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Haha
But this was to fix a bug in the way original original game, so it's probably fine if you don't use it.
If you think you are capable of not messing up your settings you can adjust the range if you search for "WoundSeverities" and change the min/max points of the specified health percentage range example:
WoundSeverities=(MinHealthPercent=21, MaxHealthPercent=50, MinPointsToHeal=6000, MaxPointsToHeal=32000, Difficulty=1)
This line goes for soldiers have left 21%-50% hp and it chooses a random number between at least 6000 points to heal and max 32000 points to heal if you dont want such a big range adjust the number to your liking and of course make sure you change it for the right difficulty.
The vanilla numbers may be diffrent, but the principle should be clear I hope
If you use long war 2 you may have to change the xcomgamedata.ini of it I dont know how the game sets its prioritys
Allways backup your stuff and make sure you dont write weird numbers in... should be obvious...
within the file search for "HealSoldierProject" this is what you should see
HealSoldierProject_TimeScalar[0]=1.5 ;Easy
HealSoldierProject_TimeScalar[1]=1.5 ;Normal
HealSoldierProject_TimeScalar[2]=1.5 ;Classic
HealSoldierProject_TimeScalar[3]=2.5 ;Impossible
These values get multiplied with the values for the wounded times I wont go into them as this should be easier for people even with zero understanding of it.
So if you change the multiplier from 2 to 1 it will obviously half the potential wounded time.
Or XCOM modding in general D:
If this needs fixing, what do I need to do to fix it? Or for LW2 compatibility?
I'm willing to just hand this off to someone who wants to fix it, go ahead and add me/PM me
This can be fixed by going into the .ini and changing it yourself. \Mods\LessGravelyWounded\Config\XComGameData.ini. Use Notepad++ for ease.
The threshold for Gravely wounded normally is 0% to 20% HP. This mod changes it to 0% to 9% HP.
But it's impossible for a Rookie unit with 5 HP to have 0% to 9% HP and still be alive to take the wound. (1/5 is .2, the original maximum threshold for Gravely wounded.)
It's impossible for a unit with 6 HP to have 0% to 9% HP and still be alive.
It's impossible for a unit with 7 HP to have 0% to 9% HP and still be alive.
It's impossible for a unit with 8 HP to have 0% to 9% HP and still be alive.
It's impossible for a unit with 9 HP to have 0% to 9% HP and still be alive.
It's impossible for a unit with 10 HP to have 0% to 9% HP and still be alive.
It's impossible for a unit with 11 HP to have 0% to 9% HP and still be alive. (1/11 is .0909, so it depends on the rounding.)
It's finally possible for for a unit with 12 HP to have 0% to 9% HP and still be alive. (1/12 is .083)
Mod works, dunno what everyone is talking about.
HOWEVER, there is a critical fault in this mod unrelated to to the patch entirely.
With this mod installed I have never once been gravely wounded -- only light or normal wounds. And I've finally found out why.
Normal wound ranges are:
0% to 20% HP: Usually gives a grave wound.
21% to 50%: Usually gives a wound.
51% to 75%: Usually gives a light wound.
76% to 100%: Lightly wounded.
This mod changes them to:
0% to 9% HP: Usually gives a grave wound.
10% to 29%: Usually gives a wound.
30% to 59%: Usually gives a light wound.
60% to 100%: Lightly wounded.
It worked great until now, I'm freezing when I'm back from a mission, after the mission summary screen, at the second load before the animation of the soldiers walking back. I have to quit the game, Uncheck the mod and force load to finiish the mission.
Since there was no update change last couple of weeks, I guess this is a Mod incompatibility.
Is there known Mods Confliict wich can cause this ?
I recently add 'Human creavity Mod', Experimental Item Unlock', 'Stabilize-me' and ' Nice dropship Debriefing'.
As much as I'm fine and enjoy this, I'm just not sure if this was the intended effect you wanted with your mod.
Next update in Less Gravely Wounded: More Gravely Wounded.
@Dick Justice: Never a grave wound?