XCOM 2
Smarter Sectoids
44 件のコメント
What's An Airport? 2018年12月27日 22時35分 
WOTC compatibility?
What's An Airport? 2018年6月20日 18時41分 
You wanna play a zombie game?
wookiecop 2016年11月23日 19時22分 
some one needs to make a mod that replaces the psi zombie ability with the mind merge ability from the LW perk pack
Artuurs 2016年5月3日 12時49分 
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 2016年3月12日 2時01分 
[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 2016年3月11日 20時57分 
for some reason the picture is really cute... I don't know why but it is.
SievertChaser 2016年3月10日 7時54分 
Seconded. And it's exactly on point. But it does make the Sectoid look like the Space Core (SPAAAACE!!!).
Bryn5Jones 2016年3月8日 18時06分 
I just had to stop by and say I love the main picture for this mod. It's so funny.
Waffles  [作成者] 2016年2月22日 14時44分 
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 2016年2月22日 4時14分 
does this override any files? any known compatibility issues?
Waffles  [作成者] 2016年2月21日 19時09分 
That's a known bug with the default game/AI, has nothing to do with this mod.
Major Medic 2016年2月21日 3時59分 
i've had an avitar re-animate a mimic becon
bug
Badger BrownCoat 2016年2月18日 15時52分 
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 2016年2月17日 1時54分 
thanks for the clarrification.
Waffles  [作成者] 2016年2月16日 18時06分 
It is a random chance of normal mind control or psi panic. Same ability it normally has.
james_cane 2016年2月16日 13時21分 
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 2016年2月15日 9時00分 
I'd love this mod if you could get rid of that global cooldown, stuff like that baffles me in this game
Uziel 2016年2月15日 2時23分 
@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  [作成者] 2016年2月14日 18時00分 
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 2016年2月14日 17時14分 
That'd be nice for a change.
Waffles  [作成者] 2016年2月14日 17時01分 
It is possible to give them a chance to fire their weapons instead of psi-animating/mindspinning. I may do this.
Waffles  [作成者] 2016年2月14日 16時50分 
"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 2016年2月14日 5時51分 
Enchantment!
Ossicko 2016年2月14日 1時13分 
Thumbs up for the description picture alone! :psi:
Verrik 2016年2月13日 22時46分 
Works great for me!
Vortex ♀ Pixalation 2016年2月13日 22時02分 
with this mod Sectoids often don't do anything on their turn, this can't possibly be intended
Cronstintein 2016年2月13日 15時30分 
Good mod idea, and good picture. Zombies? Zombies! :steamhappy:
Jade Hawke 2016年2月13日 12時59分 
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 2016年2月13日 12時54分 
I always wondered why Sectoids had such an addiction to raising the dead.
ptr 2016年2月13日 6時33分 
Oh, I thought you made them to use their pistols more, lol
Omaeka 2016年2月13日 6時27分 
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 2016年2月13日 5時39分 
please, more explanation.
Stargrave 2016年2月12日 18時44分 
Not exactly interested in what this mod offers but I'm loving the screenshot.:KScared:
Tltlvilus 2016年2月12日 17時36分 
lol that picture...
RhuzCruise 2016年2月12日 11時10分 
good icon
Mulqueeny 2016年2月12日 6時49分 
The original sectoids were more of a threat. Haha.
Ansalagon 2016年2月12日 6時02分 
This mod is much needed, and the picture made my day :D
Holesale 2016年2月12日 5時56分 
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 2016年2月12日 5時46分 
Clever girl~ just had to say it! :D
GnaReffotsirk 2016年2月12日 5時18分 
That pic is so hilarious!
[PBS] Kafka Rambo 2016年2月12日 3時46分 
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 2016年2月12日 3時35分 
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  [作成者] 2016年2月12日 3時27分 
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 2016年2月12日 3時14分 
Yep, good one! Wanted to do that myself just didn't really know how. Thank you, sir:)
They do still create zombies tho, right?