gustavowizard Posted February 3, 2016 Share Posted February 3, 2016 ARRRRG i cant remove this stupied berserk i cant stand my soldiers killing each other this makes no sense at all.... trying to remove it from my mod like nuts here... On the file: moraleconfig_gc This entrance: <MoraleEventChance percentPoints="1.75" everyMoralePointBelow="40" > <EventChances> <Panic value="50" stabilisation="40" comment="chance that a unit panics and loses all its AP for current turn"/> <Flee value="50" stabilisation="40" comment="chance that a unit drops its weapons and starts running randomly" /> <Berserk value="0" stabilisation="40" comment="chance that a unit starts firing on first available target, not caring if friendly or enemy"/> </EventChances> </MoraleEventChance> as u guys can see i set Berserk to 0%chance and now it happens even more... at least i think or the same anyway makes no sense... you guy know how to complete remove berserk or somehow make the code think its off or something? this game would be the best ever if wasnot this stupied, illogical, and insane Berserk rule (i hate this on original X-com too). Anybody can help me out here?? thanks! Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted February 3, 2016 Author Share Posted February 3, 2016 also anybody know what 'stabilization' mean? Quote Link to comment Share on other sites More sharing options...
Solver Posted February 3, 2016 Share Posted February 3, 2016 Leave Panic and Flee at 50, and change Berserk to 100. That will remove Berserk. No, this is not intuitive. Quote Link to comment Share on other sites More sharing options...
perpetual Posted February 3, 2016 Share Posted February 3, 2016 also anybody know what 'stabilization' mean? I believe it determines how much morale a soldier regains after a particular morale event. (i.e. get 40 morale after panicking) Quote Link to comment Share on other sites More sharing options...
CptPickLucky Posted February 3, 2016 Share Posted February 3, 2016 THANK YOU SO MUCH i cant count how many times low bravery PVTs make me fail a mission cuz the go berserk and kill off my good/best/starter troops this is a LARGE help again THANK YOU!!!! Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted February 4, 2016 Author Share Posted February 4, 2016 lol set to 100? this is illogical but i will try anyway thanks Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted February 4, 2016 Author Share Posted February 4, 2016 nah still dont work, having beserker all the time... set to 0 or 100 it wont work Quote Link to comment Share on other sites More sharing options...
Solver Posted February 4, 2016 Share Posted February 4, 2016 Actually this is strange, even Flee/Panic at 50 with Berserk at 0 should work, from a quick look at the code. Something else might be going on here... berserking should be impossible if panic and flee values add up to 100. Quote Link to comment Share on other sites More sharing options...
Grimples Posted February 4, 2016 Share Posted February 4, 2016 (edited) Have you tried editing psionicpowers_gc. Change Bezerk ap= to a very high number so the alien cannot use it. (edit) also. In config.xml, there is PsionicBerserking fireAtUnitChance="30", i set this to 15 & i was bezerk'd twice & my soldiers shot at random spots on the map. Edited February 4, 2016 by Grimples Quote Link to comment Share on other sites More sharing options...
kabill Posted February 5, 2016 Share Posted February 5, 2016 nah still dont work, having beserker all the time... set to 0 or 100 it wont work Is this berserking because of panic, or berserking because of the psionic attack Hallucinate? If it is the latter, the variables you are changing do not matter - the effective of Hallucinate is that the soldier affected will shoot at friendly units on its next turn. Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted February 10, 2016 Author Share Posted February 10, 2016 ok so where i change this? Quote Link to comment Share on other sites More sharing options...
Charon Posted March 2, 2016 Share Posted March 2, 2016 im the white knight saving every unanswered question here. Its this file: psionicpowers_gc.xml These are my changes: <?xml version="1.0" ?><PsionicPowers MODMERGE="update"> <!-- "messageDuration" is in seconds--> <Fear MODMERGE="update" ap="10" moraleDamage="80" anim="particles/psionic/psionic" sound="PsionicPower" messageDuration="2.0" strengthModifier="1.0" range="12" /> <!-- "moraleDamage" is in % --> <Hallucination MODMERGE="update" ap="200" strengthModifier="0.001" range="1" /> <LocateEnemies MODMERGE="update" ap="1" messageDuration="2.0" strengthModifier="1.0" range="12" /> <Paralyse MODMERGE="update" ap="1" anim="particles/psionic/psionic_paralyse" sound="PsionicPower" messageDuration="2.0" strengthModifier="1.0" range="6" /> <MindControl MODMERGE="update" ap="40" anim="particles/psionic/psionic_mindcontrol" sound="PsionicPower" messageDuration="2.0" strengthModifier="0.5" range="6" /> <Dread MODMERGE="update" loseAP="30" messageDuration="1.0" strengthModifier="0.5" range="1" /> <!-- "loseAP" is in % --> <Bezerk MODMERGE="update" ap="30" anim="particles/psionic/psionic_berserk" sound="PsionicPower" messageDuration="2.0" strengthModifier="0.1" range="6" /></PsionicPowers> Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted March 3, 2016 Share Posted March 3, 2016 im the white knight saving every unanswered question here.Its this file: psionicpowers_gc.xml These are my changes: <?xml version="1.0" ?><PsionicPowers MODMERGE="update"> <!-- "messageDuration" is in seconds--> <Fear MODMERGE="update" ap="10" moraleDamage="80" anim="particles/psionic/psionic" sound="PsionicPower" messageDuration="2.0" strengthModifier="1.0" range="12" /> <!-- "moraleDamage" is in % --> <Hallucination MODMERGE="update" ap="200" strengthModifier="0.001" range="1" /> <LocateEnemies MODMERGE="update" ap="1" messageDuration="2.0" strengthModifier="1.0" range="12" /> <Paralyse MODMERGE="update" ap="1" anim="particles/psionic/psionic_paralyse" sound="PsionicPower" messageDuration="2.0" strengthModifier="1.0" range="6" /> <MindControl MODMERGE="update" ap="40" anim="particles/psionic/psionic_mindcontrol" sound="PsionicPower" messageDuration="2.0" strengthModifier="0.5" range="6" /> <Dread MODMERGE="update" loseAP="30" messageDuration="1.0" strengthModifier="0.5" range="1" /> <!-- "loseAP" is in % --> <Bezerk MODMERGE="update" ap="30" anim="particles/psionic/psionic_berserk" sound="PsionicPower" messageDuration="2.0" strengthModifier="0.1" range="6" /></PsionicPowers> You could also remove the corresponding ability from the psionic units... ;p Quote Link to comment Share on other sites More sharing options...
Charon Posted March 3, 2016 Share Posted March 3, 2016 :P If u want that, its arguable easier to set the strenghModifier to "0". (And if u dont want to let aliens waste TU set ap to "0" as well). But you can also take the long route. Quote Link to comment Share on other sites More sharing options...
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