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Distance to target is the main barrier; various other interactions between terrain, unit types, etc, being the others. There's just no way to have something be consistent.
So, unfortunately, it looks like there's not really anything further I can do, at least to the best of my knowledge.
You or anyone else is free to take the mod and modify it if you want to attempt to improve it. Until then, I don't see myself updating it until I actually come back to playing the game.. and I'm not sure when that will be.
http://steamcommunity.com/sharedfiles/filedetails/?id=844674609
I guess this begs me to come back and finish the voicepack. Still pretty busy though and the 1080 Ti still isn't out.. and Firaxis never bothered to fix the numerous bugs the game still has nor the awful performance.
Love/hate situation..
Anything from the games can be ripped out directly, which is why it's all from IV, SFxT and V; and all the same actor.
Much of the lines are unusable though because they just don't fit into the context of XCOM.. or pretty much any other game, and I value that above quirky things like other people have released.
Still plan to revisit this and revamp things with that new idea mentioned previously, but again, waiting for the 1080 Ti to be released, which we're assuming is in January. New year, fresh start, could help..
Would interfere with manipulation of multiple units in a short timespan (though the game locks you into a single character without a mod IIRC), but it should be fine otherwise.
I've mainly been waiting for a game update to improve the horrendous performance (+draw call bottleneck) and fix numerous bugs, but there's still been no updates even with the console version release.. which I just learned was a month ago.
The game is in a sad state, and it looks like Firaxis are going the route they went with the first game: Abandoning it with all its issues.
Makes me regret actually buying it..
I currently have no plans to return to the game until I upgrade my GPU (waiting for the 1080 Ti), as it turns my 2x 780's into a loud furnace when playing to keep 60FPS. But maybe now that it's in the cold season I may return to it, especially with this new voice idea.
If there was a way to get an "on attack" event, all those moves would be put there, but sadly it doesn't seem XCOM2 works that way. I swore the first game did.. but maybe I'm thinking of a different one, gotta go back and check.
As it stands, it's comfortably playable IMO, but I definitely do not consider it complete.
However, because it's a WIP, some of them aren't used (and there's also a lot of 'hurt' sounds).
Almost all the special moves, the attack sounds and numerous other lines for certain things that I just can't have make sense when applied to actions in XCOM2.
I'm really disappointed there's no 'on attack' sound or 'on melee' sound. There's so many lines fitting for that (basically all the special moves!), but it's just not something the game does.. soooooo disappointing.
Most of the common actions have variety, but some of the rarer things (hacking, sighting, VIP) only have 1, maybe 2 or 3 lines. I have yet to get lines in there for the PSI buff skills and there's nothing for low/out of ammo. Not too much for missing attacks, dodging or hitting armor either.
Working on sorting them, removing dupes and integrating them into the pack.
If something else doesn't catch my attention, expect an update in the next few days.
Then again, there's some pretty crazy stuff people have done with voice packs and others use them, so maybe I'll add them to things and not give a damn (besides, it could use the variety).
If only there was a way to have the soldier say something when they melee.. would flash kick that up so hard. (Also shoot apparently, as I've not heard any soldier say anything when you give them a basic shoot command; could've sworn the first game did that).
Last time I did this was with Torchlight 2's editor, far better solution than this crap.
Oh, and feel free to yell at me if something's wrong. The last thing I want is errors in my mod(s).