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Raportează o problemă de traducere
Sounds reasonable to me.
"Most rockets should be properly affected by Grenade-related perks, such as Heavy Ordnance, Biggest Booms, and Volatile Mix"
Not including anything related with additionnal rockets
But i also saw:
"Requires Mod Jam for compatibility with LWOTC"
Im playing LWOTC with this mod since the beggining and i do not have modjam. And it seems to work fine. Should that small problem be related with it ?
Check the Compatibility section.
any idea whaat couls be causing this
I have a question... is there any way for the Elerium Rocket Launcher to use the blaster launcher's targeting system? I'm thinking about this because I fondly remember the rocket launcher from XCOM 1, where the last tier of rocket launchers had homing sights, and things were so much easier XDXD
Thank you very much for the work on your spectacular mods
There does not seem to be any issue with getting Elerium Rockets (+ Powered Rockets) with the bridge mod:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2526470557&searchtext=rocket+launcher+bridge
However, ability to manufacture more improved rockets (such as upgraded sabot) seems to get impaired at certain point in the game.
I don't understand "when you are enabling them in the did" but I think you want template name?
https://old.reddit.com/r/xcom2mods/wiki/index/template_names
like "Sniper_Rifle" i have one of the mod jams that enables it on grenaders and technical on the base LWOTC i was hoping to add it to a couple of other classes.
I guess i could try giving other classes the technical wrist launcher and seeing if that adds it.
I did have a look through all the ini files that i can think of uses rocket launchers including those that add it lol
"Dedicated pistol slot". It doesnt work.
My technical has lw2 gauntles as secondary and the rocket launcher as dedicated pistol slot
Although i can fix this by making rocket launcher secondary or just removing it all together. Iam curious why this happens. And if adding a mandatory skill via ability to slot reassign can fix it
By label do you mean the text displayed in game? That's set in the localisation files - .int for English, .deu for German etc.
For now, i set the mobility penalty in your config to 0, this works. But you put in the penalty for more realism (the rockets are very heavy). For the same reason i separated the original grenadier class to two classes (one with cannon, one with grenade/rocket launcher). I don´t believe that a normal soldier can carry a cannon and a grenade launcher in combat (maybe only for a short period).
> Yes, I am playing with Covert Infiltration.
Then you're either missing the bridge mod or the bridge mod doesn't do everything it needs to do to make my mod compatible with single buildable system. Eiether way it's not a problem on my end. You can probably fix it by tweaking configs for this mod, removing some of the required items for the proving grounds projects.
For the damage preview, the epicenter portion does not show damage values.
Then again I also use Extended Information! so it may be a compatibility issue?