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I had some issues similar to those of others where my Purifiers would only use their pistols, their pistols had infinite range, and they would constantly back up from danger to snipe with them rather than coming forward to use their flamethrowers.
I'm fairly certain that this is because I'm using A Better AI, which I believe alters core Purifier AI scripts. If you're using an AI mod of some kind, like ABA or ABAI, be warned that you may see some hangups with this.
I think that there are some excellent ideas here, and that this is probably a great mod for someone using a shorter mod list than I am.
are they purifiers or sharpshooters?
ADVPURIFIER_PISTOL_COOLDOWN=3
ADVPURIFIER_PISTOL_GLOBALCOOLDOWN=2
I have also added the code to allow the remote start ability to work on these guys if using RoboJumpper's Remote Start Purifiers Mod.
The general gist of the config edits are as follows:
1) Remove pistols from their load out and AI behaviours.
2) Reduce damage on some of their secondary abilities.
3) Improve the flamethrowers, boosting range and width, chance to ignite target.
4) Crucially, change their flamethrower to do small (M1 is base 2 with 1 spread) amounts of Advent Magnetic damage instead of fire, with 1 AP.
5) The big change, Adjust the main two behaviour types to 80% use your flamethrower, 20% other stuff. Other stuff behaviour hugely de-emphasises anything other than throwing a fire bomb and standard move, overwatch, reload.
It took me about 30 mins to do. Initial test had them using their flamethrowers a lot.
I like everything else about the revamp, having the purifiers take potshots at me makes them feel more like a threat. But the return fire spam is too much for a such a common enemy. I'm taking more damage from them on my turn then on theirs!
Also the grenade spam (while yes makes logical sense,) is also kinda annoying. Dosn't matter if one of your guys is just alone, they will yeet it without hesitation. Also i've never see them use any of their other abilities.
most of my problems comes down to the pistol they have, sure by all means let purifiers have a secondary weapon that makes them a little less bumbling, but please, PLEASE remove that return fire ability, this early in the game, having random cover breaks after shooting a purifier, or getting a unit sniped by a lucky pistol shot is beyond infuriating, and genuinely unfun after the 3rd time.
I have noticed some unrelated incompatibilities between ABAI with other mods, that weren't present with ABA, so who knows. I'd suggest to testing with and without ABAI/ABA installed if applicable and see if the AI improves.
This isn't to throw shade at DerBK either, I love their mods and always have several of their AB mods in my mod list. I'm just reporting on what I've experienced thus far, which hopefully might help those experiencing the Purifiers wonky decisions.
https://imgur.com/a/eBc6u14
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1157010936
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1371195713
If I add the template name of the "new" grenade created in that mod to the loadout of your Purifiers in this mod, would they work?
The above is a screenshot I took today of an elite purifier dousing me with flame, because he can and he wanted to