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






(also i can't believe this mod stil lives
On top of that in order to research this mod, you gotta have four Advent officers. Advent officers are very rare. By the time I got enough salvage to do the research, I had already developed Warden armor and was researching plamas weaponry.
This mod sucks!
I believe most of it is just make the Trooper's armor not infinite or something and give a buff for the current armors and utility slots, since LW2 alters those... overall the proving grounds works fine... but you fell no need to build with the cost and power of LW 2 armors.
The tech itself may not load if the mod's loaded into a campaign in progress, though that's the only reason to my knowledge that the armors would not be available (key phrase of course being "to my knowledge").
I really want the Shieldbearer armor for those chain shields.
No, the ADVENT rifle is set as an in-between tier for conventional and mag tech. The alien rifle is the same for mag and plasma. However, they should upgrade weapons with attachments and equip automatically when upgraded to.
I've been continuing to have difficulty finding time to work on the mod, though am still intending to get back to it.
Is this guarenteed to show up/ I'd really like to use this mod.
ASSAULTRIFLE_SALVAGED_INFINITE = false
TROOPER_ARMOR_INFINITE = false
I'm still getting them as squad upgrades though rather then requiring to be built individually. Am I doing something wrong?
I USE COMBATANT, NECROMANCER .Rifle dose not show up on these guys on the loadout screen before a mission, and also stops any type of gun from being selected.
So i cant use it, but it dose work - i guess it it something to do with the list of allowed soilder types in the list it uses.
I've added the ADVENT power armor variants as well as the Alien Rifle schematic. Note in the description their abilities and their unlock requirements as they're not just the mod's core tech anymore with these mid/late game items.
I've got good news and bad news with the energy shield animations; the good news is that the ground pound animation is working, the bad news is that the visuals for the actual shield still need working on. So...progress?
Finally, I've not been able to squeeze in all of the config options I've promised for this update; the key one that's been added is the one to adjust costs for the techs and schematics. I haven't forgotten about the rest, though, and I'm still working on getting those added too.
Let me know what you think about the update and what you'd like to see me work on next.
So I guess the command I'm looking for is:
AddItem CorpseAdventTrooper 4
Mod re-enabled!
If you feel it's necessary and aren't against it, for now a temporary solution would be to add via console command the extra corpses you feel you shouldn't need to pay and buy the schematics with them.
Just to keep in mind, the limiting factor for the costs of the gear in this mod is originally intended to be the corpses rather than supplies. The scarcity is meant to have things pretty accessible, but demand the player to make priority choices and plan ahead. If you buy one schematic and feel fine but start feeling worried about not having enough for tier 2 armor for a few missions if you buy both, I'd say that's where the costs 'should' be.