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The game doesn't really store soldier stats at each level, so it would have to level the character up from Rookie to Colonel. Unless the Colonel had exactly the base game stats, I would be inclined to think the character just got a series of bad rolls. :(
That, or it is a custom class from another mod, which would use its own stat progression.
I ask because I received a colonel as a reward, and after distributing Ability Points he still had low base stats in everything, so I wasn't sure if he just got really bad rolls, or the mod somehow overlooked this type of soldier.
It's not too hard, and you can even look through this mod's files to see how it is done, but you would still need to go in and change things yourself. Also, any updates from the mod creators would risk reverting those changes.
So sorry if I came off as ranting, I appreciate anyone who mods. I took "Squaddie level Progression will remain the same as Vanilla WotC" as meaning that the mod takes a vanilla Squaddie and then applies its own rules in 6 subsequent level-ups to Colonel. I checked the (Rand)StatAmount in aStatProgression but apparently didn't bother to count what level they are applied, which is my bad.
All of that said, this mod in particular is to bring back the EW stat rolls. There are other Hidden Potential mods specifically balanced for XCom 2 alone. This is because I personally preferred the older ranges.
It is also why I specifically recommend the “SWR: Alien Range Bonus” mod, as it gives alien units back the Range Bonus they had in XCom:EW, and which normal XCom soldiers have. With their average engagement distances, this leads to about an equivalent buff to the alien’s aim in return (+10).
Lastly, I am probably not going to do any major overhauls involving custom configs or anything like that. These are simple mods specifically to keep them lightweight and with a low-conflict chance. Plus, I honestly don’t think I’d have time anymore.
I re-checked the numbers, and the Colonel Offense and HP breakdown is as follows:
RangerOff= +15/80 vs +21/86, Diff:6
RangerHp=+6 vs +3.5, Diff: -2.5
SharpshooterOff=+26/91 vs +42/107, Diff:16
SharpShooterHp=+4 vs +3.5, Diff: -.5
GrenadierOff=+10/75 vs +7/72, Diff: -3
GrenadierHp=+6 vs +7, Diff:1
SpecialistOff=+15/80 vs +28/93, Diff:13
SpecialistHp=+6 vs +3.5, Diff: -2.5
PsiOff=+10/75 vs +14/79, Diff: 4
PsiHP=+4 vs +3.5, Diff: -.5
SkrimOff=+12/80 vs +12/80, Diff:0
SkirmHp=+5 vs +6, Diff: 1
ReaperOff=+16/91 vs +15/90, Diff: -1
ReaperHp=+3 vs +3.5, Diff:.5
TemplarOff=+12/80 vs +12/80, Diff:0
TemplarHp=+5 vs +6, Diff: 1
AvgOffDiffNoFaction: 7.2
AvgHpDiffNoFaction: -1
AvgOffDiff: 4.4
AvgHpDiff: -.3
All in all, this actually meets what I was expecting, with about +10 average aim.
So even with the suggested ranges above, the averages generally favor the player, making a series of bad rolls not feel too terrible. But the way it is now, it's a cheat mod. I loved Hidden Potential in EW, but it's just too much with these numbers.
Could you create a proper config to allow quick adjustments without having to go through the whole XComClassData?
Sharpshooter and Psi end up with 8 HP vanilla, everyone else with 10. All Squaddies have 5. Randomized progression starts at leveling up to Corporal. That's an average of 0.833 for everyone but Sharpshooter/Psi, which have 0.5. So your 0-1 progression is correct for only those two, while all others should get 0-2, closer to the 0.833 in vanilla.
Sharpshooter Aim is another issue: Vanilla they get 16 points from 6 level-ups to Corporal. 2.67 average. Modded they get ~6, which puts them a whole 20 points on average ahead of vanilla. A better range would be 2-4 at a fair ~3.
Support/Specialist should get ~2 per level (68 Squaddie, 80 Corporal) but gets ~4. Same for Ranger/Assault, who gets ~3. Proper range would be 1-3.
For example, you should see something like this:
aStatProgression=((StatType=eStat_Offense,StatAmount=1,RandStatAmount=5,CapStatAmount=150),
Just change the RandStatAmount and you are golden. :)
Rather, I would suggest editing the class mod's XComClassData.ini file, since that would be guaranteed to work with the mod, and would be easier to edit! :)
Theoretically you could do something like
aStatProgression=((StatType = eStat_Offense , StatAmount = -2 , RandStatAmount = 5)
to get a range of -2 to 2, since it would add a -2 base, and then add a random number 0-4.
Still, I've not tried it personally. It could be fun if it works though! :)
Or is the RandStatAmount fixed to <= 0?
I wanted to see if soldiers' stats could decrease from ranking up to further randomize my campaigns, especially so I can yell at "that" officer who gets worst due to paper pushing and setting behind a desk.
New classes won't really get any benefits from the mod, and any overlapping changes to existing classes will likely leave portions of one or both mods inoperative. The only option would be to implement the changes from this mod into the other mods directly.
It's a long list, and unfortunately, it could be any mod altering the ClassData.ini, whether it is adding abilities, altering progression, changing base classes, etc. Without knowing the internals of each mod, I cannot say at this time what's causing it.
All I can advise is further testing. :(
That's a long list, so I can't say for sure. Honestly, anything that changes the XComClassData.ini is a potential culprit.
That said, I do see Long War 2 on that list. Was it enabled?
It's been a while, but IIRC LW2 does overwrite a lot of that information, which could cause the issue. That said, I was also under the impression they had a built-in HiddenPotential option as well? If not, one could add this mod's additions to their .ini to effectively "merge" them.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2185577947
Mod conflicts can happen if another mod touches the same area, however. May I ask what the other mod was, or when you noticed the issue?
Well, at least it is fixed! Again, sorry it took so long!
Just... have fun! :D
1. deleted all ini files, unsubbed (and faved) all mods.
2. verified, took 2 hours.
3. reinstalled all mods, also fully deleted alternative mod launcher, and reinstalled it.
4. wait another hour for my 166 mods, yours included.
5. been 4 days since doing above, all works :)
Well, you may need to clean up the override configurations. Let me take look...
Ah, here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=625230005
That should have instructions on fixing the XComEngine.ini file, and it may have survived reinstall by not being in the Steam folder. It also looks like WotC may have an issue stopping mods as well, so you may have to look into the XComModOptions.ini
Check out the link, and if the fixes don't work, let me know. :)
used file shredder to remove all the folders, re subbed, still not showing in AML :(
i found 3 files of the same mod folder
1 in my normal mod folder for xcom in the d drive,
1 in c:\users\(My name)\AppData\Roaming\Micrsoft\Windows i cant see the rest but looks like \Recent Irems
1 in c:\users\(My name)\recent
And yes, I did notice that most soldiers have higher average aim than XCOM 2 soldiers, but lower average HP ;)
Keep in mind, this does still lead to most non-special soldiers having higher average aims than normal XCom 2 characters, which is why I suggest SWR Alien Range Bonus to ensure Aliens get the same bonus when being near to a target.
That said, at the end of the day, feel free to edit the .ini to suit your preferred ranges. :)