i late for party but anyone who is looking fast way to compare potential good bros with veterans could try this: Compare Bros at Battle Brothers Nexus - Mods and Community. it has dynamic number which represents abstract value of each company member, a part of just extended tooltip with max stats potential.
Minimaxing. Great now I don't need to calculate and write averages in name tags... O but still at late game I have the issue to know: who to replace with new recruit -meaning I need to know did my brother rolled above or below average values... and because numbers adjust I still write down in name tags at least then I can calculate the beginning average potential and the difference what is rolled at lvl11.
So brainstorming: cold it be possible to create something like Obituary -> giving just brother start up hire average potential stats and next to them when reached lvl11 stats. Simply put a fixated reference growth note book for your brothers.
Mod is great also like small indications off lowest rolls nice touch. But the way I play.. I still ended up writing down averages in nametags though faster.
Hello! Your mod is having conflicts with another mod, Streamlined UI, where whenever I unequip or equip a brother with armor/equipment, the potential shows up multiple times in the bar, i.e.
67 (87) (87) (87)
The mod's author has recommended you "check if their element has actually been removed and if not then update it rather than adding a new one every time". Would be awesome if you could fix it but not totally gamebreaking, though it does suck to have 2 great mods be in slight conflict with another. Thanks for the great mod anyways!
I'd like to second this. Adore this mod, but really can't use it alongside Streamlined UI. Enduriel is looking into it but says it's probably going to have to be fixed on this mod's end.
Really neat mod that saves time doing simple math all the time when evaluating new recruits. But the yellow arrow and red x icons that show up on attribute level up button are a bit annoying because often I want to level up low-rolled important stat over high-rolled less important stat.
Really great mod, saves a lot of time in classifing fodder from decent from great. Just a minor issue is that it doesnt add properly expected health post- colossus Example: 60hp ? 90hp (+30 on average) 60hp ? 75 hp (post colossus) ? 105 Hp (+30 on average) One would think that is correct, except for the fact that this new 30hp also gets amplified by 25% meaning it would be +37.5hp (on average) ? 75 + 37.5 ? 112.5 Hp
Now, i think it would be really tedious for a math mod to detect which brother have or doesnt have colossus, but since almost 99% use it could you add a new version that uses by default +37.5 with no stars, and now each star gives +6 instead of +5hp?
I also don't like that that the temporary injuries affect the potential calculation, however I like how you can see potential of a brother's fatigue with their current armor. I'm not sure how I feel about defense stats and shields though...
I'm currently working on a hooks version and I have another mod in mind but I'll surely get to this at some point.
EDIT: I've uploaded an updated version (2.1) and should now take into account the colossus perk. Thanks for pointing that out and please let me know if you find any other issues. Not all cases are tested since I'm not very good at the game ;)
Found that when hiring non-level 1 brothers ( lvl 2 and above) with stats still to spend, it incorrectly predicts the lvl 11 value. Example:
Hire a lvl 6 brother(half way to lvl 11) with initial 60 Melee Attack: Mod predicts 70 MA at level 11 (+10 on average on 5 levels) without counting the initial 5 stat levels still to spend. The problem however solves once you commit your level ups. It is a bit annoying that it requires you to commit the level ups first to see the final potential when it would be ideal to see it at the beginning to make a better decision on how to specify your bro. Overall, its not that important and i can just solve it with simple math but just pointing out that its there.
A hooks version of this would be great, I really like this approach compared to other mods that did something similar which cluttered up the description.
I have to read a bit about that. I have no idea how to do it :) I'll try to make a hook version but the mod currently does not modify the game-play code. It just replaces two .js files responsible for rendering the menus.
Edit: the important part is that it will break mod compatibility if other mods do the same thing as you've done here, while you don't have to write it this way.
Thanks, There was a bug in 1.0 that calculated potential health based on your *current* health instead of your max health but it is fixed in 1.01 Also the arrows and "X" are e bit smaller on the new version.
18 comments
member, a part of just extended tooltip with max stats potential.
So brainstorming: cold it be possible to create something like Obituary -> giving just brother start up hire average potential stats and next to them when reached lvl11 stats. Simply put a fixated reference growth note book for your brothers.
Mod is great also like small indications off lowest rolls nice touch.
But the way I play.. I still ended up writing down averages in nametags though faster.
67 (87) (87) (87)
The mod's author has recommended you "check if their element has actually been removed and if not then update it rather than adding a new one every time".
Would be awesome if you could fix it but not totally gamebreaking, though it does suck to have 2 great mods be in slight conflict with another. Thanks for the great mod anyways!
Just a minor issue is that it doesnt add properly expected health post- colossus
Example:
60hp ? 90hp (+30 on average)
60hp ? 75 hp (post colossus) ? 105 Hp (+30 on average)
One would think that is correct, except for the fact that this new 30hp also gets amplified by 25% meaning it would be +37.5hp (on average)
? 75 + 37.5 ? 112.5 Hp
Now, i think it would be really tedious for a math mod to detect which brother have or doesnt have colossus, but since almost 99% use it could you add a new version that uses by default
+37.5 with no stars, and now each star gives +6 instead of +5hp?
Thanks btw
I also don't like that that the temporary injuries affect the potential calculation, however I like how you can see potential of a brother's fatigue with their current armor. I'm not sure how I feel about defense stats and shields though...
I'm currently working on a hooks version and I have another mod in mind but I'll surely get to this at some point.
EDIT:
I've uploaded an updated version (2.1) and should now take into account the colossus perk.
Thanks for pointing that out and please let me know if you find any other issues. Not all cases are tested since I'm not very good at the game ;)
Hire a lvl 6 brother(half way to lvl 11) with initial 60 Melee Attack: Mod predicts 70 MA at level 11 (+10 on average on 5 levels) without counting the initial 5 stat levels still to spend. The problem however solves once you commit your level ups.
It is a bit annoying that it requires you to commit the level ups first to see the final potential when it would be ideal to see it at the beginning to make a better decision on how to specify your bro.
Overall, its not that important and i can just solve it with simple math but just pointing out that its there.
I'll try to make a hook version but the mod currently does not modify the game-play code. It just replaces two .js files responsible for rendering the menus.
Edit: the important part is that it will break mod compatibility if other mods do the same thing as you've done here, while you don't have to write it this way.
There was a bug in 1.0 that calculated potential health based on your *current* health instead of your max health but it is fixed in 1.01
Also the arrows and "X" are e bit smaller on the new version.