Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
Each enemy has a list of Allowed Followers, the mod-maker or mod-user can edit that list to add or remove enemies from the vanilla game or other mods.
AFAIK, When pods are built this mod will draw from the pod leader's Allowed Followers list.
I know this is supposed to work with A Better Advent but how does it interact with ABA + other enemy mods like Muton Harrier, Armored Vipers etc?
Does a single pod get to have different aliens from different mods or are pods "diverse" but locked to their parent mod (so ABA enemies and other mod enemies can't spawn in the same pod)?
No. I've a hazy memory of that happening with a mod years back, can't remember which one though. At a guess there's a mod with a typo in its "XComEncounterLists.ini", check your launch.log that may flag the error.