Hmm, I was messing around with the values and oddly enough was still getting bonuses to will & aim when I set everything the corresponding values to 0.00f for killing/hitting/critting.
What do the values actually represent? For instance the hacking value - it's not a flat 5 points if it's set at 5.00f, is it?
Just trying to tweak it to my liking, for instance eliminating the mobility gains and losses and make the gains very minor, gradual, so as not to break balance. Love the concept of the mod.
How do I change it so that I don't get these heavy penalties if I get wounded? I get wounded quite often, as I play on classic with other mods making the game even harder..
Thank you for what you have done. This mod is awesome and makes a loss of a solder much more painful, loving it! I have a silly question - would it be possible to map some perks to the stats - for example - if a solder gets hit 10 times during his service - hi get "Deep cover" perk, throws 10 grenades - get "Deep pockets" and so on. This could replace the whole leveling system entirely, and between it and vanila - i'd prefer such dynamics wholeheartedly. More then that - limits of solders perks would not feel so arbitrary and just for the sake of balance.
This mod causes some weird visual glitches for soldier movement lines. Oftentimes around the edges of blue moves there will be tiles that are strangely not within blue move range while the tiles further away have a blue outline. And when that happens (its not always super clear when it is glitching out or not) and you move into one of those blue tiles adjacent to glitched out yellow tiles, it counts as a dash (both the outline of the tile are blue, and the line depicting the soldier's path, btw). Example: http://i.imgur.com/0Y0Qdx6.jpg - Moving into any of those blue tiles at the top would count as a dash.
This is extremely aggravating, as has caused me to reload my gave so many times, due to not being able to use that soldier like I intended to.
The mention of a floor leaves me wondering if the penalties can go below a soldier baseline stats before your mod took effect, or if one can be penalized below that. If you can be penalized below that, would it be possible to establish a minimum stat amount one can be reduced to, and have that in the file?
Yes you can. Just set other "_ChangeValues' to 0 and leave only the one in the 'Hack_Success_ChangeValues'. If you don't want a Will increase from successful hacking you can also remove it from 'Hack_Success_ChangeTypes'. There are also field responsible for failed hacking - if you wan't to gain stats after failing you can set them there.
Haha At first the mod started as just for me so I've made the comments for myself. Later I've just kept them so maybe someone will also have a tiny giggle.
Now this gives me in idea... would it be possible to add stat bonuses for completing missions as well? With this mod it'd be a great idea to completely disable stat gains on level ups and the only way to gain bonuses would be trough this mod.
This is honestly the best mod for me so far, love the way you handled the growth with (a+b)², thanks so much for this one.
By the way regarding the crippling, does it take into account the armor and equipment soldiers have? If it doesn't would you mind me taking a look at the mod? I'm thinking, if I can, maybe there's a way to differentiate the amount of crippling depending on armor soldiers have by most likely checking armors and giving them a value to have in account under a new formula (but maybe it's a really unnecesary idea since the direct values on how much they cripple can be modified)
For now crippling doesn't take into account any armor, shielding or anything like that. However I plan on adding such functionality in the future, of course it'll also be configurable by the user
29 comments
What do the values actually represent? For instance the hacking value - it's not a flat 5 points if it's set at 5.00f, is it?
Just trying to tweak it to my liking, for instance eliminating the mobility gains and losses and make the gains very minor, gradual, so as not to break balance. Love the concept of the mod.
I have a silly question - would it be possible to map some perks to the stats - for example - if a solder gets hit 10 times during his service - hi get "Deep cover" perk, throws 10 grenades - get "Deep pockets" and so on. This could replace the whole leveling system entirely, and between it and vanila - i'd prefer such dynamics wholeheartedly.
More then that - limits of solders perks would not feel so arbitrary and just for the sake of balance.
This is extremely aggravating, as has caused me to reload my gave so many times, due to not being able to use that soldier like I intended to.
I do think this mod is great, though!
At first the mod started as just for me so I've made the comments for myself. Later I've just kept them so maybe someone will also have a tiny giggle.
With this mod it'd be a great idea to completely disable stat gains on level ups and the only way to gain bonuses would be trough this mod.
If you get hit you get downgraded
By the way regarding the crippling, does it take into account the armor and equipment soldiers have? If it doesn't would you mind me taking a look at the mod? I'm thinking, if I can, maybe there's a way to differentiate the amount of crippling depending on armor soldiers have by most likely checking armors and giving them a value to have in account under a new formula (but maybe it's a really unnecesary idea since the direct values on how much they cripple can be modified)