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They also keep trying to use wallraise which gives the message "Wallraise needs to be used on empty area"
PS.: There is misspell loyal vs local. ;)
Also added tooltips for a couple options where clarity is warranted, and, more importantly, on the options to enable individual psycasts. That way, if you're not sure what a given psycast does and you don't know whether to enable it or not, you can check in that very menu. Convenient!
This would also give another reason to use my Thaumaphagy ritual mod!
In my opinion it is very OP to have an opportunity to recruit psycaster pawns.
Getting enemy psycasters to chill between psycasts is interesting. I'll look into it.
Thanks for the testing. I probably need to patch Elemental Shield and Steelskin explicitly, but it's just XML.
Now I can see, that they are quite a spammers and often use all they heat right at the beginning of the combat and so there is not much way to counter them before it is too late. Maybe it could be fixed by forcing several seconds delay after successful cast and also let bubbles linger for one more second. Is it possible?
I don know if you look at the friendly fire cast yet. From my testing following psycast are sometimes used wrongly:
Cooler Psycasts - Emesis on themselves (nice new icon btw :)
[FSF] More Psycast Powers - Elemental Shield on enemy
[FSF] More Psycast Powers - Steelskin on enemy
Most of the others seems to work quite well.
Cool idea. Should be doable; I agree fights can be rather hard to parse.
From my testing pawns still casting Emesis form Cooler Psycasts on themselves when there is a fight but no enemy nearby. For sure when they have only that one ability.
Also could be possible to show icon of the psycast in bubble when they are casting similarly as it is in VPE? It would bring much more clarity what is happening.
Should also fix the harmless red error on startup with patches failing without Ideo/Anomaly.
Also tried to fix issues with factions, so let me know if that sort of thing happens again.
It's the NPC not AI art, remove your comment.
But yeah, the tool is there, so I use it. I do the same for my own mods. Still miss the occasional issue though. XD
First pastebin:
First error is because of Ideology groups. Second error is because of Anomaly groups. Oopsie. I'll add a DLC check.
Second pastebin:
No idea. I'll investigate.
I am currently knees-deep in transpilers to fix an issue caused by vanilla code that makes enemies cast Berserk and similar abilities on themselves, so that's a welcome distraction.
EDIT - Looks like the mod correctly states Royalty DLC and Harmony are required in-game, so it's just here that needs the fix. Speaking of fixes, your mod throws up the following errors:
https://pastebin.com/1TEqEDrx
Looks like some of your patches are failing there :/
There's another error when test out raids in dev mode:
https://pastebin.com/MfFrrrJg
Enabled mods: Core, Royalty, Harmony , and AI Can Use Psycasts
You may be used to playing with Choice of Psycasts and turned it off.
This is hardcoded to only work for the Empire faction (because of empire-like factions with permits), so if you play with that mod that adds a second empire, these nobles won't get extra levels.
The situation when a visiting imperial count is weaker than a novice psionicist from the player's settlement looks strange.
Just wondering if this could create some conflict with EBSG framework, it have a code that make possible write an advanced "think tree def" on xml to make enemies and colonist cast various abilities.
Didn't tested, just asking. Anyway thanks!