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To make them guaranteed to shoot on their second action, add TryShootOrReloadOrOverwatch child node to the following behavior. Preferably just before HuntEnemyWithCover. Or to copy-paste...
+Behaviors=(BehaviorName=AdventPriestCXRedLastActionSelector, NodeType=Selector, \\
Child[0]=MindCleanseBranch, \\
Child[1]=RandSelectFromPriestAbilities, \\
Child[2]=TrySoulmendOnLowHp, \\
Child[3]=TryPsiGuard, \\
Child[4]=TrySoulmend, \\
Child[5]=TryPsiGuardSingle, \\
Child[6]=TryShootOrReloadOrOverwatch, \\
Child[7]=HuntEnemyWithCover, \\
Child[8]=SelectMove_JobOrDefensive)
Open XComAI.ini and add this line:
-Behaviors=(BehaviorName=RandSelectFromPriestAbilities, NodeType=RandSelector, Child[0]=TryPsiMindControl, Param[0]=33, Child[1]=TryStasis, Param[1]=33, Child[2]=TryHolyWarrior, Param[2]=33)
before:
+Behaviors=(BehaviorName=RandSelectFromPriestAbilities, NodeType=RandSelector, Child[0]=TryPsiMindControl, Param[0]=20, Child[1]=TryStasis, Param[1]=20, Child[2]=TryHolyWarrior, Param[2]=30, Child[3]=TryShootOrReloadOrOverwatch, Param[3]=30)
I got an error message that the Soul Mend ability for Mark 3 cannot be found in the file.
Would you mind resolving the issue?
Awesome mod btw! Just had a mission filled with mainly Advent Priests and a few Sectoids (it was a Psionic SitRep thing) ... and it really showed me that these new Preists simply can't be "ignored"...
CurrentAbility = AllAbilities.FindAbilityTemplate(' SustainingSphereAbility ');
CurrentAbility.AbilitySourceName = 'eAbilitySource_Item';
- but the perk from the item is still showing as purple? I guess this might be something to do with load orders as the ability tweaks is loaded way before I add all my enemy mods? (using AML: Ability Tweaks loaded at #70, Priest Revamp added in at #194 (of a total 216 list!!).. .. or because I'm adding this new version of Ability Tweaks mid-campaign?
Sorry if this is the wrong place to ask questions about this, I should have maybe tried contact through discord
The reason I'm asking is because I am using a personal copy of ADVENT Avengers Ability Tweaks mod... one of the things I liked was that mod made the Passive Icon for the item be an item-perk colour (eAbilitySource_Item) instead of purple/psi from the class perk
I'd like to re-instate that behaviour and the only thing I can think is stopping it from working is my Sustaining Spheres are no longer default items (because I also have this mod installed), I'm thinking it should be simple lines of code for me to change/add for personal prefference;
CurrentAbility = AllAbilities.FindAbilityTemplate(' SustainingSphereAbility[/b] ');
CurrentAbility.AbilitySourceName = 'eAbilitySource_Item';
Any help offered is greatly appreciated (loving these new priests btw + a ton of your other mods)
- HP heal amount should be doubled
- Psi Guard armor amount should be tripled (especially with limited duration)
- Distortion Field defense amount should be tripled
Other than that, great job!
Advent Helmets were only included in the Alien Hunter DLC because it fit the theme.
Click me, i'm a link
Basically, the ABA AI file has settings that allow you to opt out of the ABA AI changes for single unit types. Doing this for the priest will allow you to use other Priest AI mods, like for example the exact one here.
You can use the same technique to use ABA with other "Revamp" mods that ShadowCX and other modders put out, if you like their changes better than what ABA does.
You could edit one AI tree to incorporate the behaviors and abilities of the other, but you would have to know how all that works to do it well. One thing to note, however, is that the more complicated the tree, the more lag, or delays, it could cause when playing.
....I've gotta try this.