安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
So you could Syphon a fellow squad member, but then all you are doing is "shifting" who has the worse will. Which is part of the design, you need to choose who/how/what/why gets their Will degraded for recovery in the strategy layer.
(I tend to have them use their abilities mainly, but do have some GEMS that aren't on their skill list in their amps, if I have them.) Recently started a new campaign, am up to May 2035 and have no psi units except for the Templar yet.
I guess I'll test it and see what happens.
Psi Implants don't have the Syphon Will ability by design - they are intended to be used by classes that are excluded from the Will Drain mechanic and thus have no need of the Syphon Will ability. However it is a really simple change in that mods configs files... look for the XComGameData_WeaponData.ini in that mod and set the following;
@combatide
I'd obviously love for you to try out this new option to see how this affects the balance. But if you really don't want it then in this mods configs, XComPsionicsExMachina.ini change the following lines (to false):
All the changes are great. I personally don't like the exponential time increase. By the time i get to late game, the exponential time increases makes all of the collected meld useless. I dont want to wait 20 days to craft 1 gem when i have 300 meld sitting around. I was playing on normal difficulty.
@combatide: I noticed that on my Commander-level difficulty campaign. Kept loading more and more GEM and PCS projects and never ran out of meld. It doesn't seem to be possible to sell meld either, though that might be an interaction between this mod and another mod on my end.