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That's spawnweight, the more enemy-adding mods you have the less chance one thing has to spawn. Have a look at this and the linked page
https://old.reddit.com/r/xcom2mods/comments/buy9d0/how_do_spawn_weights_and_force_levels_work/
If that's mapped to the weapon, the medic is using the Priest's, so that might be configurable for both?
I've recently evolved from mere casual to sub-intermediate, and I'm just wondering if you could expose this unit's "IdealRange" to config? It's usually XComGameData_WeaponData for units.
+AoEProfiles=( Profile=SmokeProfile, Ability=ThrowGrenade, bTargetEnemy=0, bTargetAllies=1, bUsePrecomputePath=1, MinTargets=1)
Do you have any suggestions how to fix it?
After that, you've got XComAi.ini which documents when the medic should use the grenade - note the +AoEProfile that needs to sit in it's own section above the other routines - that stumped me for a while! The AoEProfile handles criteria for whether the medic should throw a grenade, bTargetEnemy and all that helps whether to target friend or foe, how many should be covered, etc.
I think the item itself grants the unit the ability to actually throw it, so I think that's all that is required - for debugging, I'd suggest running the XCOM debug mode and controlling a squad with officers, then you can split the issue to whether: the ability is failing; or if the AI is failing.
No. They drop Trooper corpses.
But it doesn't matter to me anymore. In my build, I added 1 additional unit to each pod from the start of the game. And the medic with such behavior just compensates for the overestimated complexity. )
https://youtu.be/mdyYfVmY8bY?t=6920
Please don't do any of what Elite0hazer24 suggested.
im gonna go ahead and torture myself then