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Nahlásit problém s překladem
In other words, Rookie with a will of 60 and loss of 3/turn will totally run out of will in 20 turns, while a Squaddie with same will of 60 should experience a loss of 0.9 x 3 = 2.7 will/turn, totally running out of will in 22 turns.
@Kinetos can you confirm this?
PerTurnWillRollData=(WillLossChance=1, FlatWillLossChance=false, WillLossStat=WillEventRollStat_MaxWill, WillLossStatMultiplier=0.05, MinimumWillLoss=1, MaxWillPercentageLostPerMission=0.45)
which was pretty nice allready, but i do want to punish low will soldiers even more so now i have:
PerTurnWillRollData=(WillLossChance=1, FlatWillLossChance=false, WillLossStat=WillEventRollStat_CHTurnCountDecimal, WillLossStatMultiplier=2.6, MinimumWillLoss=1, MaxWillPercentageLostPerMission=0.50)
I hope that works, it looks good so far!
Would you mind helping me understand the design decision of: "The higher their rank, the more will they can lose each turn the will loss event occurs."
That's the opposite of what I would expect if attempting to model combat responses of soldiers in the field. Shouldn't the rookie loose will in combat more quickly than the hardened combat veteran who has survived multiple engagements? I don't think I understand what this mechanic (veterans losing will faster than rookies) is trying to model.
Depending on which "Panic Trees" you prefer, you may want to adjust the panic weights for the default will loss events here:
"...\steamapps\workshop\content\268500\2356606150\Config\ MoreWillRollEdits\XComGameCore.ini "
You can also just restore the game's default panic chances and weights by renaming the above file to "...\ MoreWillRollEdits\XComGameCore_.ini ".
Thanks for this, I might be able to actually manage will loss on easier missions, now.