Is it possible to upload separate config file for those who have error with NET? Many thanks in advance.
?System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
In theory, would I be able to choose that my squad can use all types of guns and armour but just start with what the primary class uses? I have O.C.s that are well trained in all combat
I'm using AA and setting the personal trait count to 7, properly organizing the config through the Modnix, and It won't save my changes when I launch the game
You've probably been asked this before, but I don't know how to search for it other than looking through 130 comments, does this mod allow you to start with all of the available classes?
is there an opportunity to get the "radiant hope" skill with this mod? this is a priest's head mutation skill. I'm sorry if I didn't write it clearly, I'm writing through a translator
For anyone looking here, wanting to have one or two (or more) guaranteed skills to be generated, it is fairly simple to do.
Let's say you would want the assault class to always generate with TROOPER and BIOCHEMIST skills, and the rest random, the config should be setup like this: { "LeaveEmpty": false, "SettingList": { "Assault1": { "ClassAllowed": 1, "ClassStatic": 0, "TROOPER": 1, "BIOCHEMIST": 2 }, ... } } By default, the "LeaveEmpty": false, on line 2 is always there (at least it was for me). This enables your skills to be generated randomly, if you only want TROOPER and BIOCHEMIST to always be there for the assault. This will make your assaults always have TROOPER and BIOCHEMIST somewhere in their skill list.
I believe however, this would result you in generating the other skills for the assault class to be completely random, which could lead to generating a skill you absolutely did not want on the assault class.
Now if I understand the guide correctly on disabling skills for a class... You normally would add the skill to that list with a value of 0. But I can't get it to work so maybe it is not even possible at all or it might be a bug. If anyone can find a solution for this problem, that would be great.
136 comments
?System.NotSupportedException: An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
Pls make a steam version.
Thank you.
updated and working
Let's say you would want the assault class to always generate with TROOPER and BIOCHEMIST skills, and the rest random,
the config should be setup like this:
{
By default, the "LeaveEmpty": false, on line 2 is always there (at least it was for me). This enables your skills to be generated randomly, if you only want TROOPER and BIOCHEMIST to always be there for the assault."LeaveEmpty": false,
"SettingList":
{
"Assault1":
{
"ClassAllowed": 1,
"ClassStatic": 0,
"TROOPER": 1,
"BIOCHEMIST": 2
},
...
}
}
This will make your assaults always have TROOPER and BIOCHEMIST somewhere in their skill list.
I believe however, this would result you in generating the other skills for the assault class to be completely random, which could lead to generating a skill you absolutely did not want on the assault class.
Now if I understand the guide correctly on disabling skills for a class...
You normally would add the skill to that list with a value of 0.
But I can't get it to work so maybe it is not even possible at all or it might be a bug. If anyone can find a solution for this problem, that would be great.