Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Got a question here: do these traits work on MEC soldiers from the EW mec port? Afaik, Mec is a new class but it is somewhat based on the SPARK. Sorry if this question has already been asked before.
and IRI_FireSparkFlamethrowerOverwatch
Imo this is kinda a missed opportunity. Image how cool that would be if Spark use incinerator to target all enemy around it and produce incredible massive fire all around it.
That sucks, Is there a fix for that, or does the modder need to fix that? I was looking forward to complete robot supremacy.
The Mechatronic Warfare page says so. It also mentions that running both will make your Sparks busted as hell
+AmmoTemplateColor=(AmmoTemplateName=SCRounds , HexColor="AAAAAA") ; Silver
I'm trying to use SelfCorrectingRounds with "[WotC] UI - Colored Ammo Bar", and in editing the configs for that to add a colour to them I need the "AmmoTemplateName"m which I can't find in the MOF configs.
I could probably guess it, but I figured I'd ask instead of taking potshots in the dark. Anyone happen to know what it is? Thanks!
Thanks for the cool mod! Cryxalus(aba) did a translation into Russian. Please add it!
Русский перевод
Кинуть в папку локализации мода (...\steamapps\workshop\content\268500\1125117203\Localization)
https://drive.google.com/open?id=1AbiqFRQoNcXx8yBZs89jx3EnitEgEiwv&authuser=axaaaid%40gmail.com&usp=drive_fs
Great job!
It's a bit of a messy solution for me, as I've given my Sparks 2 utility slots and the balance I've gone for means both the slots need to be open for all items to keep Sparks competitive. For now I'll just deal with it I think. Some good options available already, but its a shame to miss out on the full mortar-bot experience.
100% agreed its a difficult thing to balance..
Add the lines following to an XComGameData.ini ;
[XComGame.X2AbilityTemplateManager]
+AbilityUnlocksGrenadePocket="Overdrive"
They will then have the (useless) Utility slot, 1 Aux weapon slot, 1 "Grenade Pocket" (if they have Overdrive, standard squaddie ability for SPARKS) ... and then 2 more "Grenade Pockets" from equipping the Ordnance Launcher
@PreConceptor ~ hope you find this helpful ;)
None taken. I should have guessed it was a difficult thing to do.
Basically I've done a bunch of changes to Sparks which in conjunction with other mods, tweaks, and house rules such as Sparks taking up 2 slots on the squad, makes them really feel like heavy weapons platforms that I need to consider how to deploy correctly. Being able to carry grenades in the utility slots would open up more tactical options in the long range ordnance deployment department when using the Ordnance Launcher.
But when I think about use cases, I can't imagine many people will be in my situation. All I know is that if you made a mod, I'd definitely use it. If it wouldn't be worth the time, is it possible to disable MOF's utility slots and add some by editing the Spark's base character sheet or would MOF's restriction carry over? It just seems weird that you can carry rockets and not grenades, especially when Spark Arsenal technically allows it.
The reason I was asking why you want to, was because I was curious of the use case and if creating a mod to undo the restriction was worth the effort. I meant no offence to you by enquiring for more details.
look, do you know of a way to remove the grenade restriction or not? It's not a big deal if there isn't, but it would be nice to know.
Yeah, I can see how the SPARK carrying 4 grenades might worthwhile, but then you could also just give them 4 rockets no?
Am I missing something here
I know about the grenade weirdness, and I am using SPARK Arsenal. I'm only planning on equipping grenades when my Sparks have the launcher equipped. As I'm doing custom balancing I actually need to get grenades in the 2 utility slots to make it worthwhile to use a grenade loadout instead of rockets
If you want SPARKS to have a good interaction with grenades you should use Iridars SPARK Arsenal (can be combined with this) and use the secondary weapon 'Ordnance Launcher', equipping this weapon also gives the SPARK a bonus 2 grenade slots (which grenades CAN go in) :)
MoF adds the shield points pre-tactical as a stat boost. ESO only affects shields generated by the shield granting effect in tactical.
Didn't realise that.
@Exsanguinius: I've run into this issue as well.
Muton moved out of range? line of sight? etc. Suppression's a base game ability.