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+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount=-1, RandStatAmount=3)
Do you know of a configuration that results in that (perhaps, 33.33% chance of 1 armour)?
I came up with this:
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount=-6, RandStatAmount=9)
That’s a 22.22% chance of 1–2 armour, which I use for Faceless, which is nice.
And I had this configuration for 120 enemies… welp! Thanks for the help!
It took me a while to understand how the mod works, but thankfully I got it eventually.
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount= 1 , RandStatAmount= 4 )
That means they start with 1 armor (StatAmount=1) and gain a random amount from 1-4 (RandStatAmount=4) then always -1 afterward. So they gain 0-3 which would result in 4 Armor with their base armor of 1. You probably forgot to put the " - " in front of the 1 (to make it -1 instead of +1).
But all the other stats are correct, great job posting a chart. Looks like you have a correct understanding of how the stats work!
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount= 1 , RandStatAmount= 4 )
I don’t understand why this is happening. Is this due to this mod, you think? I also have WorldWarLost, but that only gives Brutes armour as far as I can tell.
16.66% chance of 1 armour (default):
StatAmount= -4 , RandStatAmount= 6
20% chance of 1 armour:
StatAmount= -3 , RandStatAmount= 5
25% chance of 1 armour:
StatAmount= -2 , RandStatAmount= 4
50% chance of 1 armour:
StatAmount= 0 , RandStatAmount= 2
33.33% chance of 1–2 armour:
StatAmount= -3 , RandStatAmount= 6
50% chance of 1–2 armour:
StatAmount= -1 , RandStatAmount= 4
50% chance of 1–3 armour:
StatAmount= -2 , RandStatAmount= 6
60% chance of 1–3 armour:
StatAmount= -1 , RandStatAmount= 5
66.66% chance of 1–2 armour:
StatAmount= 0 , RandStatAmount= 3
100% chance of 1 armour:
StatAmount= 1 , RandStatAmount= 0
100% chance of 2 armour:
StatAmount= 2 , RandStatAmount= 0
100% chance of 3 armour:
StatAmount= 3 , RandStatAmount= 0 )
100% chance of 1–2 armour:
StatAmount= 1 , RandStatAmount= 2
100% chance of 1–3 armour:
StatAmount= 1 , RandStatAmount= 3
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount= 0 , RandStatAmount= 2 )
Because the starting armor is 0, then it adds a random range from 1-2 (because RandStatAmount= 2), then always subtract -1.
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount= -1 , RandStatAmount= 4 )
That’s a 2/4 chance, or a 50% chance, for 1–2 armour. This should mean that any units that do NOT already have armour should spawn with either 1 or 2 armour, 50% of the time, correct?
Just wondering, could you provide me with the correct line to make it so that all unarmoured enemies have a 50% chance to get 1 OR 2 armour (assuming it’d be a 50/50 chance to get either 1 or 2 armour – and a 50% total chance to get any additional armour)? Much appreciated!
To make it 25% chance to have 1 armor (and no more than 1 armor), do this:
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount= -2 , RandStatAmount= 4 )
This is 25%/26%, right?
Answering your first question (does this work for mods adding custom enemies)... only if those enemies are in the INI and have a similar setup for Armor Mitigation. You can add them yourself if they aren't in there already (I'm not actively modding XCOM these days).
To remove this effect from the Lost, delete all of the Lost enemies in this mod from the CharacterStats INI.
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount= -4 , RandStatAmount= 6 )
to:
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount= -3 , RandStatAmount= 5 )
This makes all unarmoured enemies have a 20% chance, instead of a 17% chance, to get one armour point, correct?
Was just wondering, does this work for mods that add custom enemy types – such as A Better ADVENT: WotC?
Also, could you please show me how I could change the chance to something higher, such as 20 or 25%, and exclude The Lost? Thank you!
And set RandStatAmount for 1 -- this means the game will choose a random number (starting from 0) with a range of 1 possible number ( only 0).
Overall, this would mean that each enemy starts with 1 Armor, then adding a random amount of additional Armor points ranging from 0 to 0.
To make Armor chance 20%, reduce "StatAmount" to -3, then increase the "RandStatAmount" to 5, so the game will randomly add 0, 1, 2, 3, or 4. In that case, the first 4 numbers would result in 0 Armor, with only a roll of 4 adding 1 Armor. BUT as you stated before, you noticed soldiers having less Armor than they should have, that's because if a negative number is rolled, it subtracts from any advanced armor (such as the Armor bonus from Predator Armor, etc). But any numbers lower than 0 will be 0.
+RandomizedBaseStats=(StatType=eStat_ArmorMitigation, StatAmount= 0 , RandStatAmount= 5 )
Also finally think I've found the cause of my Soldiers randomly having -2 -1 or +1 Armor :/ I excluded the following because they're Xcom units not ADVENT:
[Soldier_Diff_0 X2CharacterTemplate]
[Soldier_Diff_1 X2CharacterTemplate]
[Soldier_Diff_2 X2CharacterTemplate]
[Soldier_Diff_3 X2CharacterTemplate]
( Unsure if these are Xcom or not so excluded anyway )
[SparkSoldier_Diff_0 X2SparkCharacterTemplate_DLC_3]
[SparkSoldier_Diff_1 X2SparkCharacterTemplate_DLC_3]
[SparkSoldier_Diff_2 X2SparkCharacterTemplate_DLC_3]
[SparkSoldier_Diff_3 X2SparkCharacterTemplate_DLC_3]
Was driving me mad for ages
Going to wait until your official update, love the concept of the mod but with A Better Barracks PLUS in combination with Diverse Enemy by Force Level (manually edited in ADVENTs favor) the result has been fun, but overall mixed.
(still playing with default squad of 4 on Legend, have it set to max upgrade GTS to total of 8 squad)
It says "StatAmount=-2" which means, the unit will start with -2 Armor. Then you see "RandStatAmount=4" which means it will randomly select between 4 numbers to add (including 0), so in this case it is 0, 1, 2, or 3.
To make Armor chance 20%, reduce "StatAmount" to -3, then increase the "RandStatAmount" to 5, so the game will randomly add 0, 1, 2, 3, or 4. In that case, the first 4 numbers would result in 0 Armor, with only a roll of 4 adding 1 Armor.
The closest you can get to 15% is actually 14.28%. You would have to reduce "StatAmount" to -5, then increase "RandStatAmount" to 7. The game will roll 0, 1, 2, 3, 4, 5, or 6 and only give 1 Armor on a 6.
You will need to edit each character template, as your edits would only apply to the character that you are editing. Best way to do this is to use "Find and Replace" feature to mass-replace all text in the entire document.
So if the game rolls 0, 1, or 2, it results in 0 Armor. If the game rolls a 3, then that results in 1 Armor (because if you add -2 and 3, you get 1). All things considered, it is a 25% chance of getting 1 Armor.
So if you wanted to change it to 20% or 15%, go into the mod's folder and open CharacterStats.ini. You'll notice that each character has a line that says "RandomizedBaseStats=(StatType=eStat_ArmorMitigation) <--- This is the Armor stat.
Continued on next post.