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So this is the first set I have written:
;Specialist Abilities
;Combat Protocol Charges to Cooldown, Does Not End Turn With Capacitor Discharge Also Selected
+Abilities = (AbilityName=CombatProtocol, Cooldown=3, EndsTurn=true, DoNotConsumeAllActionsWith[0]=CapacitorDischarge)
;Revival Protocol Charges to Cooldown
+Abilities = (AbilityName=RevivalProtocol, Coodown=4)
;Scanning Protocol Charges to Cooldown, Does Not End Turn
+Abilities = (AbilityName=ScanningProtocol, Cooldown=3, EndsTurn=False)
;Restoration Charges to Cooldown, +2 Charges to Medical Protocol, 2 AP
+Abilities = (AbilityName=RestorativeMist, Cooldown=10, APCost=2)
+Abilities = (AbilityName=GremlinHeal, Charges=2, BonusChargewith[0]=(BonusAbilityName=RestorativeMist, NumBonusCharges=2) )
;Capacitor Discharge Charges to Cooldown, Combat Protocol Doesn't End Turn (See above)
+Abilities = (AbilityName=CapacitorDischarge, Cooldown 5, EndsTurn=True)
;Grenadier Abilities
;Hail of Bullets 2AP, Ammo Cost 3 -> Should be combined with reduced cooldown.
+Abilities = (AbilityName=HailofBullets, APCost=2, AmmoCost=3)
;Rupture 2AP, Ammo Cost 3 -> Should be combined with reduced cooldown
+Abilities = (AbilityName=BulletShred, APCost=2, AmmoCost=3)
;Saturation Fire 2AP, Ammo Cost 3 -> Should be combined with reduced cooldown
+Abilities = (AbilityName=SaturationFire, APCost=2, AmmoCost=3)
For the Grenadier Abilities, you have to set a Cooldown, otherwise there will be none.
I figured it would just use what the ability already had for APCost and such. So that's good to know.
(Sorry to blow up the post :p )
;Ranger Abilities
;Conceal Charges to Cooldown
+Abilities = (AbilityName=Stealth, Cooldown=4, APCost=1, EndsTurn=False)
;Psi Op Abilities
;Dominiation Charges to Cooldown, Cooldown 10 Rounds For Obvious Reasons
+Abilities = (AbilityName=Domination, Cooldown=10, APCost=1, EndTurn=True)
;Sharpshooter Abilities
;Deadeye 2AP -> This is done because Cooldown is Reduced to 1
+Abilities = (AbilityName=Deadeye, APCost=2)
This just puts Conceal on a CD instead of Charges, as well as Domination. No big changes made to Sharpshooters, outside of just Cooldown adjustments, which was done in DefaultSoldierSkills.ini. Because Deadeye gets a CD of 1, adjusted AP Cost to 2. This is to simulate that at anytime, the Sharpshooter can go for that critical shot. It just takes longer to line up. So free access to higher damage, lower accuracy attack, but has to spend his whole turn lining it up.
True. Use mods for values you can't change from base game files.
Also make backup.
Forgot the cooldown here 😜
I think the reason you have to re-set the cooldown, AP cost etc.. is because in order to change one you have to reset all.
;Spark Abilities
;Repair Charges to Cooldown, Cooldown 6, Does Not End Turn
+Abilities = (AbilityName=Repair, Cooldown=6, APCost=1, EndsTurn=False)
;Bombard Changes to Cooldown, Cooldown 5
+Abilities = (AbilityName=Bombard, Cooldown=5, APCost=1)
;Reaper Abilities
;Shadow Charges to Cooldown, Cooldown 5, Ends Turn
+Abilities = (AbilityName=Shadow, Cooldown=5, APCost=1, EndsTurn=True)
;Sting Charges to Cooldown, Cooldown 3
+Abilities = (AbilityName=Sting, Cooldown=3, APCost=1, EndsTurn=True)
;Banish Charges to Cooldown, Cooldown 2, 2AP
+Abilities = (AbilityName=Banish, Cooldown=2, APCost=2, EndsTurn=True)
;Templar Abilities
;Ghost Charges to Cooldown, Cooldown 6, 2AP, Ends Turn
+Abilities = (AbilityName=Ghost, Cooldown=6, APCost=2, EndsTurn=True)
;Bondmate Abilities
;Teamwork Charges to Cooldown, Cooldown 6, 1AP, Does Not End Turn
+Abilities = (AbilityName=BondmateTeamwork, Cooldown=6, APCost=1, EndsTurn=False)
;Improved Teamwork Charges to Cooldown, Cooldown 5, 1AP, Does Not End Turn
+Abilities = (AbilityName=BondmateTeamwork_Improved, Cooldown=5, APCost=1, EndsTurn=False)
;Dual Strike Charges to Cooldown, Cooldown 5, 1AP, Does Not End Turn
+Abilities = (AbilityName=BondmateDualStrike, Cooldown=5, APCost=1, EndsTurn=False)
;Items
;Skulljack/Skullmine Charges to Cooldown, Cooldown 5, 1AP, Does Not End Turn, Share Cooldown with Skulljack/Skullmine
Abilities = (AbilityName=SkulljackAbility, Cooldown=5, 1AP, EndsTurn=False, ShareCooldowns(0)=AbilityName=SkullmineAbility, NumTurns=5)
I would like to ask the author to verify that my changes to Skulljack/Skullmine will work. I want them both off charges and on cooldowns. If I read everything right, this should replace charges on both skills, put them both on cooldowns, and make them share a cooldown with one another. Is that true? Or do I have to copy the line, again, and flip the names so that both point to one another?
To everyone else, here is what I have come up with. I would love to see what anyone else has conjured up to be fun, unique, and interesting. :)
It looks ok 👍
Okay. I'll go back and specify cooldowns in all of them, then. Thanks for that information.
@dzmr
+Abilities = (AbilityName=Rend, APCost=1, EndTurn=False)
That should be able to make it use one action point, but not end your turn. From there, you could use it, again, in the same target. At least I think so. There might be something in Rend that doesn't work like that.
+Abilities = (AbilityName=Rend, APCost=1, EndTurn=False, FocusAmount=1, GhostOnlyCost=True)
So it can still cost one focus for your ghost templar.
You should still get Momentum after that. Twice? ¯\_(ツ)_/¯
Thank you so much I will try this.