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Raportează o problemă de traducere
Unless of course you want the chosen to extract knowledge or capture your soldiers in one turn. If you don't know about that mod it gives the Chosen some abilities as well as more action points. And firing weapons only uses 1 action point. So I'm sure you can get why that mod and this mod goes together for nightmare fuelled encounters.
just be thankfull ur not using a harder war chosen pack, cos then you would super fucked
can allways rely on you
I'm using them both together, no problems spotted
beacause then i would have no reason to uninstall
+PERSONALITY_IMMUNITY = 0 ;0 means chosen will not be immune to elements just because of their personality.
sorry,i don't understand.
Ah nuts. It's on an existing campaign, and I kind of figured if a Chosen was assigned a trait that they'd keep it. But I had them commented out before I discovered a new Chosen - does the game assign traits to them right at the beginning?
I'll loading an old save and putting a minus sign there, and I'll let you know if that works.
Once a trait is assigned to a chosen, commenting it out shouldn't do anything.
If you commented it out, and it showed up on a new campaign, the solution might be to put a minus sign where the plus sign is in the config file.
If none of that works I am surely bamboozled.
; ChosenStrengths="ToxicPersonalityAbility"
Or am I doing somethign wrong?