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In the Character Pool, try setting units as the class the mod introduces. not default psi-ops, might work then.
While I'd love to make it an option to make the psilab a requirement for the class, I don't really want to go beyond config files atm. Maybe when I have more time...
@Olin011 Yep!
I guess I misunderstood you when you said "With this mod, the purpose of the psilab is to act as a sort of GTS, allowing people to manually promote people into a psionic class." I took that to mean the Psilab would be the GTS for Psions.
@boisegangpc In the int/XomGame.int file, change the lines that read +RankIcons[n]= "..."
I like your goal of getting the psi lab and psionic soldiers more involved. It's always been my stance that having soldiers not fight and level up in that way removes the attachment between the soldier and the player that XCOM is otherwise trying to foster. The same is true for getting a major or colonel as mission reward. How am I supposed to care about a random guy I never sent on a mission, and now they're one of my best soldiers out of nowhere? :/
I would prefer it if you couldn't get psi-troops unless you trained them in the lab, I guess as a reward is ok but it would be cool if the chance of that is rarer than for regular classes.
@Waladil That's surprising to hear. The class doesn't actually modify the original abilities of the psiop class, so theoretically the same thing would have happened if a normal psiop had used the ability. Three questions: had you researched psionics by that point, what other mods are you using, and had you made any personal changes to the mod's ini?
@Esg Yes, with identical growth rates to the psiops.
I don't want to go too deep into mining through things beyond the configuration files, so modifying the role of the psilab, or tying the class to a faction is probably outside the immediate scope :(
1. The psion ran the shooting animation, complete with bullets firing. Didn't seem to have any gameplay effects though.
2. The first objective "completed" and my civilians saved count went up.
3. The resistance fighters took a free move.
Also if psi troops was a rare thing like in all the previous XCOM games. Actually needing a psi lab to test soldiers for psionic potential like in XCOM would be ideal except it could be limited to rookies only. Has the side benefit of making orders and dark events related to rookie recruitment cost meaningful later into the game as well.
1. Remove Psi Lab as an option to be built, or just change it to allow retraining on Psi Ops.
2. Revert class name to Psi Operative (It sounds cooler) and make rank names the same as standard soldiers.
3. Make AP gain the same as any other standard soldier.
I have no mod making experience at all so I don't know if that stuff is possible, but I think it would improve the mod for assholes like myself. Great mod though.
In my case I'm lucky and I got a reaper mission that awarded me with a 2nd Natural Psion.
At this point the 1st Psion (she is gifted) has almost all the powers and she is strong like F$@#!...
Hower now, i really don't have a real reason to get the Psionic Lab :(
C:\Program Files (x86)\Steam\SteamApps\workshop\content\268500\1131754558\Config
In general, I think it's *PathToSteam*\Steam\SteamApps\workshop\*gameID*\*modID*
@tyralion Thanks for the tip, I'll take a look later tonight.
I'll spend some time looking into blocking GTS training and let you know if I figure it out.
@Legend Murdock, Not that I'm currently aware of, but I'm not too familiar with how the AWC skills are set up.
I know it's not quite what you're looking for, but you could set it so that nobody will promote into the class automatically and then manually promote them yourself (when you're ready) via GTS.
To do this find the mod's copy of XComClassData.ini and change the lines:
+NumInForcedDeck=1
+NumInDeck=4
to
+NumInForcedDeck=0
+NumInDeck=0