XCOM 2
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[WOTC] Shredstorm Cannon Build Fix
   
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14 okt 2020 om 10:27
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[WOTC] Shredstorm Cannon Build Fix

Omschrijving
OVERVIEW
Shredstorm Cannon takes a certain amount of time to build due to a typo from Firaxis. This mod fixes that.

In vanilla, you cannot build this item so the bug has no ill-effect. However, this fix is useful if you use mods that make Shredstorm Cannon buildable.
18 opmerkingen
ПΛПО Dragoon 26 mei 2024 om 6:26 
I know it's late, but I just want to say thank you for this mod when you made it.
Iridar 27 feb 2024 om 4:03 
@everyone
This mod was integrated into X2WOTCCommunityHighlander starting with the version 1.27.1, so if you're using the Highlander, you can safely unsubscribe from this mod.
deli7007 25 sep 2023 om 22:19 
can work with LWOTC ?
Old Man Jenkins 17 jul 2023 om 10:19 
Thank god the modders of the world have enough love for this game and their fellow man to make so many great mods. Base game isn't bad, but I feel like pretty much everyone plays with 200+ mods for good reason. Lots of little (and big) things that really should have been addressed by the devs who were like "just slap a bumper sticker on it and compile the bastard".
Hatsune Marineku 22 nov 2022 om 16:19 
Firaxis really said "fuck it" with some of the code in this game lmao
Dęąth Viper 23 okt 2022 om 16:00 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
[CN]突击队队员 14 jan 2022 om 1:58 
can work with LWOTC ?
CrazyMalk 19 dec 2020 om 4:55 
When I see this kind of nonsense dumbness in a big game's code, I feel better about all the dumbness I've done in my own code before lmao
TheDuke37 3 dec 2020 om 15:46 
@hotl3looded
ah, thank you
Hotl3looded  [auteur] 3 dec 2020 om 15:32 
@TheDukeXD No its the opposite.

All items in Engineering Bay take 0 time to build meaning they are instant build.

In the code, the devs first set it to 0 which is good. But then, in the line below, they mistakenly added another value to the time to build. This second value overrides the first one.

With this mod, I override the PointToComplete value to make it 0 again.