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Technical reason:
Base game, the 4 base classes each have NumInForcedDeck = 1, so you must get one copy of each (all of the forced deck) before it opens the promotions up to randomly pick from any class. But, it also controls which classes you can promote rookies to in the GTS: they don't show up if NumInForcedDeck = 0 (like base game PsiOps).
Amalgamation builds classes out of all of the possible spec combos (minus a bunch marked incompatible). In order to allow rookies to be promoted to these classes in the GTS, all of them are set to NumInForcedDeck = 1. So, if you had a soldier become a mod-added class, you'd have to see every possible combination of Amalgamation specs before you'd see a 2nd of that mod-added class.
I see there is a section in the description about the NumInForcedDeck variable, but I don't understand it. Is it saying that I need to go to each amalgamation class config file, find the NumInForcedDeck variable, and then increase it? I searched a few class config files and do not see that variable anywhere.
I went into the Amalgamation mod config file (2428993550) and I see the NumInForcedDeck variable. Is that the variable that accounts for all plug-in classes, or just the ones created by this mod? If it is the former, what would be a sensible value to use instead of 1, considering I have most of the plug-in classes installed?
And checking them none seem to touch the sawoff clipsize or anything related to it,and checking all my mods I only have the LW2 mod touching the clip size and its set to 2,so I'm confused as hell.
i saw the IncompatibleSpecs area in the configs but it seems to be for specific exclusions
i installed like 4 extra specs and am going cross-eyed trying to find every spec name to incompatible with lol
great mod, really spiced up a recent playthrough :)
Note that they won't appear on already-rolled soldiers, you'd have to rebuild them through the console to make them pop up there. (which will reroll tree perks and random stat gains too!)
Installing Xylth's GTS /may/ work. I think that also has a limit, but it might stretch it upwards enough to work. You can also use my Console Helper mod to force a spec combination, along with a house rule to wait X days or the like. Not optimal, but the Helper is built to handle crazy class counts.
For example, if I wanted a character that was pistol based, and wanted 2-3 pistol related specializations, is there a way to force that? It looks amazing, and looks to be far more stable than RPGO, but just not sure about exactly how it works or how it would fit into the campaign idea I have. Its overwhelming for me with all the add on packs for amalgamation.
So do either stuff like allow light armor (spider/wraith) for all soldiers in XComAmalgamation.ini:
+AllClassAllowedArmors="soldier_Light"
or add them to only certain classes, probably based on primary specs:
+ExtraAllowedArmors=(SpecName="Shadow", ArmorType="soldier_Light")
Then, do the same for the rest of the primary specs and other armor types (or drop Rusty's Armour Category Tweaks).
Specifically, I have a soldier that is an Infantry - gunslinger - scout. The soldier's corporal scout promotion was quick draw which I chose and it's sergeant gunslinger perk was quick draw which was selected without any other input when I clicked on the promote soldier button after a mission. The other skills of the same rank now cost AP
To fix, all I had to do was add an additional restriction for each "psiamp" restriction, one that sets the inventory slot to InvSlot=eInvSlot_Psiamp (which is what Foxcom uses). This, in turn, allows your Amalgamation mod to recognize the restriction/pairing as valid.
Thanks again!
(Example, for anyone who has the same issue: +AbilityRestrictions=(AbilityName="Stasis", WeaponCat="psiamp", InvSlot=eInvSlot_Psiamp)
For example, Stasis and Sustain keep showing errors about eInvSlot_Pistol:
Amalgamation DLCINFO INFO: No weapon template in eInvSlot_Pistol Stasis
Amalgamation DLCINFO INFO: No weapon template in eInvSlot_Pistol Sustain
But other psi abilities, like Soulfire and StasisShield get patched correctly:
FinalizeUnitAbilitiesForInit [Helen, None, 462] Patching Soulfire to eInvSlot_PsiAmp
FinalizeUnitAbilitiesForInit [Helen, None, 462] Patching StasisShield to eInvSlot_PsiAmp
The end result is that, even though a soldier has Stasis and Sustain, whenever the tactical map loads, these abilities aren't there. Stasis is not on the button ability bar and neither show up in the F1 detail screen.
Cause I never really used it anyway. I prefer disabling classes via config