XCOM 2
[WOTC] Point-Based Not Created Equal
Perfect config edit.
Çok uzun deneme yanılma işlemlerinden sonra ulaştığım değerler işte burada.

I completely changed the cost, the cost balance and the chance. Now you should get values very close to the starting rookies on average. And if there is a stat you don't want to change (e.g. psi offance) you can put ; at the beginning of the line.






; Hitpoints: [default (4) values result in HP values of 2 - 6]
+CHANGE_STATS = (STAT = eStat_HP, RANGE = 2, SHIFT = 0, COST = 20, CHANCE = 60)
; Mobility: [default (12) values result in Mobility values of 10 - 14]
+CHANGE_STATS = (STAT = eStat_Mobility, RANGE = 2, SHIFT = 0, COST = 20, CHANCE = 75)

; Offense / Aim: [default (65) values result in Offense values of 55 - 75]
+CHANGE_STATS = (STAT = eStat_Offense, RANGE = 10, SHIFT = 0, COST = 4, CHANCE = 75)

; Will: [default (40) values result in Will values of 35 - 55 Note (will default value actualy not default so will result can changes)]
+CHANGE_STATS = (STAT = eStat_Will, RANGE = 10, SHIFT = 5, COST = 3, CHANCE = 70)

; Defense: [default (0) values result in Defense values of (-7) - (+8)]
+CHANGE_STATS = (STAT = eStat_Defense, RANGE = 7, SHIFT = 0, COST = 2, PLUSONE = true, CHANCE = 65)

; Dodge: [default (0) values result in Dodge values of 0 - 20]
+CHANGE_STATS = (STAT = eStat_Dodge, RANGE = 10, SHIFT = 10, COST = 2, CHANCE = 65)

; Hack: [default (5) values result in Hacking values of 5 - 20]
+CHANGE_STATS = (STAT = eStat_Hacking, RANGE = 7, SHIFT = 7, COST = 1, PLUSONE = true, CHANCE = 50)

; Psi Offense: [default (0) values result in Psi Offense values of 0 - 10]
+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 40% chance to change this stat each round)]
;+CHANGE_STATS = (STAT = eStat_ArmorMitigation, RANGE = 0, SHIFT = 0, COST = 10, PLUSONE = true, CHANCE = 40)


; The number of points that are spent increasing stat values:
INITIAL_POINTS_AVAILABLE = 201

; 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 = 25
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Showing 1-4 of 4 comments
AlexintheVerse 11 Sep, 2024 @ 10:19am 
"hitpoints" has a edit called PLUSONE = true, is this needed?
Update for me:

; Hitpoints: (default 4) 3 - 7
+CHANGE_STATS = (STAT = eStat_HP, RANGE = 2, SHIFT = 1, COST = 12, CHANCE = 12)

; Mobility: (default 12) 10 - 14
+CHANGE_STATS = (STAT = eStat_Mobility, RANGE = 2, SHIFT = 0, COST = 12, CHANCE = 12)

; Offense / Aim: (default 65) 55 - 75
+CHANGE_STATS = (STAT = eStat_Offense, RANGE = 10, SHIFT = 0, COST = 4, CHANCE = 55)

; Will: (40) 35 - 55
+CHANGE_STATS = (STAT = eStat_Will, RANGE = 10, SHIFT = 5, COST = 3, CHANCE = 55)

; Defense: (default 0) -10 - +10
+CHANGE_STATS = (STAT = eStat_Defense, RANGE = 10, SHIFT = 0, COST = 5, CHANCE = 60)

; Dodge: (default 0) 0 - 20
+CHANGE_STATS = (STAT = eStat_Dodge, RANGE = 10, SHIFT = 10, COST = 2, CHANCE = 50)

; Hack: (default 5) 5 - 20
+CHANGE_STATS = (STAT = eStat_Hacking, RANGE = 10, SHIFT = 10, COST = 1 CHANCE = 50)

; Psi Offense: [default (0) values result in Psi Offense values of 0 - 20 (with a 40% chance to change this stat each round)]
+CHANGE_STATSE = (STAT = eStat_PsiOffense, RANGE = 10, SHIFT = 10, 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 40% chance to change this stat each round)]
;+CHANGE_STATS = (STAT = eStat_ArmorMitigation, RANGE = 0, SHIFT = 0, COST = 10, PLUSONE = true, CHANCE = 40)


; The number of points that are spent increasing stat values:
INITIAL_POINTS_AVAILABLE = 210

; 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 = 60
Hi. Sorry for late answer. It was necessary to adjust the range the way I wanted.


Originally posted by AlexintheVerse:
"hitpoints" has a edit called PLUSONE = true, is this needed?
Nah bruh +1 armor is worth way more than +2 points of dodge. More accurate weightings are something like:

PB cost, relevant scale, stat:
61 2 Armor

34 3 Shields
33 7 Hitpoints
32 1 Piercing
31 1 Shredding

17 18 Mobility
16 30 Sight

12 5% Hack
11 0% Psi Offense
10 65% Offense/Aim
9 0% Defense

8 0% Critical Hit
7 9 Detection
6 43% Will
5 40% Flank Crit

4 0% Flank Aim
3 5 loot grabs
2 0% Dodge
1 40% Strength

There's three sorts of scales (1-100, 15-30, 1-10). I even separated the tiers. With those costs and that many stats a point buy, a point buy would be 1178, for example
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