-up question if its still a ways off which classes would you recommend the most to try then ?
Please note that tough I think I'm not doing to badly english is not my 1st language so I re-wrote this a few times to clean it up as best I can so if something is not clear on my end sorry in advance.
Otherwise, this sounds promising. What sort of psionic weapons are talking about here? Asking that, since I am not sure this will work with Covert Infiltration.