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C:\Program Files (x86)\Steam\steamapps\workshop\content\268500
Well, Will in WotC is a flat 40 (or 50, depending on difficulty), and then it only goes up 5 once at Squaddie, IIRC. Essentially, Will is either 45 or 55 depending on difficulty throughout the majority of the campaign, since it's essentially changed into a stamina meter which requires troops be rotated out.
I should correct myself, however. WotC NCE is actually 36-50 as opposed to normal NCE at 25-60. So it's tighter around the base 40, with a slight positive bias to mitigate game-breaking low-roll streaks.
The WotC version of each mod essentially sets it so Will matches default WotC's Will progression/generation. The range is narrower in NCE (26-50, so it won't go as high, but also won't go as low), and Hidden Potential only sees a flat increase to Will at the Squaddie level (as opposed to a random global increase each level).
Again, this matches default WotC to prevent soldiers from running out of Will in a single normal mission (although grueling ones can see a soldier tiring after one mission), but also ensures that even high-level soldiers are still getting tired and rotated out.
As for the range being slightly off, WotC (modded or not) adds a flat 5 to soldier Will at Squaddie.
So, if you have the DLC, head on over and try it out!
Great news! And no excuse now for Mertius ;)
Looks like it might be a bit more work.. but I love this mod, sad to lose it
I can't guarantee everything will work, but I feel that you'll be fine if you want to use the LWT with the SWR mods. Just make sure to keep backups of your saves, and if there are compatibility issues, let me know, and I'll see what I can do. "
i'm going to try and use this mod alongside LWT. The fact LWT doesn't randomize a rookie's hacking stat is troublesome (not to mention i can't customize the range of variety) so i've come back to your mod in hopes it won't be problematic to get it to intervene.
I'll report on how well the hand shaking goes.
So, it will work, just not as well/quickly as in a fresh campaign.
Because it drops the aim to 55 for all soldiers, it may be your problem
That said, this only affects Rookies, so if you're hoping to see randomization in characters at later levels (like the Grenadiers), you may need a Hidden Potential-style mod.
I went looking for mods like this the other day 'cause my two Grenadiers both had Aim/Offense stats in the mid-60s (66 for one, 64 for the other) despite being nearly max level; even with scopes giving them aim bonuses, they were missing shots WAY too often.
Randomization checks take place at the beginning of a campaign, during certain screen changes, and whenever a soldier enters the recruitment pool. The randomizer checks to see if the soldier's stats match the soldier default, and if they do, it proceeds to randomize Aim, Mobility, Will, and Hacking (in that order), and then checks if you want optional stats like HP, Dodge, Defense, and Crit, and randomizes them if needed.
Honestly, this sounds like you may have had a series of bad rolls, but it doesn't hurt to make sure no mods are causing the issue. You could always check with a quick test campaign as well.
...Actually, I just had a thought while typing this: Does the game choose stats when soldiers are recruited, or when they're added to the available-to-recruit list? 'Cause the ones I tried were all already on the list.
Random Stat gains are only in the beginning, but a Hidden Potential mod (there are a few, including an SWR version if you liked EW's random stats) will give you that random growth per level.
Also, this was made for the vanilla game, so as long as it is up to date, it should work for you!
Mind if I ask; are the stat gain amounts for each rank up random also, or is it a set gain each level? Oh and is it okay to add it to an existing vanilla game, or would it possibly mess it up? Many thanks :-)
The stat stacking is a neat effect, too. Sorry I didn't do too much.
If you do need anything, or find any issues, let me know and I'll "help" again. ;)
@Echo At this point, it appears to be working! Just be sure to keep their NCE off, unless you want both randomizers working at the same time.
But after all this testing and messing around with your mod i can say that it works perfectly fine with LWT NCE, if the latter is enabled, the effects will stack, resulting in extreme stat variations.
Also i recommend to raise the min mobility by 2-3 points for use with LWT since 12 tiles/turn (8 mobility) is rather harsh.
Thanks for your help.
@ Metzkermeister Can I ask, what ranges are you using? 9-12 is a rather odd range, expected from the values Low=9, High=11, Int=1. Also, is your RollCrit chance activated? If you reset the mod to standard, what range does it give you?
I've started a new game using your NCE and having the LWT NCE disabled, and it seems to work so far. Thanks for the reply!
Same case for Hidden Potential?
Still, NCE is made to cause as few conflicts as possible, so as long as the LWT doesn't remove anything critical that NCE uses, it should be fine. LWT can't affect the actual randomization since that's in its own private area, and everything it does triggers off of screen listeners, so it's highly unlikely to cause any issues.
Also, another player called Marshmallow Justice used both a few pages back, and didn't notice any conflicts. As long as LWT's NCE is disabled, the ranges should come out as expected.
I like your implementation of NCE better, would they conflict?