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with these two additions and and random origins each soldier is unique!!!
RPG!!!
[RPGO] Random Classes: Generates funtional random classes
On promotion to squaddie, RPGO will randomly assign a primary, a secondary and some complementary specializations for the soldier. This is recommended over Specialization Roulette if you use Weapon Restrictions as well because it will make sure your soldier will have a primary and secondary weapon category available. Can be combined with Origins and Training Roulette, but NOT to Commander's Choice.
[RPGO] Weapon Restrictions: Specs will determine which weapons your soldiers can use
Enable this option to restrict RPGO Soldier to certain weapon categories based on their chosen specialization. Specializations will grant you access to certain weapon categories for the primary and/or secondary weapon slot. Can be combined with any of the other rpgo second wave options. With Random Classes active your soldier will only have exactly one designated primaray and one secondary specialization.
i have random classes ,weapon restrictions, training roulete and random stats and works great!!
Thank you.
Just seems a little silly that rookies are the only people in my barracks that can use one right now :p
sounds great, keep up the good work :D
Using Mitzruti's recent specialization packs as an example you can manually edit the Supersoldier classes to work with weapon restrictions without a whole lot of problems by adding one line for each of the specializations in the XComRPG config of the SuperSoldiers: Classes, Perks & Equipment folder (1726208561 if you don't use AML).
Using Ninja as an example (adding sword as the primary and then psiamp as the secondary):
SpecializationMetaInfo = (bUseForRandomClasses=true, AllowedWeaponCategories=(sword), InventorySlots=(eInvSlot_PrimaryWeapon), bMelee=true)
so that the class info looks like this:
[NinjaNinjutsuArts X2UniversalSoldierClassInfo]
+ClassSpecializationIcon = "img:///UILibrary_WOTCHeroIcons.NinjaClassIcon"
+AbilitySlots=(AbilityType=(AbilityName="NinjaMindOverBody"))
+AbilitySlots=(AbilityType=(AbilityName="NinjaAcrobatics"))
+AbilitySlots=(AbilityType=(AbilityName="NinjaAgility"))
+AbilitySlots=(AbilityType=(AbilityName="NinjaMasterSwordsman", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="NinjaMasterOfShadows"))
+AbilitySlots=(AbilityType=(AbilityName="NinjaSense"))
+AbilitySlots=(AbilityType=(AbilityName="NinjaAssassin", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
SpecializationMetaInfo = (bUseForRandomClasses=true, AllowedWeaponCategories=(sword), InventorySlots=(eInvSlot_PrimaryWeapon), bMelee=true)
+AdditionalRandomTraits=(AbilityName="NinjaTheWayOfTheNinja", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
;+ForceComplementarySpecializations=NinjaNinjutsuArts
+ForceComplementarySpecializations=NinjaNinpoArts
+ForceComplementarySpecializations=NinjaBladeArts
+ForceComplementarySpecializations=NinjaImprovisationArts
Adding psiamp secondary works the same way but the line would be (added under the NinjaNinpoArts class info):
SpecializationMetaInfo = (bUseForRandomClasses=true, AllowedWeaponCategories=(psiamp), InventorySlots=(eInvSlot_SecondaryWeapon), bPsionic=true)
There is probably an easier way to update each of them but that would probably go beyond my rather lacking knowledge of Xcom modding.
The specializations for the classes that were chosen were shotgun, grenade launcher, sniper rifle. Then once I picked the options, my guy ends up with the main category as rifle with the secondary being gremlin.
That being said one of the choices from the commanders choice that I did not pick was gremlin based so it seems like it might just grab a specialization based on the available options to you and not what was chosen.