Bobdoom Posted June 28, 2014 Share Posted June 28, 2014 I have looked very quickly at the modding threads, but maybe an experienced modder can save me a bunch of time by knowing the answer right away or guiding me in the right direction. I feel the current state of mind control is annoying, (I learned earlier the best way to prevent a Mind Controlled soldier from killing other soldiers is to unequip every soldier's weapon at every end of turn... this is way too annoying) I want to make it so a Mind Controlled Soldier does not get a full bar of TU on the turn they are mind controlled, giving you 1 turn of respite before you get shot point blank by your own guy. Is this easily feasible? Where should I look to achieve this? Thank you very much! Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted June 28, 2014 Share Posted June 28, 2014 That's hard-coded, sorry. Chris deliberately introduced that so that people wouldn't exhaust all TU. Quote Link to comment Share on other sites More sharing options...
Bobdoom Posted June 28, 2014 Author Share Posted June 28, 2014 Aww, damn. Mind Control feels so cheap. Any idea on how I could tone it down slightly without making it irrelevant? Quote Link to comment Share on other sites More sharing options...
dpelectric Posted June 28, 2014 Share Posted June 28, 2014 (edited) Go into aiprops.xml and decrease the psi power ratings for the 5 aliens capable of using psionics. If you just want to mitigate MC, you'd only need to change caesan leaders, praetors and praetor commanders Edited June 28, 2014 by dpelectric Quote Link to comment Share on other sites More sharing options...
Bobdoom Posted June 28, 2014 Author Share Posted June 28, 2014 From what I understand, that will make it less likely for them to land their psi attacks , right? It will not "lessen" the effect? Quote Link to comment Share on other sites More sharing options...
dpelectric Posted June 28, 2014 Share Posted June 28, 2014 Correct Quote Link to comment Share on other sites More sharing options...
Chris Posted June 28, 2014 Share Posted June 28, 2014 You can just remove Mind Control and give them different powers instead, though. Quote Link to comment Share on other sites More sharing options...
Bobdoom Posted June 28, 2014 Author Share Posted June 28, 2014 You can just remove Mind Control and give them different powers instead, though. That's not a bad idea. In the AI props, I see there are 4 types of psi attacks : Fear Paralyze Bezerk (without the r ) MindControl Are there any other types of psy attacks available? Also I read another in another thread you considered using a cooldown for psi attacks and a resistance modifier for distance, is that something I can tinker with in the xml files? Also, I don't think I've ever encountered an alpha reaper (or I didn't notice), but what exactly does paralyze do? Thanks! Quote Link to comment Share on other sites More sharing options...
kabill Posted June 28, 2014 Share Posted June 28, 2014 I think those powers are the only ones that work. The range of the power can be specified in the relevant game file, although you can't adjust the penalty applied when used beyond the effective range of the ability. Paralyze steals all the target's TUs for the turn, so it's a slightly more effective version of Fear (kind of). Quote Link to comment Share on other sites More sharing options...
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