XCOM 2
[WOTC] Scaling Wound Times
16 Comments
Solymr ibn Wali Barad  [author] 15 Oct, 2024 @ 3:13am 
Check the scalar parameters to make sure you didn't disable the time reduction, and check the wound severities in the .ini to make sure the wound times didn't get edited to be much higher.
PanMops 15 Oct, 2024 @ 2:37am 
the mod indeed changes healing time, but for some shit reason at beggining of game soldiers are wounded for like 2 months, which i have no idea how to fix
Freelancer MAD DOg 1 Jan, 2022 @ 3:43am 
Thank you patience sir,this all I need to know. Armor is actually armor now, not some kind of armor shape skin XD
Solymr ibn Wali Barad  [author] 1 Jan, 2022 @ 1:46am 
WoundTimeScalarBottom is forced to be higher than 0 to avoid divide by zero problems. To turn off the days passed function set WoundTimeScalarTop = 0
I don't exactly understand the second question but yes, both of those also affect wound time in a separate way if they are set to true.
Freelancer MAD DOg 31 Dec, 2021 @ 9:30pm 
so···WoundTimeScalarBottom = -1 is turn off days passed ,right?
USE_EW_ARMOR = true
USE_LW1_CALC = true is start-up this 2 function ,right?
Glasswalker 12 Jun, 2021 @ 1:04pm 
@jepakazol Thanks for the recommendation!
Solymr ibn Wali Barad  [author] 12 Jun, 2021 @ 12:29pm 
LW1 used the health interval to get the random wound time. If for example a soldier had 3/8 HP left, the wound time would be between 5/8 (1-3/8) and 4/8 (1- (3+1)/8) of the max time set in the ini.
Rollo Tomasi 12 Jun, 2021 @ 5:54am 
"Alternatively, enabling the USE_LW1_CALC option in XComWoundTime.ini changes the calculation to use intervals determined by the fraction of HP remaining of the soldier and a total minimum and maximum points, as LW1 used."
Can you explain the effect of this? Longer, shorter, or about the same wound times overall? Shorter early game and longer late game? Or just less RNG maybe? Or something completely different? I don't remember the effects of the LW1 system anymore :-)
Jepakazol 21 May, 2021 @ 5:30pm 
@The_Perculator try also "Mission Mania" mod for that thing- so many missions that I have team A, B, C, D :)
Glasswalker 15 May, 2021 @ 9:59pm 
This is really interesting. I really look forward to the potential LW1 style calculation. I REALLY need more mods to force me to rotate soldiers more lol
OctoRat 14 May, 2021 @ 4:52pm 
Also, can we at least get a thumbnail of a lady soldirer?
Solymr ibn Wali Barad  [author] 14 May, 2021 @ 1:14pm 
Adding it in the middle of a campaign should be fine, but if you already have wounded soldiers they may not get a new wound time. However I wouldn't recommend it because removing it in the middle has been proven to make soldiers unable to join missions so make backups just in case.
cryomancer993 14 May, 2021 @ 12:31pm 
Can I install this in the middle of a campaign?
Solymr ibn Wali Barad  [author] 14 May, 2021 @ 10:45am 
I'm currently working on an update to add an option to make wound times be calculated like in LW1: the min and max times are proportional to the fraction of HP remaining, so instead of using the preset wound severities in XComGameData.ini, it uses a separate max point option and the interval depends directly on the HP fraction.

And on a separate mod to make soldiers that bleed out in mission not have the same wound time interval as if they were left with 1 HP, and make it instead so they count as having had 0 HP and therefore eligible for maximum wound time.
[Dragunov37] 14 May, 2021 @ 10:35am 
I agree, an interesting idea
Invertin 14 May, 2021 @ 9:09am 
that's a really interesting idea