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I'm slowly reworking some of those mods while trying to have compatibility with older versions. But it's when I have time and when I feel like it 😁
I will probably move the Create Custom Abilities to Ability Editor too. I can add the icon though, as promised haha!
2) he did not promise it, and even if he did sometimes things change
but you could always ask for a full refund
That is so sad, that some mods doesn't implement the Features that there are promise us!
+Abilities=(TemplateName=SKV_Fire_Immunity, AbilityName="Immunity to Fire", Description="You are immune to Fire", Immunity[0]=Fire)
seems to work. also you need a localization of course too
I am very sad.
Try a lot...
I am very happy and thank you for your dedication.
I found X2Effect_ArcWaveMultiDamage, but I can't build this file.
What template! This is ability? or effect?
My soul was burn.
You could change the multiplier but it requires the SDK.
But, arc wave's damage isn't working,
I changed
FOCUS1RENDDAMAGE=10
FOCUS2RENDDAMAGE=20
FOCUS3RENDDAMAGE=30
arc wave's damage was just 6...
could you help me again? XD
You can change Rend & Arc Wave damage in XComGameData_SoldierSkills.ini. Look for those entries:
FOCUS1RENDDAMAGE
FOCUS2RENDDAMAGE
FOCUS3RENDDAMAGE
I will try again test, my other mods might crash your mod.
And then, really sorry... This subject has nothing to do with your mod. Because you are a great mod creator, So could I request you to other mod?
could you change templar's rend kill focus points?
(example : rend's kill gets 1 focus point -> rend's kill gets 2 focus point.)
and
Could you tweak arc wave's damage?
I want to change arc wave's damage.(example : 1 focus is 4 damage.)
Tested with explosion, fire, poison and acid.
[Templar X2SoldierClassTemplate]
SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Deflect", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), (AbilityType=(AbilityName="Immunity", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), (AbilityType=(AbilityName="LW2WotC_Covert", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), (RandomDeckName="TemplarXComAbilities")), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)))
So, I checked using a mod called Yet Another F1.
My templar had immunity ability.
But my templar was damaged by fire, explosion.
+Abilities=(TemplateName=Immunity, AbilityName="Immunity", Description="It is immunity", Immunity[0]=Explosion, Immunity[1]=KnockbackDamage, Immunity[2]=ParthenogenicPoison, Immunity[3]=Disorient, Immunity[4]=Psi, Immunity[5]=Panic, Immunity[6]=Bleeding, Immunity[7]=Fire, Immunity[8]=Mental, Immunity[9]=Unconscious, Immunity[10]=Stun, Immunity[11]=Acid, Immunity[12]=Poison, Immunity[13]=Electrical, Immunity[14]=BlazingPinions, Immunity[15]=Falling, Immunity[16]=ViperCrush)
Please check if the ability is attached to your soldiers.
Enemies throw grenades at my soldiers, inflicting explosion damage and sometimes the fire from the explosion keeps burning.
Could you help me please?
Note that you will need a mod to make that ability available.
I'm not sure about ReserveActionPoints. Never used it.
On each character in the list I do see something called:
eStat_ReserveActionPoints
but for every character that is always set to 0. I wonder what that does.
Also, (I am assuming I'll need to use another mod for this) is it possible to have an item allow for a character to use extra actions (like three or four points per turn)
And no, Viper ability has nothing to do with immunities. What do you want to do?
Panic and stun are available too.
There is nothing to worry about load order here.
Create Abilities will create templates. On Repurpose Abilities, Ability Editor, Configurable Immunities or even Choose Your Aliens I use methods that will modify existing templates. The methods are called once templates are created.
You have a number of mods that make it easy for people to tweak and amend existing abilities and ini files. Thanks for publishing them. They're great
I have a question...
With no idea on the deeper workings of the game code so I don't know if a trait, immunity, ability, etc will load as a priority. Therefore is there a load order these mods that needs to be considered?
As I use AML and can easily create a load order, so I thought I'd ask.