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However, I do not plan on updating this particular project. The magnificent Numbers has made a fork of the project you all should be using instead (link in the description) and on top of that Long War 2's Infiltration system accomplishes the same effect as this in a much more elegant way.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=694223407
This updated version from "Numbers" has fixed it.
I will post there with my testing results.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=694223407
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=694223407
Then again having injuries scale with campaign time or another variable (like in LW) I haven't done, the need hasn't presented itself, but I may work on that in the future. ;)
Thanks for taking up this project!
As for people wanting to help test, my plan is to run a few tests myself to make sure the new ini options work at all then I'll release for feedback and more bulk testing. That'll hopefully be either today or tomorrow depending on how things go.
As for any help needed with integrating with other mods, just let me know once I release it. Happy to help with stuff like that.
Why would you adjust wound times in a fatigue mod when there are other code that are really delicate to control wound times? The injury system itself is very sensitive. Having said that, I suppose it could work out as the wound times in base XCom are pretty crap. I haven't played with that since fine tuning my own injury system.
I think that wound times will make your initial release take quite a bit longer to get right. That's your choice of course. If you need help testing then I've got too much time on my hands sometimes. :)
Right now it all builds correctly. I need to run a couple of missions for testing and I don't know how long that'll take. Hopefully not too long. As far as I know it does work with notoriety but I'll include it in one of my tests just to make sure. I've made a couple of changes to hopefully fix all future compatability problems this mod may have.
I'd make it configurable in the Ini. I also run the scanning sites mod (maybe 1 mission every 4 days?) and I also modded my wound times to make a light wound last >9 days so taking a fatigued soldier on a mission guaranteed a >9 day stint in the hospital.
With people running different setups, allowing configurability is probably the best way forward. Comment your ini accordingly with suggested baseline values and let people go the way they want.
My suggestion would be to wound the soldier to 75% health (if uninjured) as this puts it in the second "bracket" of wound times. If a fatigued soldier is wounded in the mission, then let that wound stand. You might get some people trying to game around the numbers by grenading their high HP soldiers to 76%+ but it's not worth coding around IMO.
Also - can you make it play nicely with Squad Notoriety? I'm using this as my Fatigue substitute and like it so much I intend to keep it.
Looking forward to seeing your work!
Suggest fatigue injury is double the fatigue days remaining when soldier was taken on mission.
PLUS number of fatigue days left. i.e. Where F = fatigue days left. Injury in days = (2*F) + F This ensure its always worse than an AWC assisted heal time
Additionally
+50% heal time to any ACTUAL injury taken when fatigued PLUS Add remaining fatigue in days to any injury. i.e. Where F = fatigue days left and B = battle injury time. (B * 1.5) + F
if you ini it up people can tune to their liking otherwise you'll never please everybody.
Here are my config settings in case you are interested.
[SoldierFatigue.UnitFatigueUtilities]
FATIGUE_TIME = 180
FATIGUE_SPREAD = 25
Also well done getting a LWT compatable version going, I hope to see it soon!
(Note: it works fine for legendary because wound times are longer but the time between missions are the same)
Right now the current testing that I've done which is fatigue alone and fatigue with Toolbox have soldiers getting fatigue injuries correctly. I am not currently aware of any other conflicts.
I see how I could potentially make this mod super compatable with everything into the future but it will take something of a performance hit according to people smarter than me, I just don't know how much and it would probably scale with the number of mods installed so I would be hesitant to do that. I know of other major mods that do it though so I might as well.
@ JG Baxter, the point made by:
Mcowher 3 hours ago
"I've had wounds that last shorter than the fatigue time, I think there is a logic issue here."
...is that you might as well ignore fatigue and use fatigued soldiers, as the resulting wound from using them is often less than the fatigue time remaining.
Of course my issue was it didnt work AT ALL other than display that a soldier was fatigued. This has been happening to multiple users of the mod.
Unless I missed something, that seems clear. :)
@Baxter Fatigue is designed to add onto normal injury times. Its hard for me to tell if it is currently working though. The fatigue amounts can currently be adjusted in the ini.
And for anyone who's curious, I do have a slightly changed version of fatigue currently working. I'm trying to nail down why toolbox breaks it and fix that. I haven't yet tried the idea of applying injuries to the beginning of missions.
I do think that fatigue amounts should be adjusted roughly by half and added to the injury times.
Am happy to help with testing and balance, but coding is beyond me - unless it's ini tweaking :)
I could comb through code to try and find something useful also since I can use the dev kit a bit.
I'll into a red fog mod or two and see how they tackled it, might be worth posting on Reddit and nexus to see if anyone has any ideas also.
A soldier accrues a small amount of fatigue each turn and a big chunk for injuries and completing missions. At various break points this applies a reduction (likely % based) to a trooper's combat abilities (aim and will especially, though dodge, psy offense, hack and maybe mobility could be effected also).
Say for example this happened every 10 fatigue out of 100 max, the stat reduction starts out relatively minor but ramps up harder and harder at about 50-75 fatigue. At 100 fatigue a trooper is exhausted and can not be taken on missions until they recover, if this point is reached in mission they go unconscious also. Fatigue recovery happens on a day by day basis (or hour by hour) Gts perks or the Awc could improve recovery rates.
Clearly though as noted below, modding XCOM is hard so this would be an ambitious thing to try.
It's beyond my current abilities with modding this game but I'd be happy to assist however I can if someone wanted to try and implement this version of fatigue.
Plus I'm finishing up my first playthrough on alien hunters. Quite enjoying it. I'll get going faster on this once thats done.
Plus I'm trying to make sure I don't copy too much from this mod.
Sounds like a plan. Plus if in the ini, people could make it as bad as they wanted. Honestly you could argue the mod should have worked this way in the first place.
Rough ETA? Am looking forward to testing it out.