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Thank you so much for the information and the hard work you put in to the mods you've made. I appreciate your time and effort.
In regard to adding the hunker down ability to the enemies, there is this mod, however there is no A.I. included. Would this work with your A.I.?
https://sp.zhabite.com/sharedfiles/filedetails/?id=1541012085
Also, would you remember if creating specific A.I. is only doable in SDK, or can I create A.I by simply adding the XcomAI.ini to another mod and add some of your lines/edited lines to make them work?
If I remember correctly, my custom hunker down AI is shared by all units that have this ability. Your best bet is to look through my AI config file to find the relevant section (the hunker-down-related entries should be grouped together) and copy it. Keep in mind that my custom logic is designed around hunker down not ending the turn on use.
Adding the hunker down ability itself to advent units is the tricky part, because (again, if I remember correctly) the ability is added dynamically through custom code, not through config.
I wonder, is there a way to simply add the hunker changes from this extensive mod? I love the ideas here, and have been looking for a way to add hunker to enemies, so that using fire DOT on them is nerfed. The fact that setting enemies on fire prevents them from taking many actions and sometimes leads to them just running around like headless chickens is very OP.
Are there config lines in this mod that I can strip away to add AI to enemies I choose, so that they hunker to put out fire and then use their second action point, or even move to cover and then hunker?
I'm still balancing as I play, but just wanted to say thank you very, very much for completing my perfect setup with this wonderful idea of a mod. Expanding on the "ragtag resistance" feel is a great concept IMO.
- Neonate Viper: Flanking Crit Chance is increased to be in line with regular enemies.
- SPARK: Armor is set to 2, Aim is increased to 70, Defense is reduced to 10.
- Julian Sectopod: Hack Defense is increased to 135 on Commander and Legend.
- Derelict MEC: Armor is reduced by 1, Health is increased by 1.
I never had any issues with the grapple, both with Hunker Down active and without it. In fact, I haven't changed grapple at all, so perhaps some other mod is acting up.
Noticed the reaper no longer has the ability to launch the claymore and fire at it on the same turn. Is this intentional? Reapers only have two offensive capabilities (remote start and claymores). Taking away the one-turn claymore is making this weak character significantly weaker.
One issue, game crashes when I attempt to execute the grapple command. I can select the destination square and the skirmisher speaks, (i.e. "A useful aid") but the game shuts down when I try to execute the maneuver.
In my opinion, the game slows down too much, and in some places is simplified.
I could only recommend this modification to those who were also very cautiously moving slowly into XCOM 1.
But as an idea, I liked the modification.