Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
Thank you.
It also inadvertently makes a Quickdraw/FaceOff Pistol focused Gunslinger/Sharpshooter a god to rip the shields down for the rest of the team.
And at the same time it does this for XCOM too, so it is great for using with something like Null Ward from Iridars Psi Perk Pack
Be very cautious. Especially since Shieldbearers are little assholes and would just run away before you can kill them.
So it turns out .. some time ago, I may have added the SPARK and MoF shield to the excluded category (the same as ballistic shields) ... I also done the same for the boosted shield health from the Shield Attachments Syphon attachment ...
add the following into your XComShieldReplacer.ini ;
+EXCLUDE_ABILITIES="SparkBallisticShield_CV"
+EXCLUDE_ABILITIES="SparkBallisticShield_MG"
+EXCLUDE_ABILITIES="SparkBallisticShield_BM"
+EXCLUDE_ABILITIES="SPARKShields"
+EXCLUDE_ABILITIES="BscSiphonActual"
+EXCLUDE_ABILITIES="AdvSiphonActual"
+EXCLUDE_ABILITIES="SupSiphonActual"
Most of the Supersoldier classes have shields. At squaddie rank with no research done, a supersoldier will have 9 shield HP. With this mod enabled they only have 3 shield HP and that's only because I'm using "[WOTC] Iridar's Vest and Plating Overhaul"
I'd really like to use this mod but, alas, I'm not savvy enough to fix this.
Huh, the Templar's Rend must be marked as Psionic damage. That's the only reason I can think of it would bypass the shield.
As for the duration, see the Known Issues section in the description. Long story short the shield visuals aren't removed properly when I use the standard 'remove effect' code, so instead I have to use the 'duration end' code to remove the shield. This means making all shield durations infinite so I can reserve the 'turns remaining' variable to keep track of if the shield was broken or not. Until Firaxis or the Highlander team fixes the issue with the 'remove effect' code, there's not much I can do about it.
Will certainly add a new way of tackling shields/shield users!
That being said interesting mod idea.
Would this do the same to Iridars More Psi Nullward?
How does it interact with Chosen Kinetic Plating ?
Most items and passive abilties, like LW2 plating, give ShieldHP stats directly to the unit. It's only abilities that have an associated animation, like the Shieldbearer or Muton Elite, that use X2Effect_EnergyShield. Plus ballistic shields for some reason, but I've covered that case.
what a cool idea, though! shieldbearers are suddenly more unique than just slapping extra health on everyone