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though to be fair, the stances should have a real disadvantage applied to them in my opinion
You can alter the stances by editing the ini file.
But, besides that, if I recall correctly, if you rush one turn, you should be able to leave that stance at the start of next turn, which would take 1 AP, leaving 1 AP for the objective.
I think the community highlander fixes that? From what I recall, it's a bug in the base game.
That, or this IS the community highlander fix.
Either way, you should be able to leave stance and regain normal mobility.
Nice stuff, dude.
Yeah. Looks like the people talking about having meditation stances were wrong, then.
As regards will gain, looking at the code, I don't think it would work though. As far as I could tell, here are the relevant lines:
if (WillDrainPerTurn > 0)
TargetUnit.ModifyCurrentStat(eStat_Will, -WillDrainPerTurn);
if (TargetUnit.GetCurrentStat(eStat_Will) >= WillDrainPerTurn)
return;
So do I understand correctly that will stat will only be modified if the WillDrainPerTurn value is greater than 0?
Odd, any chance that the thing you were testing with was a tactical save with an already-applied stance?
The stance effects are just standard persistent stat changes, if I recall correctly, so the buff/debuff effects are set (from ini) when the iniital effect is applied.
As for meditation effects? What you describe should be fine, check how the actual will is affected in a F1 mod. I can't say for sure it works though, never really played with a meditation stance because it breaks the design I was going for.
Anyway, I was able to solve it by using Stukov's mod, to trick the game that it's a new mod and add the changes. I just copied the contents to his. So it's all good now. Thanks.
Take a look at the existing ini's focus stance, it already incorporates a hacking bonus.
I expect you may have screwed up the syntax somewhere, specifically commas and slashes.
Cheers.
Thanks.
Good to hear, I'm glad you enjoy it.
Just disabled it and they're still there, so it's probably due to some other mod I have installed. Thanks anyway. And thanks for the mod as well - being able to avoid all those 90% misses on life or death shots by just going into the focus stance is such a godsend that I'd still happily use it even if it drained all of my will.
From what I remember, this affects current will, not maximum will.
So, no, but it's been literal years, disable the mod and see if the penalties go away?
I'm glad you're enjoying it.
For anyone wondering, the will drain cost can be used with negative numbers, resulting in it granting will instead of reducing it each turn. I made a Meditate ability that makes you a near-immobile sitting duck but recovers your will a little each turn. Very cool!
I think I included a readme-type file listing the various options and stats.
Thank you for the quick reply. Is there a wiki or something that I can look up code lines like your willdrainperturn line that you are using? Or did you create that line yourself? Something like hpdrainperturn and just make it a negative number so it increases.
It's been a long time since I've looked at the stats.
I recall there's two detection stats, one for being detected, and the other for detecting.
increased HP may count as a "buffer", you could also try the shield hp, though I'm not sure that works properly either. I don't think there's a regeneration stat, though.
I really love what you have going here. I think it is a really cool idea to have difference stances that can give you small boosts with a sacrifice to something else. I want to do a couple other stances, but have not modded before. I made a Stealth stance for the start of missions that gives a boost to flank aim and flank crit. It also reduces your detections radius, harder to detect, I think. I'll put my code at the bottom so you can see if I did it right or did it backwards. Now I am trying to figure out how to do a zen stance that could give some health back as well as maybe SightRadius and HearingRadius. I see people talking about increasing will, but I am not sure how to increase lost HP using the eStat_HP stat type. I feel like just giving it a value would increase the max HP and not actually heal the character. Thoughts? Thank you.
Stat = eStat_DetectionModifier, \\
Value = 0.5, \\
Whoops
@Gwynbleiid
@PSY
I honestly thought I had tested something similar at some point. My bad if it's not working
@Haite
@stappy82
Thanks.
Anyway, I won't be updating/fixing this, I deleted my XCOM2 modding setup a while back.
If anyone feels like putting out their own version, feel free.
Jokes aside, the flexibility and customisation of this mod is crazy! Very fun to play around with, thank you!
Adding
WillDrainPerTurn = -X, \\
Does seem to 'grant will' only it doesn't actually do anything. The flyover appears with the integer you put but the '-' neither subtracts or adds any actual will. Had a stance made that gave 5 and had it on for more than 10 turns during gatecrasher. When soldiers got back to base they were fatigued with will stats at 30ish out of 40ish.
I suggest lowering the will costs if you find it too punishing, that seems less awkward to play with.
Alternatively, add a "meditation" stance where you take some stat penalties and have a negative willdrainperturn to regain will.
As to your actual question, there's nothing that keeps track of the amount of will lost from a stance being active, it just alters the unit's will and that's it.
Just noticed your comment, my bad.
Could you rephrase that, I'm not sure what you mean with "stance recover all will" ?
No, the stances now apply to all characters which are non-robotic soldiers.
It's not strange that there are unexpected effects if multiple mods are modifying the same stat.