XCOM 2
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[WOTC] Shredstorm Cannon Build Fix
   
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14.10.2020 klo 10.27
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[WOTC] Shredstorm Cannon Build Fix

Kuvaus
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 kommenttia
ПΛПО Dragoon 26.5.2024 klo 6.26 
I know it's late, but I just want to say thank you for this mod when you made it.
Iridar 27.2.2024 klo 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 25.9.2023 klo 22.19 
can work with LWOTC ?
Old Man Jenkins 17.7.2023 klo 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 22.11.2022 klo 16.19 
Firaxis really said "fuck it" with some of the code in this game lmao
Dęąth Viper 23.10.2022 klo 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 14.1.2022 klo 1.58 
can work with LWOTC ?
CrazyMalk 19.12.2020 klo 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 3.12.2020 klo 15.46 
@hotl3looded
ah, thank you
Hotl3looded  [tekijä] 3.12.2020 klo 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.