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Maybe it was caused by the last few updates to the game or it was already apparent since day one of your mod's creation, but playing the game with your mod with the tutorial turned on causes a minor glitch on the Commander's implant removal cutscene where it cuts the clip short and brings up a bugged out "Mission failed" (Skyeanger briefing) screen.
it's a great mod too, btw
The other one intercepts the creation of the templates right at the start to only actually create the ones specified in the config, then lets the game do all of its normal logic.
So they both have the same end result. But having different implementations means that they may conflict with other mods differently. So if one isn't working with the rest of your mods, try the other one.
One major difference I can see with this mod over the other is that this one has you editting the .ini file by deleting which bonuses you do not like then asking you to rename each bonus you wanted in numeric order, whereas the other one just asks you to put the ones you do not like as "false" to deactivate them.
Sure the new one is more edit friendly, but damn this original (or rather older) mod is still better because it's been around for three months now, so yeah Favid rocks~! ^_^
Looking at the new mod, it has the same end result as this mod, but with a different implementation. If anyone's having compatibility issues with this mod, they may want to try the new one and see if it works better.
I didn't see that in the .ini? I did comment out some bonuses I'm not too keen on but I didn't see anything about *assigning* them to specific continents?
I'm hoping not because I'd still like some randomless.
LMK, thanks!
1. You tested this mod out on a "fresh/New" game/campaign because as the author stated clearly on the mod description says... This mod will only apply to new games. Or,
2. You don't have any other mod that might conflict with this one. Mods affecting the default continent bonus system might be causing your troubles. Even new/custom perks may be causing your issues as well.
As for myself... I am happy to report that this wonderful mod does indeed work as intended and with no problems whatsoever :)
For anyone that can't get this to work, I recommend trying this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=648568245
[ChooseContinentBonuses.X2DownloadableContentInfo_ChooseContinentBonuses]
ContinentBonuses[0]=ContinentBonus_FireWhenReady
ContinentBonuses[1]=ContinentBonus_SuitUp
ContinentBonuses[2]=ContinentBonus_SpareParts
ContinentBonuses[3]=ContinentBonus_UnderTheTable
ContinentBonuses[4]=ContinentBonus_QuidProQuo
ContinentBonuses[5]=ContinentBonus_HiddenReserves
ContinentBonuses[6]=ContinentBonus_ToServeMankind
ContinentBonuses[7]=ContinentBonus_PursuitOfKnowledge
ContinentBonuses[8]=ContinentBonus_FutureCombat
ContinentBonuses[9]=ContinentBonus_SpyRing
ContinentBonuses[10]=ContinentBonus_AllIn
And I still have Lock and Load as bonus in europe (I started a new game).
;The index must start at zero, and increment by one. Do not skip numbers. Feel free to remove from the bottom.
[ChooseContinentBonuses.X2DownloadableContentInfo_ChooseContinentBonuses]
ContinentBonuses[0]=ContinentBonus_FireWhenReady
ContinentBonuses[1]=ContinentBonus_SuitUp
ContinentBonuses[2]=ContinentBonus_SpareParts
ContinentBonuses[3]=ContinentBonus_QuidProQuo
ContinentBonuses[4]=ContinentBonus_SpyRing
ContinentBonuses[5]=ContinentBonus_AllIn
ContinentBonuses[6]=ContinentBonus_FutureCombat
@cbdeakin With its current impementation, no. But that's a good idea for the next version. It shouldn't be too hard for me to set it up so that you can choose some bonuses that always show up, and randomize the rest.
It happens with Advanced Modular Weapons loaded before OR after this. Not sure why this is but it's happened in all 6 of my test runs.
Does it randomly select the rest from ContinentBonuses[0] to ContinentBonuses[5]?
I got some duplicate continents when I checked the log, so I'll test this out.
Bonuses [xcom.wikia.com]
Gotcha; thanks! This mod came just in time for me to restart for the 40th time!
It depends on mod load orders work in the game, which I'm still trying to figure out. The way my mod works is that when a new game is started, some code executes that replaces all of the continent bonuses with six of those in the mod's config file. AMW, when a new game is started, checks to see if any continents have the Armed to the Teeth bonus, and if it does, it replaces it with a random bonus selected from all bonuses.
So if AMW's code executes first, and mine second, then all bonuses will be replaced with the options from my mod. If my code executes first, and then AMW's, then there's a chance that if Armed to the Teeth is found, it could replace it with any bonus. However, as long as you tell my mod to not include Armed to the Teeth, it should never show up, and thus never be replaced by a random bonus.