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e.g. Rolled a Rookie with 75 Aim but only 2 HP? Send him off to Sharpshooter Camp.
e.g. Got the rare roll of 7 HP and 1 Armor but horrible aim? Send him off to Grenadier Camp and get him that blast padding etc... he is now your utility man.
; Hitpoints: [default values result in HP values of 2 - 7 on Commander Difficulty with a reduced chance of rolling very high HP]
+CHANGE_STATS = (STAT = eStat_HP, RANGE = 2, SHIFT = 0, COST = 10, PLUSONE = true, CHANCE = 65)
; Mobility: [default values result in Mobility values of 9 - 15 with a reduced chance of rolling very high Mobility]
+CHANGE_STATS = (STAT = eStat_Mobility, RANGE = 3, SHIFT = 1, COST = 10, CHANCE = 85)
; Offense / Aim: [default values result in Offense values of 50 - 80 with a reduced chance of rolling very high Aim]
+CHANGE_STATS = (STAT = eStat_Offense, RANGE = 15, SHIFT = 5, COST = 3, CHANCE = 85)
; Will: [default values result in Will values of 33 - 57 with a reduced chance of rolling very high Will]
+CHANGE_STATS = (STAT = eStat_Will, RANGE = 12, SHIFT = 5, COST = 1, CHANCE = 80)
; Defense: [default values result in Defense values of 0 - 30 with a lower % chance of rolling very high defense]
+CHANGE_STATS = (STAT = eStat_Defense, RANGE = 15, SHIFT = 15, COST = 2, CHANCE = 60)
; Dodge: [default values result in Dodge values of 0 - 30 with a lower % chance of rolling very high dodge]
+CHANGE_STATS = (STAT = eStat_Dodge, RANGE = 15, SHIFT = 15, COST = 1, CHANCE = 60)
; Hack: [default values result in Hacking values of 5 - 25 with a lower % chance of rolling very high hack]
+CHANGE_STATS = (STAT = eStat_Hacking, RANGE = 10, SHIFT = 10, COST = 1, CHANCE = 50)
; Psi Offense: [default values result in Psi Offense values of 0 - 20 with a lower % chance of rolling very high Psi]
+CHANGE_STATS = (STAT = eStat_PsiOffense, RANGE = 10, SHIFT = 10, COST = 1, CHANCE = 50)
; Armor: [default values result in Armor values of 0 - 2 with a low chance of occuring and very rare chance of 2 armor]
+CHANGE_STATS = (STAT = eStat_ArmorMitigation, RANGE = 1, SHIFT = 1, COST = 10, CHANCE = 10)
; The number of points that are spent increasing stat values:
INITIAL_POINTS_AVAILABLE = 130
; The maximum number of loops that will be performed to spend points:
; Used to stop the Stat Randomization function if an invalid configuration is entered (ex: 1 point remaining, but you set all the costs to
; 2 or more points, set points higher than all max stats, etc.). Can be reduced to make it more likely low rolls will result in unspent points.
MAX_DISTRIBUTION_PASSES = 7
I used your values, just went 70 instead of 65 for hitpoint chance to give my soldiers more chance to roll a health stat change because I was getting way too much 2 health soldiers and since its not even guaranteed that they get high or even good aim as compensation most of them were just useless canon fodder. Had 5 2-health on my first try with your values, and with my little change I got none. Seems good ;)
Also, the MAX_DISTRIBUTION_PASSES seems to top out at 10 based on things pulled from that same file. Otherwise fantastic explanation of the process this mod uses to roll the stats.
Hey!
Appreciate this is a Old Post, but having some difficulty fully understanding how to work our the "Initial Points Available" Value for the Changes I have made to the Base Config File. How do you figure out that Value?
Below are the Parameters I am using,
; Hitpoints: [default values result in HP values of 3 - 6]
+CHANGE_STATS = (STAT = eStat_HP, RANGE = 1, SHIFT = 0, COST = 10, PLUSONE = true)
; Mobility: [default values result in Mobility values of 10 - 14]
+CHANGE_STATS = (STAT = eStat_Mobility, RANGE = 2, SHIFT = 1, COST = 10)
; Offense / Aim: [default values result in Offense values of 55 - 75]
+CHANGE_STATS = (STAT = eStat_Offense, RANGE = 10, SHIFT = 5, COST = 3)
; Will: [default values result in Will values of 35 - 55]
+CHANGE_STATS = (STAT = eStat_Will, RANGE = 10, SHIFT = 5, COST = 1)
; Defense: [default values result in Defense values of 0 - 10 (with a 50% chance to change this stat each round)]]
+CHANGE_STATS = (STAT = eStat_Defense, RANGE = 5, SHIFT = 5, COST = 1, CHANCE = 50)
; Dodge: [default values result in Dodge values of 0 - 10 (with a 50% chance to change this stat each round)]]
+CHANGE_STATS = (STAT = eStat_Dodge, RANGE = 5, SHIFT = 5, COST = 1, CHANCE = 50)
; Hack: [default values result in Hacking values of 5 - 15 (with a 50% chance to change this stat each round)]
+CHANGE_STATS = (STAT = eStat_Hacking, RANGE = 5, SHIFT = 5, COST = 1, CHANCE = 50)
; Psi Offense: [default values result in Psi Offense values of 0 - 10 (with a 50% chance to change this stat each round)]
;+CHANGE_STATS = (STAT = eStat_PsiOffense, RANGE = 5, SHIFT = 5, COST = 1, CHANCE = 50)
; (This illustrates how to use the PLUSONE arguement to setup an odd range - say you want a 0-1 range on armor...)
; Armor: [default values result in Armor values of 0 - 1 (with a 50% chance to change this stat each round)]
;+CHANGE_STATS = (STAT = eStat_ArmorMitigation, RANGE = 0, SHIFT = 0, COST = 10, PLUSONE = true, CHANCE = 50)
; The number of points that are spent increasing stat values:
INITIAL_POINTS_AVAILABLE = (?? Unsure what to make this)
; The maximum number of loops that will be performed to spend points:
; Used to stop the Stat Randomization function if an invalid configuration is entered (ex: 1 point remaining, but you set all the costs to
; 2 or more points, set points higher than all max stats, etc.). Can be reduced to make it more likely low rolls will result in unspent points.
MAX_DISTRIBUTION_PASSES = 6
Any help would be greatly appreciated!
Each stat change it rolls when loading a XCOM cost as certain amount of point. If I recall correctly, it runs them in order. So hitpoints will be the first roll and it Costs: 10 points. Then it move onto the next stat and rolls that, using up more points until it reaches the end of the list then it repeats from the top.
One it runs out of points to spend rolling for stats it stops and gives you your XCOM member.
So the more points, the more rolling of stats. I remember experimenting with this and I recall settling on 130 as my value as it gave enough difference for my liking between solders whilst minimising seriously absurd unusable ones due to extreme rolls.
I'd suggest to try playing around with values and start a few new campaigns and see what it gives you till you find a happy number for your liking.