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Rapporter et problem med oversettelse
After downloading an buildable ADVENT SPARK mod, and an BUILDABLE SHIVS mod, I've had my organic units becoming backed up in barracks: earning promotions and bonuses and becoming field captains gradually since my squad is all robotics.
The SPARKS have custom railguns from a reskinning mod. You can slap on an default MEC gun for them such as the railgun, use multiple upgrade slots WOTC to upgrade the weapons 12 times, and then finally use the reskinning mod to slap a reskin on the weapon: and the best part is your upgrades carry over to the reskin, as well as the reskin doing more damage: up to 75 damage optimally and having sniper range. The reskins are part of a team fortress 2 mec package I got off nexus, before finding it on the workshop and re-subbing.
TL DR ; I have high damage ADVENT SPARK and SHIVS that literally have taken over all the squads work, I.E. : YES, ROBOTS TOOK XCOMS JOBS.
A brief explanation of why I could possibly want 100 covert ops in progress, what ever would drive me to such madness? Well: My organic units are literally collecting dust...
The article is what I like to call: INFANTRY IMPOTENCY, and will be listed above as a good ol' fireside read. Heck, ya can even make it into an audiobook if ya want with an character TTS site...
+MAX_ACTIONS_GLOBAL=1
Per faction. Meaning their influence. Base influence 1 action higher influence more action
+MAX_ACTIONS_GLOBAL=1
+MAX_ACTIONS_PERFACTION[0]=1
+MAX_ACTIONS_PERFACTION[1]=1
+MAX_ACTIONS_PERFACTION[2]=2
+MAX_ACTIONS_PERFACTION[3]=2
+GLOBAL_ACTIONS_UPGRADE=ResistanceRing_UpgradeI
+GLOBAL_ACTIONS_UPGRADE=ResistanceRing_UpgradeII
so what does perfaction(2)=2 mean as opposed to perfaction(3)=2? does that mean when i encounter the second faction i can have 2 actions per faction? and where does the influence come in, I don't see any detail here corresponding to influence, only max actions, resring upgrades, and actions per faction.
Most of my character pool just sits in the barracks doing fuck all. Not realistic.