XCOM 2
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Smarter Sectoids
   
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Feb 12, 2016 @ 2:37am
Feb 14, 2016 @ 5:52pm
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Smarter Sectoids

Description
Sectoids love their new power that allow them to raise psi-zombies. Perhaps a little too much - to the point where you can fairly safely ignore a Sectoid for the first turn if there is an advent corpse within sight of it.

This mod makes a small tweak to the AI Behavior to give Mindspin (the ability that panics and dominates) and shooting at the enemy a higher priority over Psi-Reanimation. There is still a chance (10%) for the Sectoid to raise a zombie on the first turn.

Note: There is a global cooldown on Mindspin. This means that if there is more than one Sectoid in play and one of them uses Mindspin then the others will be unable to use it and will probably try to zombie. I may try to modify this later.
44 Comments
What's An Airport? Dec 27, 2018 @ 10:35pm 
WOTC compatibility?
What's An Airport? Jun 20, 2018 @ 6:41pm 
You wanna play a zombie game?
wookiecop Nov 23, 2016 @ 7:22pm 
some one needs to make a mod that replaces the psi zombie ability with the mind merge ability from the LW perk pack
Artuurs May 3, 2016 @ 12:49pm 
Think you could perhaps also make Mindspin actualy usefull? That ability is basicaly a free attack on whoever is near the panic victim, which often results with damage or kill, backfiring immensily, kinda annoyed how they ruined it, it doesnt even last that long, its so unrealiable, i tought its supposed to make someone useless, not more able. That cooldown also seems whack, dont like it, doesnt even make sence.
Badger BrownCoat Mar 12, 2016 @ 2:01am 
[quote=Sadbot]This is a general issue with all X-Com 2 mods that make adjustments to the ini files. Until Firaxis gets around to fixing this, the solution is to clear out the config files in My Documents\My Games\XCom2\XComGame\Config - the game will rebuild them the next time it launches.[/quote]
I wish someone would sticky this very succint answer that comes up so frequently.
PSY Mar 11, 2016 @ 8:57pm 
for some reason the picture is really cute... I don't know why but it is.
SievertChaser Mar 10, 2016 @ 7:54am 
Seconded. And it's exactly on point. But it does make the Sectoid look like the Space Core (SPAAAACE!!!).
Bryn5Jones Mar 8, 2016 @ 6:06pm 
I just had to stop by and say I love the main picture for this mod. It's so funny.
Waffles  [author] Feb 22, 2016 @ 2:44pm 
It makes an adjustment to XComAI.ini (line 1479) and DefaultGameData_WeaponData.ini (line 386). The mod would be incompatible with other mods that modify those two lines, causing only whichever of them loads first to work.

It doesn't overwrite any files, but due to the way X-Com 2 builds and stores it's config files these adjustments could continue to be active after the mod is disabled, unloaded or uninstalled.

This is a general issue with all X-Com 2 mods that make adjustments to the ini files. Until Firaxis gets around to fixing this, the solution is to clear out the config files in My Documents\My Games\XCom2\XComGame\Config - the game will rebuild them the next time it launches.
Bei tempi Feb 22, 2016 @ 4:14am 
does this override any files? any known compatibility issues?