Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Bradford.
Got a purifier on the Alien Nest mission and he couldn't put out his own fire.
I don't suppose you could point me in the direction of the code which I could add to other mods to get the same effect.
I love so many of your mods however the incompatibility with other mods means using your AI overhaul mods a no go for me. :(
This would make fire a more palatable weapon to use not only for DOT but as a way to make enemies effectively waste a turn.
A Better AI has behaviours for hunkering (specifically mentioning ADVENT Avenger's mod) so I bet A Better ADVENT does too.
If I figure out the proper names of ABA units and add them to the allowed unit list in your ini, will that allow them to hunker? And would the same go for Bio units, etc? I assume so, I mean, it seems pretty clear, but I wanted to ask before attempting any changes.
Also you could use the panic animations the aliens have, that makes them look like they are hunkered down.
But as it is stated in the description: unless you have mod that alters enemy AI, they are just going to run around until they burn to death.