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> A custom array has been added to the Config File to allow you to add custom Psionic Units to the Witch Killer's KOS List.
I'm interested how the above works? Is it by class name or something?
How would this interact with something like PsionicExMachina where any unit can carry a psi-amp - and there is no psi-class ?
Is there any internal template name change to the XCom Psionic Reaper Weapon ?
No Internal Template name changes anywhere. I wouldn't do that without a serious heads up and some kind of critical reason to do so as in-flight campaigns could be damaged. I also know there are mods out there that use this mod as a dependency, so template name changes would most likely damage those.
The Witch Killer depends on a Custom KOS Array in the Config File that uses the Soldier Class Template Name. Internally, the code doesn't actually check for Psionic Powers or an equipped Psi Amp.
Here's the only element delivered in the Mod:
ADVWARLOCK_WITCHKILLER_REQUIRE_SOLDIER_CLASSES[0]=PsiOperative
Adding any Soldier Class Template Name to that array would make the soldier a legal and priority target for the Witch Killer's hallmark abilities. Instructions are included in the file as well as additional array elements to uncomment and edit.
So for example adding element[1],
ADVWARLOCK_WITCHKILLER_REQUIRE_SOLDIER_CLASSES[1]=PsionicExMachina.
With this element added to the array, if a Witch Killer saw a Psionic Ex Machina on the battlefield, he'd go right after it!
Psionics Ex Machina is a bit of a weird mod in that in contains NO psionics classes, it strips them all out (including vanilla PsiOperative) in favour of allowing -anyone- to equip an Amp. So the PexM mod would basically make the new Ai behaviours inert as there is no Psionic Classes left.
I'm glad people can certainly add classes though, like My Psionic, AdventAvengers Psionic, Warden, Stormrider, Templar, DarkPsiOP, Necromancer .. a long list of "psionic" classes
-- I'll make sure to update my Psionic Class with new config to do this automagically for people :)
Also super happy that internal templates are not changed ! That is a huge bonus to a number of other modded things that use this mods weapons
-- looking forward to the update :)
I imagine this is suppose to be M3 then M4? I made the change personally myself, but M4 version damage may be bugged as they use M4 weapon. Unless it didn't matter lol
Also as these are numbered arrays, it will be really difficult for other mods to add their units to the array without ALL mods following the same number order .. these arrays should ideally be converted to a +Element style (as the two styles cannot mix);
A [numbered] array needs to consecutively rise with no duplicate elements across all mods adding to it ;
whereas;
I'll also suggest the base game Templar be added to the default classes array
Removed array assignment from M3 psiamp. Seems like the game interpreted that correctly, but it wasn't very clean.
I added the Templar to the default KOS list. That was a good idea!
Thanks for the extra eyes! Appreciate it!