Kregano Posted March 21, 2016 Share Posted March 21, 2016 I've been working on a mod to create an AOE suppression ability, but I wanted to have regular suppression still be available without creating mod weapons. The grenadier skill set in the XComClassData.ini file has an open slot where you can put an ability in at the squaddie rank, but only the one that's taken by Launch Grenade in the stock version (the "second" slot) actually works. Swapping Launch Grenade with Suppression caused Suppression to take its place, so it's a strict position thing. Would this be something controlled by the Grenadier ability set file, or is this something that has to be researched further? Link to comment Share on other sites More sharing options...
davidlallen Posted March 21, 2016 Share Posted March 21, 2016 To avoid overwhelming new players, the game is designed that when a soldier gets squaddie, there is no choice the user has to make. You get one ability and that's it. I am pretty sure all the mod custom classes respect this also. Link to comment Share on other sites More sharing options...
Kregano Posted March 21, 2016 Author Share Posted March 21, 2016 To avoid overwhelming new players, the game is designed that when a soldier gets squaddie, there is no choice the user has to make. You get one ability and that's it. I am pretty sure all the mod custom classes respect this also.This isn't actually true, as a look at the XComClassData.ini entries for Sharpshooters and Specialists demonstrates:SoldierRanks=( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Squadsight") ), aStatProgression=((StatType=eStat_Offense,StatAmount=10), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)), )SoldierRanks=( aAbilityTree=( (AbilityName="IntrusionProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="AidProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=45), (StatType=eStat_CombatSims,StatAmount=1)), ) Clearly, there's some way to make classes get two abilities when they hit Squaddie. The question is how, and whether it can be applied to existing classes via mods. Link to comment Share on other sites More sharing options...
davidlallen Posted March 21, 2016 Share Posted March 21, 2016 At any rate, no choice is granted to the player among the squaddie skills, unlike the higher levels. You mention that suppression doesn't work when you put it in the other squaddie slot. Are you sure that your suppression works when you put it elsewhere in the tree? As you have pointed out all the squaddie skills get applied even if there is more than one. So I do not see why putting a working skill in the other squaddie slot should not work. Are you adding the correct slot information? Link to comment Share on other sites More sharing options...
Kregano Posted March 22, 2016 Author Share Posted March 22, 2016 (edited) Things get more confusing, because now Suppression shows up as a Squaddie ability after I substituted a different higher level skill in place of "Launch Grenade." Then I put Launch Grenade back and both show up now in the Strategy Debug, so I guess whatever problem was there solved itself. Edited March 22, 2016 by Kregano Link to comment Share on other sites More sharing options...
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