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GeneCategory = GMCat_brain
[GM_VFP_H_Aimboost X2GeneModTemplate]
; Image path
strImage="img:///UILibrary_StrategyImages.X2StrategyMap.DarkEvent_Avatar"
;Gene Modding Cost some will
+StatChanges=(StatName= eStat_Will, StatModValue = -10)
;Effects
+StatChanges=(StatName= eStat_Offense, StatModValue = 20)
AbilityName =
BaseTimeToCompletion = 0
GeneCategory = GMCat_brain
;Uses Meld from Psionic Ex Machina
+Cost=(ResourceCosts[0]=(ItemTemplateName="InertMeld", Quantity=50))
+Requirements=( RequiredTechs[0]=AlienBiotech, bVisibleIfTechsNotMet=false, \\
RequiredUpgrades[0]="Infirmary_GeneModdingChamber", bVisibleIfUpgradesNotMet=false)
I had the misfortune of adding "tranquil mind" to my favourite templar, hoping for a natural mindshield, but it also effectively removed all psionic abilities, from the ability to charge focus, to using any psionic powers like parry, rend, storm, whatever.
I was hoping I could go into the .ini to remove the surgery from my templar, but I don't know where. I tried deleting all lines related to tranquil mind, but it just made the mod disappear from the game completely, so I restored the file.
Anyone has a fix for this? Thanks.
I probably should have added the gene to a less critical unit to start.. but I added it to my Torque!
I'll use these disabled mechanics then.
I added berserk gene to a Solder, but I dislike how it makes them unusable the next turn after it takes effect. Any way to remove or edit it's effect?
The .in file has something associated called length or duration, can I change that so I don't lose a turn after?
Or is there a way to remove a gene mod via console... I didn't know it had such a negative after they go berserk.
(And its been much to many saves to go back now)
Can i use your graphic of Gene-Mods with my mod?
I essentially want to change the regen, and it's regen cap, so it'll continue to regen to max, regardless of damage taken over the mission.
I looked on GitHub and the Chaotic Mind script checks for mental immunity (which is conferred by a mind shield but not solace), and only allows the damage aura function to proceed if not immune. To be stopped by Solace, a check for that ability would need to be added to the conditional in the script. Anyway, I'm not the author, but that is how to fix it if the intended behavior is that Solace should prevent it.
Anyway, is there a console command or solution to getting them out of the gene mod slot? I have waited about 10 days and they are still there.
What if I retain soldiers abilities in AWC, will these genes modifications be lost?
@The_Gaminator_ Yes, it works for me with LWotC with Mod Jam .
I thought that I needed to register something in XComGame.ini, but I can’t figure out what exactly
what is this ?
What am i doing wrong?
Also, an enhancement idea is to sometimes have them fail and the negative effect occurs (i.e. Cheetah Genes would make the soldier slower, Tranquil Mind would actually make the soldier more susceptible to psionic attacks, etc.).
Again, all this is just constructive, not criticism. LOVE THIS MOD!!!