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Choose Psionic Soldiers


robineng

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That should be easily possible without much fuss if you lower PSI_GIFT_CHANCE in DefaultGameCore to 0.1 or lower maybe to get a 100% result. Afterwards in game, you only send the soldiers into the Psi lab you want to become a psionic.
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That should be easily possible without much fuss if you lower PSI_GIFT_CHANCE in DefaultGameCore to 0.1 or lower maybe to get a 100% result. Afterwards in game, you only send the soldiers into the Psi lab you want to become a psionic.

 

I don't know if PSI_GIFT_CHANCE would accept a fractional value (like 0.1). If it does, that's definitely the best solution for this goal. Anything below .4 ought to guarantee success with all testing (unless for some reason you're testing someone who got the critically-wounded will penalty and now has willpower below 40).

 

An alternative approach would be to change PSI_TRAINING_HOURS to 1 instead of 240, so it takes 1 hour to test for Psi... then if you really want to be able to pick who is gifted, you could just savescum your way through. Test them; if they don't succeed test you don't want gifted to generate a new random number.

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From XGTacticalGameCoreNativeBase.uc:

var config float PSI_GIFT_CHANCE

0.1 works fine for Will >=10 soldiers. I tested that myself. You could lower that to 0.01 if you want to let zombie soldiers with Will 1 become psionics too. I haven't tortured a soldier so far that the Will dropped to hell. The Will penalty is -15 per deathblow, by the way. No idea if Will stops at 1 or 0. Anyway, that's the easiest way to make anyone desirable become a psionic. Anything else is unnecessarily complicated coding work.

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