It is in and looking good on my Long War 2 v1.5hf install. I hope works smoothly throughout, but I'll make a point of commenting back if not. It really looks like a fine idea for a mod and the MCM is well done and effective. But I want it to co-operate with the Long War 2, despite not being updated since October 10, 2016 - prior to Long War 2's release.
Using this mod at the same time as the original may cause the universe to EXPLODE!?
Holy s#*! man, that's a some bug! Can't you put like some Exception handling in or something? Like seriously! I don't want to end the universe just because I forgot to disable a mod!
People would be so pissed...
I kid of course, found your warning to be rather funny though, so decided I'd add my own nickle.
I'll probably give this a try as hopefully it will tell me on the mission selection screen when my soldiers are fatigued.
Ive just dropped this in to my game, with anticipation. The mod itself might be working, but Ive put the MCM in at the same time, and I dont see Soldier Fatigue under the 'mod options' tab. My job is to look around and see if the effects turn up here or there, but if you have any suggestions please let me know.
This is a nice mechanic with certain strategic play styles. Some dont like it, but its a bit of 'immersion', and encourages a large roster. Im using it with Squad Noteriety and Cohesion. Thanks for choosing this submission -bc
Sorry about this. For some reason, I had 2 versions of the mod uploaded here on nexus. One of them had MCM and one of them did not. I put a new update on here today so it should be resolved. Let me know.
There's 2 things when you create a mod that are made that look almost exactly the same. The first is the project file that we make to actually develop the mod. When it's compiled for the actual game, a thing that looks almost exactly the same but with the xcommod file is made.
To make the x2proj file into the xcommod file, you just need to open it up in the dev tools and compile it.
It was repeatable. As a test, I uninstalled the mod from NMM and used the Workshop version. After that, the fatigue started showing on the soldier info where it wasn't before. For now I'll just use the Workshop version even though I prefer NMM. I can the Nexus version again when I get a chance.
Agreed thanks for the work on this. I hate Workshop.
Meanwhile in terms of feedback on one of your proposals. Instead of pre-existing wounds if sending out a fatigued soldier on a mission perhaps a permanent disoriented state? I sort of dislike that you cannot throw grenades while disoriented but I think its fitting that your movement is reduced and you cannot use specials.
Thats not a bad idea. At some point I'm going to figure out how to apply debuffs to a fatigued soldier (ini setting of course) in a mission and when I do that I'll add an option for disoriented as well.
20 comments
I hope works smoothly throughout, but I'll make a point of commenting back if not. It really looks like a fine idea for a mod and the MCM is well done and effective. But I want it to co-operate with the Long War 2, despite not being updated since October 10, 2016 - prior to Long War 2's release.
Holy s#*! man, that's a some bug! Can't you put like some Exception handling in or something?
Like seriously! I don't want to end the universe just because I forgot to disable a mod!
People would be so pissed...
I kid of course, found your warning to be rather funny though, so decided I'd add my own nickle.
I'll probably give this a try as hopefully it will tell me on the mission selection screen when my soldiers are fatigued.
This is a nice mechanic with certain strategic play styles. Some dont like it, but its a bit of 'immersion', and encourages a large roster. Im using it with Squad Noteriety and Cohesion. Thanks for choosing this submission -bc
Any chance you could let me know how a mod maker creates a suitable .XComMod-containing archive for upload here?
To make the x2proj file into the xcommod file, you just need to open it up in the dev tools and compile it.
Meanwhile in terms of feedback on one of your proposals. Instead of pre-existing wounds if sending out a fatigued soldier on a mission perhaps a permanent disoriented state? I sort of dislike that you cannot throw grenades while disoriented but I think its fitting that your movement is reduced and you cannot use specials.
Thoughts?