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Докладване на проблем с превода
In theory, is it possible to potentially limit certain Gene Mods to a specific class? I was planning to make some Gene Mods specifically for Psi Ops, that grant specific abilities they do not get such as the Codex's Psi Bomb, or the Avatar's Teleportation and Sectoid's Raise Dead, etc.
I managed to design a Gene Mod that grants Fortress (as i'm using New Psi Abilities, Fortress is no longer apart of their ranking/levelling), but I wondered if it's possible for a Class-Restriction based line that permits only certain classes, such as doing this:
' +AllowedClasses = "PsiOp" '
Thanks for reading this, hope to get a reply soon!
Now my Psi Ops can use Psi Bombs, lol XD
I have looked at it, and in the same locations as the other mods, I put mine in, formatted the way you show above, after the others, but it won't show any descriptive information.
Here is my edit: +GeneMods="RM_BioticTraversal" (up on top with the others)
[RM_BioticTraversal X2GeneModTemplate]
; Image path
strImage="img:///UILibrary_StrategyImages.X2StrategyMap.DarkEvent_Avatar"
;Ability Name (Important, must exist in-game to work properly)
AbilityName = RM_BioticTraversal
+(AbilityType=(AbilityName="RM_BioticTraversal", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))
BaseTimeToCompletion = 0
+GeneCategory = GMCat_none
+Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=2))
+Requirements=( RequiredTechs[0]=AlienBiotech, bVisibleIfTechsNotMet=true, \\
RequiredUpgrades[0]="Infirmary_GeneModdingChamber", bVisibleIfUpgradesNotMet=true)
additional question. is it possible to use another gene mod as a prerequisite for another gene mod? im using the misc slot as a sort of power up for an existing gene mods that ive made but at a cost of high will reduction and ludicris amount of resource. kinda like an end-game stuff.
Is it possible to make it so if you use an Gene Mod to a Soldier that the Soldier changes its class?
It is actually possible to implement that or is it impossible?