Since there's no way to train your troops with psi, a while back I kept the starting data (16-24) and instead simulated a period of training by multiplying their skill by a random value from 2.5~5.0 at the start of the map. This is a temporary demo feature. Also note that this behavior is for *humans* only--aliens use the direct values found in the .xt.
I'm not sure what you mean by "Mindcontrol removes the aliens weapon from the game". If you're giving mind control to aliens through natural weapons, meaning you're using a different anatomy, make sure you're equipping weapons to the right/existing inventory slot(s)--the game may be unable to find the right slot and giving up. (I'm doing that in my next mod, which I'll be putting on the forum sometime today or tomorrow.)
Post by Aves Dominari on Aug 31, 2013 19:41:43 GMT -5
I'm having some strange behavior on my end. I made sentry turrets a thing by creating an entity with no EN, meaning it can't move but can, in theory, turn and use items. Through an item you can spawn them, so the idea is you can carry around a little can of automatic heavy firepower for when you need it most. However, my test turret seems to require EN to turn. No other entity does and I don't recall this ever happening in UFO Defense, so... no idea what's going on ;s Attachment has an example.
That's odd, I'm not seeing an attachment on this one, either (just like in your latest General Bugs post). But I don't need one in this case because it's not a problem:
In UFO soldiers don't have an EN cost to turn, but aliens do, so there is a setting for that in entities.xt. It's controlled by the Stamina > Drain value. UFO calculates EN costs based on the TU cost to perform a movement action (including turning). The formula is: stamina drain = (TU cost / (2 ^ factor)), where "factor" is the entities.xt Stamina > Drain value.
So a factor of 0 means even turning costs EN (aliens use 0), while 1 means it will cost nothing (1 / 2^1 = 0 (after integer truncation)).
By the way, nice idea. I wanted implement deployable turrets in one of my future mods, but never got around to making that one. You can also consider giving them, or some of them at least, 360-degree vision as an additional benefit.
Post by Aves Dominari on Aug 31, 2013 20:40:58 GMT -5
The only problem right now is that placement is a bit wonky; it's reflex at the moment, so the turret goes to the first available slot and it's sometimes unpredictable. I'll change it to a targeted ability soon here so players can drop it where they need it.