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Gene mods on aliens?


ssskoopa

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In Enemy Within, genemods are just perks. Some EXALT already get "genemod perks", such as Ironskin. However, giving perks to aliens in the vanilla game isn't particularly easy -- the vanilla DefaultGameCore.ini basically only gives them abilities, and any perks are hard-coded in, IIRC.

 

I've modded in the capability to give passive perks to aliens (and EXALT) for Long War, but the change isn't particularly separable. Basically LW has a system by which alien leaders and navigators are created when the alien is being spawned, which required taking over a debug function (XGUnit.DebugAnims) in order to add stats and perks to these upgraded aliens. Back in the days of LW for Enemy Unknown these were hard-coded into the DebugAnims function, but with the new version I reworked the system so that everything is configured in DGC.ini.

 

Finally, some perks are actually designed to be assymetric, basically as a shortcut. For example, even if battlescanners were given to aliens, they wouldn't reveal stealthed XCOM soldiers. I'm not sure if Bioelectric Skin would work or not. Most passive perks do work on aliens, however.

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