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2. In the shot preview, the individual crit components sometimes don't add up. For example, you would get +40% to crit from flanking an enemy as the only crit modifier, but the overall crit chance is only 37%. I presume it is becuase of the range penalty, so there should be another component such us -3% range penalty
3. Do hunter rifles/Denmother's carbine actually do anything except for the built-in +8% aim bonus? Shot preview never shows any bonus for any shots taken at enemies hit previously by them, so I don't even know what the bonuses should be.
it's not set up to have 4-5 tiers of weapons
I looked in the config before, but I suppose I missed that part. Here I was overthinking things with weapon categories, when this mod already had a solution.
Again, thank you!
there you find:
; Excluded Weapon Templates that should not be edited. This can be used to keep special reward weapons with their own stats or
; can be used to allow certain weapon templates to be excluded from changes here to preserve compatibility with other mods.
+EXCLUDED_WEAPON_TEMPLATES = "Shen_Gremlin_CV"
so just add your templates there
I've already used Open Class Weapon Restrictions to add a new non-sword weapon category (SO_Bat) in XComGameData, and Weapon Skin Replacer to move the mod weapons to that category, but the WIO sword changes are still applied.
advanced is bigger buff but with downside
superior is bigger buff without downside
After playing with the basic Proficiency classes and some added ones i ended up not liking the superior attachment at all.. Overwatch classes cant shoot reliable enemies bc of the penalty and overwatch for the other class are awful. Maybe adding superior attachment but with a lower drop could make for a better balance
The rest is pretty good imo
Advanced is the Superior with a downside.
-----------------------
Basic Expanded Magazine: nothing;
Advanced Expanded Magazine: reduces soldier Mobility
Superior Expanded Magazine: no downsides
Is it right basic no penalty, same with superior?
So many upgrade that I can not understand.
Must create a new file, save as ucs-2 le, then copy content of .int file to new file, then save.
though it still will be pretty pointless to get laser or coil as the bridge techs of WIO do something similar to CV and MG weapons.
Is anyone else having the issue were this mod disables repeatable EXO,Spider,WAR and wraith suit projects ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2406120902
Case in point a campaign I'm in where there has been 7x 3 weekly supply drops (so about 150 days have passed) and about 90% of all enemy loot drops have only basic weapon mods amongst them.
This makes the only source of superior weapon mods (and PCS's) the occasional covert ops where you can get a guaranteed superior version of them (literally one per month and even then its a very high chance of not getting the one you'd like) and also the black market in the mid to late game)
Is there any way to make them more common-ish in the INI files via the Advance Mod Launcher (AML)?
Everyone, if you use any of the two WotC SMG mods, I highly recommend this plugin:
https://steamcommunity.com/sharedfiles/filedetails/?id=2867858137
Covert Infiltration, sorry
https://steamcommunity.com/sharedfiles/filedetails/?id=2567230730&searchtext=covert
While the models for the weapons are really awesome and I would like to incorporate them somehow, additional tiers of weaponry and its even greater dominance on research priorities and increased logistical overhead of swapping things out/around (expecially in a single build environment like CI) was not worth the tradeoffs when the bridge techs satisfied my goals in a better way.
actually the base melee weapons don't get a upgrade shot and they don't benefit from melee break through's that add a slot