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Rapporter et oversættelsesproblem
Now I changed the stats in the XComSecondWave.ini and made a copy of it with the modified stats. What will happen when this mod gets updated though? Is there a way to keep the settings, because all I am interesed in is the NCE option, I am using the other hidden potential mod.
Thanks for the testing and TY to the mod author!
I dont know if it is possible to play with a mod, if you unsubscribe from the workshop. I tried copying the mod folder and than unsubscribed, but the mod wouldn show up in the XCOM 2 launcher. If you can make a mod work with unsubscribing, you can basically disable the autoupdate feature of the mod and wont have to look at the ini anymore.
Okay here is the solution (thx to EladDv) on how to use a manually installed mod. Copy the contents of the steam mod folder (\steamapps\workshop\content\268500\622475105) and put them in the following folder: steamapps\common\XCOM 2\XComGame\Mods\SecondWaveReborn\. Do not copy the folder itself, only its contents. Unsubscribe from the mode. You can now use the mod without being subscribed to it. Be aware, that you will not receive automatic mod updates. However you can ofcourse do a manual update from time to time (just subscribe, get the new files, put them in the Xcom 2 mod folder, change the ini values, and unsubscribe again).
I would prefer to use a negative defense low # like in LW, but until I am sure that this gets properly calculated for cost points and properly actuated in game I kept it at a simple 0-5. Also since there is no way presently to see the defense stat in the armory, it makes it too hard to properly appreciate soldiers with a high number (same goes for some of the other potentially modifiable stats).
I mostly balanced every stat around the vanilla number. One notable exception is mobility where I added a little more top-end opportunity given its importance with timer limts and carrying bodies (which I modded to have a -4 mobility penalty). Given that stun lancers have 15 mobility it only seems fitting my soldiers could too. This is still less than LW that capped mobility at 16. (For more info on mobility calcs: http://gaming.stackexchange.com/questions/256151/how-does-mobility-stat-correspond-to-tiles-moved-per-action).
A vanilla character with this setup would have 80 points. I upped total points to 90 because my rookies seemed to be coming up a little short on avg, especially given that aim is probably not properly weighted in the point distribution for its true value. I could compensate by upping the aim cap to 80 like @LeaderEnemyBoss did (and the way it is in EW), but I really feel like 80 is too high for a rooky in xcom2 (or xcom1 for that matter), especially with the powerful scope and PCS aim options in xcom2!
With the tolerance set at 30, this means that the best possible rookie is exactly twice as effective as the worst possible rookie. Seems about appropriate to RL IMO.
(EDIT: The figures below have been slightly modified since my original post based on the discussion that follows. (i.e. this will always show the most current version I am using.))
Here it is:
HP_HIGH=6 ; Vanilla: eStat_HP=5 (4 on commander & legend)
HP_LOW=3
HP_COST=10
Offense_HIGH=75 ; Vanilla: eStat_Offense=65
Offense_LOW=55
Offense_COST=2
Defense_HIGH=5 ; Vanilla: eStat_Defense=0
Defense_LOW=0
Defense_COST=2
Mobility_HIGH=15 ; Vanilla: eStat_Mobility=12
Mobility_LOW=10
Mobility_COST=10
Will_HIGH=55 ; Vanilla: eStat_Will=40 (I believe rookie is 50)
Will_LOW=25
Will_COST=1
Hacking_HIGH=20 ; Vanilla: eStat_Hacking=5
Hacking_LOW=0
Hacking_COST=1
Dodge_HIGH=5 ; Vanilla: eStat_Dodge=0
Dodge_LOW=0
Dodge_COST=2
ArmorMitigation_HIGH=1 ; Vanilla: eStat_ArmorMitigation=0
ArmorMitigation_LOW=0
ArmorMitigation_COST=20
SightRadius_high=27
SightRadius_low=27
SightRadius_Cost=0
FlankCrit_high=50 ; Vanilla: FlankCrit=40 except rookie is 50.
FlankCrit_low=30 ; For Absolutely Critical Change these two stats to 100
FlankCrit_Cost=1
TOTALPOINTS=90 ; Total Points allocated to stats.
TOLERANCE=30
about 44% of your rookies have average or higher aim, and about 5% are very good (aim >69, mob > 12). 10% of your rookies are less than desireable (aim<60, mob <12). Remember that vanilla hp in commander or legendary is actually 4. If you play on those levels, you probably may want to lower the hp maximum somewhat.
Concerning my upper aim limit: rookies with 80 or near 80 aim are exceedingly rare with my settings. I have no problem with the occasional super rookie, as long as there are some more sucky 52 aim 11 mobility guys to counterbalance everything ;).
RE: HP, yeah, I am going to change range to 3-6 instead of 3-7. I seem to recall LW being a range of 3-6 but could be wrong. Maybe that change will slightly boost my aim avg too.
That change shouldn't affect anything else in my script for total points or distribution/aim/mobility avg.
I'm not quite sure how hacking is calculated but it isn't a linear thing. 100 hacking doesn't mean you have a 100% chance of hacking anything unlike all the other stats in the game.
HP_HIGH=5
HP_LOW=3
HP_COST=6
Offense_HIGH=80
Offense_LOW=50
Offense_COST=2
Defense_HIGH=0
Defense_LOW=0
Defense_COST=2
Mobility_HIGH=14
Mobility_LOW=10
Mobility_COST=7
Will_HIGH=55
Will_LOW=25
Will_COST=1
Hacking_HIGH=15
Hacking_LOW=0
Hacking_COST=0
Dodge_HIGH=5
Dodge_LOW=0
Dodge_COST=2
ArmorMitigation_HIGH=0
ArmorMitigation_LOW=0
ArmorMitigation_COST=15
SightRadius_high=27
SightRadius_low=27
SightRadius_Cost=0
FlankCrit_high=40
FlankCrit_low=40
FlankCrit_Cost=0
TOTALPOINTS=67 ; Total Points allocated to stats. Lower values make the average rookie worse (be careful!)
TOLERANCE=22
I removed the variation in defense (since you cant check it ingame the variation in this stat is pretty uninteresting) and made hp rolls of 3 possible. This makes the early game a bit harder, since 3 hp rookies are almost garantueed onehits, but I like it so far, since those squishies tend to have good aim/mobility stats.
Other smaller changes:
-Hack can roll up to 15, to make it a bit more relevant (its very rare that this makes a difference, allthough im still waiting for that odd ranger,that gets 3 lucky hack increases and becomes the frst non-specialist hacker ;) )
-Dodge_HIGH up to 5 to account for loss of Defense, also i like rare grazed shots ;).
-small modifications to TOTALPOINTS and TOLERANCE to account for higher vanilla rookie cost.