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报告翻译问题






One more thing - my Shamans seem to be extremely inaccurate with their powers. They barely hit any offensive abilities at 60, 70, and even 80 percent success change. Is there anything that might be affecting this?
I use PEXM
My Psi soldiers of these three classes cant use their psi abilities as they ¨dont have enough focus¨ even though the meter is full.
I see that several others have said the same thing, should I go into further detail or just rebuild my soldiers with the instructions provided?
please use RebuildSelectedSoldiersClass from Additional Soldier Console Commands to rebuild your soldiers.
All that to say, thanks for this and all of your awesome mods! Really enjoying my latest Prof Playthrough.
But anyway,I forgot which ini in the amalgamation mod it is,but one allow you to disable them from showing into the GTS,can't remember if its on by default,if it is,then no need to touch anything.
Also, by going into the config, I assume you mean the very first and basic Amalgamation mod? Why would I be able to see this mod in that config? The only thing I see in there that might be mildly related is disabling the class, but I don't want that nor do I even know the file name for this class. ( https://prnt.sc/aRaQVMFTnKXs )
Noted though, I'll try and see how it works.
Best to do is go in config ini of amalgamation and be sure it can't be GTS trainable,and then just train soldiers to be modded classes in there if you want a specific one.
but yeah TL;DR,it will work just fine,amalgamation don't replace stuff,you can use it no problem with other classes/they will show up in choose my class
I assume the idea here is that you can only get a Psi-class from a rookie organically leveling up into a squaddie, unless I'm missing something.
I don't imagine this is compatible with the amalgamation classes at all?
However, if I send rookies on missions and they promote, those rookies can be turned into psi operatives. Super weird, now I'm trying to see if I can somehow get the Foxcom psionics working.
Any ideas? Ty so much!
I can only think of 2 possibilities for this bug:
a) I changed 'trasholdlab' to false. Maybe that's why it bugged?
b) As I said, it fixed itself after researching Advanced Psi Amp. So maybe there is something going on with Starting PsiAmps mod?
Psions are starting with 12 focus, I believe that is a bug? And Shamans with 9 (didn't test Phantom).
If I am correct, Psion should be starting with 6 focus according to XComMZPerkFocus:
VoidFocus_StartFocus=6
VoidFocus_MaxFocus=6
VoidFocus_MaxBoost=3
VoidFocus_StartBoost=0
And Shaman should start with 3. Right?
WaterFocus_StartFocus=0
WaterFocus_MaxFocus=3
WaterFocus_PerTurnFocus=1
WaterFocus_MaxBoost=0
WaterFocus_StartBoost=1
WaterFocus_GainBoost=1
Happy to help test anything you need.
+GIVE_ABILITIES=(TEMPLATE="PsiAmp_CV", ABILITY="WOTC_APA_MindBender")
+GIVE_ABILITIES=(TEMPLATE="PsiAmp_MG", ABILITY="WOTC_APA_MindBender")
+GIVE_ABILITIES=(TEMPLATE="PsiAmp_BM", ABILITY="WOTC_APA_MindBender")
1) Yes, these skills can also be used with Templar's focus.
2) There is a way to make these classes work with mods like Foxcom Psionics or Psionic Overhaul. What you need to do is give the focus mechanic to a soldier when he receives "The Gift". I used Boundir's Ability Editor for this.
For example, when a soldier has "The Gift" in Foxcom, they receive a random free ability (usually Soulfire or Insanity). I also noticed that all of Foxcom's psi abilities are in the Proficiency Psion tree. Therefore, I only needed to give the Psion's focus mechanic to these soldiers (WOTC_APA_MindBender). This is what it looks like in XcomAbilityEditor:
+Abilities = (AbilityName=Insanity, AddAbility[0]=(WOTC_APA_MindBender))
+Abilities = (AbilityName=Soulfire, AddAbility[0]=(WOTC_APA_MindBender))
So now, when a soldier gets Insanity and/or Soulfire, they will also receive the Psion focus mechanic and they will be able to use any Psion ability they might have.
"FocusCost for templar focus, ManaCost for MZ focus types. MaxManaCost is the max amount it can use when ConsumeAllFocus is true".
Then we have all your edited skills. For example:
+AddFocusCostToAbility=(AbilityName=Insanity, FocusCost=1, ManaCost=1, ConsumeAllFocus=false, GhostOnlyCost=false, bFreeCost=false)
Does this mean that, if I give Insanity to a Templar, he will be able to use it with his own Focus points and not require Mana?
Also I guess that mess with pexm and foxcom too then. Since it use the psionic skills with the gems/add them to soldier too,that mean that too is screwed?
Idk how easy it would be but maybe making it their own skills that use their own mana pool like some mods do it like commander/requiem or the prof hero classes would be nice,tho again idk much of how all that work in the back so thats just me talking,but yeah real shame it affect so much on its own.
https://imgur.com/nNc5zK1
For example,Knoxx's Commander use Stasis,but now,when trying to use it with the commander class,it say "insufficient focus" and won't let the class use it,when before that,you could use it no problem,but now I assume cause of
+AddFocusCostToAbility=(AbilityName=Stasis, FocusCost=2, ManaCost=2, ConsumeAllFocus=false, GhostOnlyCost=false, bFreeCost=false)
For the Psion class.
it ask 2 focus,but the Commander class don't use focus,it use its own energy bar,so now the ability is locked to it always asking 2 bar of focus he can't use.
Another one is just,Rusty psionic,it doesn't use focus at all,and can't use stasis cause "insufficient focus too",so yeah,kinda need a quick fix,gonna disable it till that.
I feel like it either need the reaper/various modded reaper classes skill where it will go conceal if no one see them or a one time conceal move,cause the one that let you conceal cost a focus point,which feel kinda pointless if you can't go conceal from the start.So a one time conceal (as in,a charge one,not a cooldown one) would help.
Cause so far trying the class I got 2 missions in a row with no conceal on start,so not sure how to use any of the abilities.
Yeah I can do it manually but... you know what I mean.
I think I'll play this mod "as intended" and let PexM go this time around. It's one of my favorites, but with three psionic classes, it's probably overkill. I think I'll keep Rusty's Psionic Implants for the animations and call it a day. This should be great fun! Thanks again for putting this out there.
I’m going to give this a shot. I just need to decide whether to leave the lab disabled, or toss in PexM…
I'm going to switch over to this mod once this current campaign is finished (another couple days or so).
For testing, would you recommend PEXM on or off for the run? More than happy to dump feedback on discord if needed.
I completely agree with you that change is good. (My next campaign I'm seriously thinking of switching to Amalgamation instead of Proficiency just to play with the differences there. :-)