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That's something people have been trying to fix in the Highlander for five years or so
https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/issues/88
https://steamcommunity.com/sharedfiles/filedetails/?id=1139003562
Just a fun little thought there.
+PSIONIC_UNITS=AdvStunLancerM1
+PSIONIC_UNITS=AdvStunLancerM2
+PSIONIC_UNITS=AdvStunLancerM3
Or you could do this:
+PSIONIC_UNITS=AdventStunLancer
These both have the same effect since is the character group name AdventStunLancer applies to all 3 units: AdvStunLancerM1, AdvStunLancerM2, AdvStunLancerM3.
Since the OPTC code for this mode considers both the template names and the group names, you can use either one (or both) to make the units you want Psionic.
As an example, would this work?
+PSIONIC_UNITS=AdvStunLancerM1
+PSIONIC_UNITS=AdvStunLancerM2
+PSIONIC_UNITS=AdvStunLancerM3
I only know how to use template names haha
+PSIONIC_UNITS=UnitName
Where UnitName doesn't need quotations around it.
You can add whichever units you want at any place in the array. It can be the first Psionic unit changed or the last, if that's what you're asking. It won't make a difference in-game. All you need to know is the character template names (or the group) of the units you're trying to get changed to Psionic. Which of course can be found in the src for the mods you're using.
+PSIONIC_UNITS=ChosenAssassin
Is it supposed to be like
+PSIONIC_UNITS="ChosenAssassin"
?
Just double checking since other mods follow that same format!
Thank you very much!
So edit the mod .ini and add this mod last to override them?
If you want to confirm that it worked, you should see a log output of "ScriptLog: <Insert Unit Name Here> is now a Psionic unit." in your Launch.log file
Or a "ScriptLog: <Insert Unit Name Here> could not be changed to a Psionic unit because it does not exist!" in your Launch.log file if it didn't work.
I can't guarantee the load order of the mods will ensure other modded enemies are added before this mod recognizes them and turns them Psionic, but it's at least something to work with.
All of the Chosen have the Extract Knowledge ability, which appears to be psionic in nature since they're extracting information from dazed soldiers. They all have the capacity to gain the Planewalker ability, which psionically teleports them like the Codex/Avatar. The Assassin can also use the Harbor Wave ability, which looks strikingly similar to Null Lance.
If you want to say that the Hunter is the least psionic of the three, you can make that argument. But it seems to me that all of the Chosen are psionic, in at least some sense. I don't want to arbitrarily separate the in-game "Psionic" trait for those who are exceptionally psionic.
You would have to put one more rank/icon image if you used an 8-rank version of the Templar, but something like that doesn't currently exist, so this is just a re-skinned Psi Operative rank system.
If another mod just so happens to make an enemy NonPsionic in addition to being in one of the character groups listed above, then they will become Psionic after this mod is installed.
MrShadowCX's ADVENT Psi Ops are not an example of that.