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> Human Psionics Mod, All to do with Human Psionics Training
Nevyn
post Feb 23 2007, 09:52 AM
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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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ShadoWarrior
post Feb 23 2007, 10:07 AM
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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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Matt
post Feb 23 2007, 01:59 PM
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Much obliged smile.gif
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Matt
post Feb 23 2007, 08:51 PM
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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 smile.gif
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Slaughter
post Feb 23 2007, 09:14 PM
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Modification and Guide added to StrategyCore.co.uk

Good work!


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Nevyn
post Feb 24 2007, 03:35 AM
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QUOTE (Matt @ Feb 24 2007, 05:51 AM) *
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 smile.gif


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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Nevyn
post Feb 24 2007, 04:56 AM
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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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Firecrak
post Feb 25 2007, 07:28 AM
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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? smile.gif )
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Nevyn
post Feb 25 2007, 09:41 AM
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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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Slaughter
post Feb 25 2007, 12:26 PM
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SC mirror updated.


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Tenchi
post Feb 25 2007, 09:58 PM
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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. smile.gif
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Nevyn
post Feb 26 2007, 05:08 AM
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No problem Tenchi use away.

Cheers

Nevyn
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Tenchi
post Feb 26 2007, 11:41 AM
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Thanks a lot.
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nostrum
post Feb 27 2007, 09:50 AM
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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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Nevyn
post Feb 27 2007, 11:01 AM
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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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