RimWorld

RimWorld

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Powerful Psycast AI (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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585.994 KB
26 Jun, 2024 @ 1:26pm
23 Jun @ 10:42am
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Powerful Psycast AI (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of NilchEis mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2026063610



[dsc.gg]
[github.com]


Empire has attained interplanetary power through their access of advanced technology and psycast, but ironically only players are capable of casting psycasts in the vanilla game. This mod allows AI to use vanilla Psycast against their enemies as well.

Gives NPC AI ability to cast following Psycast:
Disabled by default: Berserk Pulse, Manhunter Pulse, Berserk
Enabled by default: Vertigo Pulse, Waterskip, Invisibility, Beckon, Blinding Pulse, Wallraise, Smokepop, Painblock, Focus, Mass Chaos Skip, Stun, Chaos Skip, Skip, Burden
and allows factions of Neolithic and Ultra tech level (so Tribals and Empire) to generate pawns with Psycast capabilities. Specifics about generation of these Psycast-capable NPC can be adjusted at the mod settings.



Because I am not familiar with coding, I "cheated" by creating jobs that produce effects identical to that of vanilla psycast. Therefore enemy will always use psycasts with original stats even if player or any other mods happen to make modifications to psycasts.


Additional Information
  • This mod should be safe to add or remove mid-game as long as there are no NPC Psycasters present on the map.
  • Incompatible with mods that directly modify pawn spawn behaviour on C# level, such as Vanilla Psycast Expanded. VPE also supports enemy Psycast AI and storyteller that force-spawn Psycasters, so it's unnecessary to run both mods.
  • Compatible with:
    Compressed Raids -- Thank you to ryouta for adding support on their end!

Credits:
Thanks to Seanggag for Korean translation.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: psycast, enemies
18 Comments
Mlie  [author] 10 Jul @ 10:02pm 
@GladioSanctus No idea, never used either of those mods
GladioSanctus 10 Jul @ 8:50pm 
Is it compatible with vanilla psycast expanded? How about makai psycast?
Mlie  [author] 5 Apr @ 10:06pm 
@Realm Imp Please post the link to the mod you want to request in the mod-requests channel of the Discord server as this saves me a lot of admin-time.
Realm Imp 5 Apr @ 10:00pm 
@Mlie any plans to update SF grim reality?
Mlie  [author] 5 Apr @ 9:52pm 
@Realm Imp I cant really answer for the design decisions of the original author
Realm Imp 5 Apr @ 6:26pm 
why only tribals and empire? hope it can also be added to other factions
Mlie  [author] 7 Jan @ 9:44pm 
@birdthany It does not change psycast mechanic, all features of the mod is in the description
birdthany 7 Jan @ 3:16pm 
Does it correctly make it so that psychically deaf pawns won't be affected by enemy psycasts?
Logan 6 Nov, 2024 @ 5:58pm 
@Benji it should work. Let the CE folks know if it doesn't.
kaczorski 19 Sep, 2024 @ 9:56am 
Thank you Mlie! I never understood why this is not vanilla (although berserk pulse is absolutely brutal)