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Feb 23 2007, 09:52 AM
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#1
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Newbie ![]() Group: Members Posts: 42 Joined: 20-February 07 Member No.: 4570 |
UFO Afterlight Human Psionic Training Mod - Version 0.6b
NEW VERSION VER 0.6 Well my first bash at a public mod, it was asked about so here it is. This is a beta at the moment as I have not had time to fully test every little thing, and it needs playtesting some more. The updated Mod can be found HERE Included are install instructions I have also written a bit of an account, long winded, of how I went about putting this together HERE What it does Early on you will find a tech becomes avaliable to research, that opens up some new training for your human scientists. Included the ablility to use psionic devices. Cheers Nevyn |
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Feb 23 2007, 10:07 AM
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#2
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Nevyn, your mod is very well documented. And the separate design document (which is NOT long-winded) should be "must-see" reading for all modders, as it's an excellent how-to guide.
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Feb 23 2007, 01:59 PM
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#3
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Member ![]() ![]() Group: Members Posts: 182 Joined: 8-November 05 From: Sweden Member No.: 1626 |
Much obliged
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Feb 23 2007, 08:51 PM
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#4
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Member ![]() ![]() Group: Members Posts: 182 Joined: 8-November 05 From: Sweden Member No.: 1626 |
Started a new game today and played around with it.
It all works well as far as researching and training goes. But I haven't gotten the fancy psi-equipment yet from the reticulans, so haven't tried them out yet. However, the 'keen senses' effects from basic psionic training and support training, seems to boost hearing ... it doesn't give you the ability to psi-find people. Was this intentional? I was kinda hoping I'd be able to spot enemies reticulan style |
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Feb 23 2007, 09:14 PM
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#5
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High Member ![]() ![]() ![]() ![]() Group: Admin Posts: 1527 Joined: 7-April 04 From: Norway Member No.: 4 |
-------------------- Greetings from Olav (Staff at StrategyCore.co.uk, Slaughter)
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Feb 24 2007, 03:35 AM
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#6
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Newbie ![]() Group: Members Posts: 42 Joined: 20-February 07 Member No.: 4570 |
Started a new game today and played around with it. It all works well as far as researching and training goes. But I haven't gotten the fancy psi-equipment yet from the reticulans, so haven't tried them out yet. However, the 'keen senses' effects from basic psionic training and support training, seems to boost hearing ... it doesn't give you the ability to psi-find people. Was this intentional? I was kinda hoping I'd be able to spot enemies reticulan style Hmm I made a copy of the trainings no changes to them. I will look into it and see if I can see anything. Cheers Psi vision is a part of the Reticulan Race, not active for Humans. That is why the vision mode does not appear, it is for all of the race not just the Psions I guess. Will look if I can add the vision to the First Human Psionic Training. |
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Feb 24 2007, 04:56 AM
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#7
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Newbie ![]() Group: Members Posts: 42 Joined: 20-February 07 Member No.: 4570 |
New Version 0.6
Added Psi vision to the initial training Not sure how it will affect save games, it should not cause any major probs just will or will not give Psi vision. Works fine when you do the training. Cheers Nevyn |
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Feb 25 2007, 07:28 AM
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#8
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Newbie ![]() Group: Members Posts: 14 Joined: 18-January 06 Member No.: 2688 |
It would really help if you upped a copy of the localisation.vsf file where this and SW's Weapon mod are merged (or perhaps SW could be oh so kind and do so?
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Feb 25 2007, 09:41 AM
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#9
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Newbie ![]() Group: Members Posts: 42 Joined: 20-February 07 Member No.: 4570 |
I would need SW permission, but not just that it would need to be done every update.
More than Just the Localisation needs merging. Entity, technology are ones of the top of my head as well. Not sure on the priority of files when there is more than one of them between custom mods. With other games we have set up a standard base that people submit entries to and we keep a complient set of files for modders. Not sure it is a worthwile project for AL as it is Single Player and possibly not a long life span title. Nevyn |
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Feb 25 2007, 12:26 PM
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#10
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High Member ![]() ![]() ![]() ![]() Group: Admin Posts: 1527 Joined: 7-April 04 From: Norway Member No.: 4 |
SC mirror updated.
-------------------- Greetings from Olav (Staff at StrategyCore.co.uk, Slaughter)
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Feb 25 2007, 09:58 PM
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#11
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Member ![]() ![]() Group: Members Posts: 68 Joined: 21-April 05 Member No.: 756 |
Thank you for your great work!
The mod is very good! One question: i wanted to make one character in my mod a psionic, but you clearly and skillfully beat me to it, kudos! So can i use parts of your mod to still achieve this? Sorry for the shameless asking, but your solution is far better than mine and works flawless so far as i can tell. |
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Feb 26 2007, 05:08 AM
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#12
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Newbie ![]() Group: Members Posts: 42 Joined: 20-February 07 Member No.: 4570 |
No problem Tenchi use away.
Cheers Nevyn |
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Feb 26 2007, 11:41 AM
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#13
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Member ![]() ![]() Group: Members Posts: 68 Joined: 21-April 05 Member No.: 756 |
Thanks a lot.
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Feb 27 2007, 09:50 AM
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#14
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Newbie ![]() Group: Members Posts: 3 Joined: 27-February 07 Member No.: 4756 |
Thank you for a great mod, I like it a lot. One question though, how do the psionic stats relate to the human stats in regard to the modifiers? Willpower == psi-potency and intuition == mental-potency, or is there a more exotic relationship?
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Feb 27 2007, 11:01 AM
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#15
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Newbie ![]() Group: Members Posts: 42 Joined: 20-February 07 Member No.: 4570 |
I used Human Charisma, a derived skill as the checks for Psionics use are skill based. Charisma is used for humans in most of the skill checks for Psionics, just not the ones that actualy use the items and powers.
Charisma is the average of Willpower and Intuition and I decided rather than try get to fancy that would be a reasonable compromise for human potential. |
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| Lo-Fi Version | Time is now: 3rd September 2010 - 08:09 AM |