Re: Psychology mods? Increasing the role of troops?
			 
             
			
		
		
		
		I worked up a Combat Apothecary unit. This makes me want to expand the Biology tech to include super-soldier genetic engineering type stuff. Has anyone done this before? Is there much point in diversifying the options available to ground units? 
 
The Combat Apothecary goes from 1-3, scaling by cost, size, and bonuses. 
 
Name                  := Combat Apothecary III 
Description           := Field unit dispenses stimpacks and psychotropic drugs to combat troops. 
Pic Num               := 271 
Tonnage Space Taken   := 20 
Tonnage Structure     := 20 
Cost Minerals         := 40 
Cost Organics         := 400 
Cost Radioactives     := 0 
Vehicle Type          := Troop 
Supply Amount Used    := 0 
Restrictions          := One Per Vehicle 
General Group         := Vehicle Control 
Family                := 7100 
Roman Numeral         := 3 
Custom Group          := 0 
Number of Tech Req    := 2 
Tech Area Req 1       := Troops 
Tech Level Req 1      := 3 
Tech Area Req 2       := Experimental Psychology 
Tech Level Req 2      := 3 
Number of Abilities   := 3 
Ability 1 Type        := Ship Bridge 
Ability 1 Descr       :=  
Ability 1 Val 1       := 0 
Ability 1 Val 2       := 0 
Ability 2 Type        := Combat To Hit Offense Plus 
Ability 2 Descr       := Frenzy gives a 20% attack bonus to stack.  
Ability 2 Val 1       := 20 
Ability 2 Val 2       := 0 
Ability 3 Type        := Combat To Hit Defense Minus 
Ability 3 Descr       := Recklessness causes a -20% defense penalty to stack.  
Ability 3 Val 1       := 20 
Ability 3 Val 2       := 0 
Weapon Type           := None 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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