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Dumb idiots who designed the game thinks it works, I think they're narcist pricks. One move and they move once, you cant change the rules like that. If you want that I want it to be a FPS instead, not a Slot Machine.
I don't mind doing it myself, but since you did the work you deserve the glory.
ALIEN_RULER_ACTION_BONUS_APPLY_CHANCE=25
This means that the Moddable Rulers Action: Rulers takes regular turns is no longer required? Put this to 0 and they'll act like other aliens.
+RISM_Info=(AbilityName=AbsorptionFields, PerkName=none, EffectName=none, IgnoreChance=100)
+RISM_Info=(AbilityName=Repair, PerkName=none, EffectName=none, IgnoreChance=100)
+RISM_Info=(AbilityName=Sacrifice, PerkName=none, EffectName=none, IgnoreChance=100)
+RISM_Info=(AbilityName=Overdrive, PerkName=none, EffectName=none, IgnoreChance=100)
This was missing I think
http://pastebin.com/evrYs1EU
It works both.
I see. From the technical side they are compatible, but you are right - the presets will probably not include modded abilities, so that the rulers will trigger on abilities from perk pack that cost action points.You can include your own lines to the config, the second pinned discussion has information on the syntax.
Maybe ADVENT Avenger has time to update the presets.
I don't think Perk Pack does anything with rulers, so I guess they are compatible.
"fixed" lol. Did you make a mod to expose ruler abilities to the config yet?
Let's call it "Rulers React to Violence and Sometimes To Overwatch". It's not pretty but it will do.
http://pastebin.com/pkBfEG4L
P.S. Currently I've just unchecked 2nd DLC in steam for the ironman legend run
It allows you to change the way rulers get their actions. With the two presets in the description, one prevents the action if the ability isn't hostile, the other one has lower activation chances for non-hostile abilities. The third link is a link to a mod that gives rulers normal turns, it requires this mod.
I could probably include that option, but updating the mod would reset people's config and I don't want that. If you only want that feature, I might make a second mod that does only that (but would be incompatible with this one).
Not using the current implementation. Interesting idea nonetheless.
If you want you can add:
+RISM_Info=(AbilityName=IcarusJump, PerkName=none, EffectName=none, IgnoreChance=100)
And
+arrFreeActionsToNotIgnore=IcarusJump
So the ruler will react only if the ability is free.
Yes, copy paste exactly one of them, overwriting anything that is by default in XComRISM.ini