Some people were saying they wanted the Sabotage ability back on the defiler, so here's the original games xml file. Just drop it in the mods xml folder and overwrite the old one, and you've got sabotage back again.
One of the Zann campaign missions is literally "sabotage the thing with a defiler to progress" so having that back is a godsend and we thank you. Having said that, if I'd known it were that easy and doing it wouldn't break the mod, I'd have copied the defiler's bits from my backup files and pasted them in :D
I'm curious if it's possible to instead have major heroes perform this ability in fashion similar to neutralize heroes. That way it's still viable, and when only one hero per faction can do it and they won't be back for say 2 minutes, thus balancing it.
I'm currently trying it out with Kyle Katarn in GC but I can't get the sabotage option to trigger, methinks it only works with corruption
One of the Zann campaign missions is literally "sabotage the thing with a defiler to progress" so having that back is a godsend and we thank you. Having said that, if I'd known it were that easy and doing it wouldn't break the mod, I'd have copied the defiler's bits from my backup files and pasted them in :D
I thought everyone knew that, but decided I'd put this up anyway incase some people didn't. Glad to help ;)
I'm curious if it's possible to instead have major heroes perform this ability in fashion similar to neutralize heroes. That way it's still viable, and when only one hero per faction can do it and they won't be back for say 2 minutes, thus balancing it.
I'm currently trying it out with Kyle Katarn in GC but I can't get the sabotage option to trigger, methinks it only works with corruption
eDIT: W00t, game constants is epic
Why was this changed anyways? Will, we lose something that the mod gives if we exchange the xml files?
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