XCOM 2
Smarter Sectoids
44 commenti
What's An Airport? 27 dic 2018, ore 22:35 
WOTC compatibility?
What's An Airport? 20 giu 2018, ore 18:41 
You wanna play a zombie game?
wookiecop 23 nov 2016, ore 19:22 
some one needs to make a mod that replaces the psi zombie ability with the mind merge ability from the LW perk pack
Artuurs 3 mag 2016, ore 12:49 
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 12 mar 2016, ore 2:01 
[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 11 mar 2016, ore 20:57 
for some reason the picture is really cute... I don't know why but it is.
SievertChaser 10 mar 2016, ore 7:54 
Seconded. And it's exactly on point. But it does make the Sectoid look like the Space Core (SPAAAACE!!!).
Bryn5Jones 8 mar 2016, ore 18:06 
I just had to stop by and say I love the main picture for this mod. It's so funny.
Waffles  [autore] 22 feb 2016, ore 14:44 
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 22 feb 2016, ore 4:14 
does this override any files? any known compatibility issues?
Waffles  [autore] 21 feb 2016, ore 19:09 
That's a known bug with the default game/AI, has nothing to do with this mod.
Major Medic 21 feb 2016, ore 3:59 
i've had an avitar re-animate a mimic becon
bug
Badger BrownCoat 18 feb 2016, ore 15:52 
i realize it's a different file, but is there any way to make the ability target civilians rather than corpses? Not sure what good 'animating' a corpse destroyed by this kind of firepower would do anyway(maybe they have teleinesis).
Ive also been considering 'psizombies using 'bound' rather than a punch... thoughts?
Anyway, nicely done - sectoids should be smart.
james_cane 17 feb 2016, ore 1:54 
thanks for the clarrification.
Waffles  [autore] 16 feb 2016, ore 18:06 
It is a random chance of normal mind control or psi panic. Same ability it normally has.
james_cane 16 feb 2016, ore 13:21 
Before I subscribe to this (although I probably will do anyway), is the Psispin side effect normal mind control (temporay) or domination (permenent). It seems slightly overpowered if its the latter
Vortex ♀ Pixalation 15 feb 2016, ore 9:00 
I'd love this mod if you could get rid of that global cooldown, stuff like that baffles me in this game
Uziel 15 feb 2016, ore 2:23 
@Vortex-Pixalation I've seen Sectoids not do anything in the base game, with no mods that affect them in any way. I'm not sure if this mod could be making them do it more often, but the behavior itself is definitively in vanilla.
Waffles  [autore] 14 feb 2016, ore 18:00 
Added a chance for the Sectoid to do it's shooting action instead of Mindspin/Psi-renimation when considering it's options.

Current percentages are:
Try Mindspin: 65%
Try Shooting: 25%
Try Zombie: 10%

I believe there is some fall-through if the selected action isn't possible (due to cooldowns or valid targets not being visible) so after the first mindspin it may have a 90% chance to shoot (including seeking cover) on subsequent turns until the Mindspin cooldown is available again. This also means that when you have a pod with multiple sectoids it will be very likely that one will try mindspinning then the rest will shoot plasma.

Col. Hathi 14 feb 2016, ore 17:14 
That'd be nice for a change.
Waffles  [autore] 14 feb 2016, ore 17:01 
It is possible to give them a chance to fire their weapons instead of psi-animating/mindspinning. I may do this.
Waffles  [autore] 14 feb 2016, ore 16:50 
"with this mod Sectoids often don't do anything on their turn, this can't possibly be intended"

Do you have any other mods installed that might affect abilities, Sectoids or the AI? There's really not much going on in this mod, it's just two configuration tweaks. Are they not doing anything at all, not even moving?
CrazyIvanTR 14 feb 2016, ore 5:51 
Enchantment!
Ossicko 14 feb 2016, ore 1:13 
Thumbs up for the description picture alone! :psi:
Verrik 13 feb 2016, ore 22:46 
Works great for me!
Vortex ♀ Pixalation 13 feb 2016, ore 22:02 
with this mod Sectoids often don't do anything on their turn, this can't possibly be intended
Cronstintein 13 feb 2016, ore 15:30 
Good mod idea, and good picture. Zombies? Zombies! :steamhappy:
Jade Hawke 13 feb 2016, ore 12:59 
Sectoids are the clowns of ADVENT.

I've stopped counting how many times they rescued my soldiers that went too far ahead by panicking them, giving them a free retreat or hunker down.

Sometimes those scared soldiers actually rush towards the sectoid and blap them in the face. Priceless!
DwarfDude 13 feb 2016, ore 12:54 
I always wondered why Sectoids had such an addiction to raising the dead.
ptr 13 feb 2016, ore 6:33 
Oh, I thought you made them to use their pistols more, lol
Omaeka 13 feb 2016, ore 6:27 
Sectoids have a huge addiction to raising zombies which almost wastes their turns, especially as they often put themselves in positions that can be flanked in the process. 9 times out of 10 I kill everything I can besides the Sectoids because they are pretty harmless.
juyung1218 13 feb 2016, ore 5:39 
please, more explanation.
Stargrave 12 feb 2016, ore 18:44 
Not exactly interested in what this mod offers but I'm loving the screenshot.:KScared:
Tltlvilus 12 feb 2016, ore 17:36 
lol that picture...
RhuzCruise 12 feb 2016, ore 11:10 
good icon
Mulqueeny 12 feb 2016, ore 6:49 
The original sectoids were more of a threat. Haha.
Ansalagon 12 feb 2016, ore 6:02 
This mod is much needed, and the picture made my day :D
Holesale 12 feb 2016, ore 5:56 
I do agree sectoids are fucking retarded, I am on my second campagin and ive only been shot at by a sectoid ONCE! however i like og EU sectoids and think reanimation is a wasted skill for them.
x2ruff4u 12 feb 2016, ore 5:46 
Clever girl~ just had to say it! :D
GnaReffotsirk 12 feb 2016, ore 5:18 
That pic is so hilarious!
[PBS] Kafka Rambo 12 feb 2016, ore 3:46 
Good idea! The biggest problem with sectoids isn't that they use reanimation, but way they use it - which is they move close to your guys and then reanimate, making themselves easy targets. Could it be possible to adjust range of reanimation, which maybe then could leave reanimating sectoid further from our operatives thus making them more difficult as foes?
[KDS]Iceblink 12 feb 2016, ore 3:35 
Can this mod be added to Nexus mods? And if it is on Nexus can you like to it in the description? Thanks a bunch mate
Waffles  [autore] 12 feb 2016, ore 3:27 
Yes. Due to the way the game works they'll probably open with a mindspin and then try to animate a psi-zombie the turn after. They still have a chance to open up with a zombie on the first turn.
ptr 12 feb 2016, ore 3:14 
Yep, good one! Wanted to do that myself just didn't really know how. Thank you, sir:)
They do still create zombies tho, right?