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Chance - Will (if it is true) for example. 133% - 50 will = final 83% chance
or just the chance (if false) - 80% chance remains 80% no matter the will
Can I just remove that modifier or it doesnt work that way?
I see JustNU below offered some other modifiers, I assume I can use WillEventRollStat_Flat, in which case do I need to change FlatWillLossChance=false to True?
It is absolutely nonsensical to me that hardened veterans lose will faster than rookies.
is the config option related to this behaviour (the mod does a little trick and sends unit as its own squadmate for this)
there are several WillLossStat enums in the game's code, that can be used instead, but i cant guarantee they will actually work
WillEventRollStat_PercentageHealthLost - current hp / max hp (so, less will loss with less hp? i guess)
WillEventRollStat_MaxWill - get max will, not the current one
WillEventRollStat_BondLevel - since you cant be bonded to yourself, i dont think this one will do anything? could even crash the game, actually
WillEventRollStat_Flat - flat 1.0 as starting value
WillEventRollStat_CHPercentageHealthLost - ( max hp - current hp ) / max hp (this one seems to properly scale with less health giving more will loss)
WillEventRollStat_CHTurnCountDecimal - 1.0 + (current turn count / 10) (is 1.1 at turn one, 2.0 at turn 10 aka 2 times more, or in simpler terms, more turns = more will loss)
it takes the index of soldier's rank as a initial value (before any multiplier or asserting min/max will loss), aka the higher soldier's rank, the more will lose is
...just like the desc says, indeed
In other words, Rookie with a will of 60 and loss of 3/turn will totally run out of will in 20 turns, while a Squaddie with same will of 60 should experience a loss of 0.9 x 3 = 2.7 will/turn, totally running out of will in 22 turns.
@Kinetos can you confirm this?
PerTurnWillRollData=(WillLossChance=1, FlatWillLossChance=false, WillLossStat=WillEventRollStat_MaxWill, WillLossStatMultiplier=0.05, MinimumWillLoss=1, MaxWillPercentageLostPerMission=0.45)
which was pretty nice allready, but i do want to punish low will soldiers even more so now i have:
PerTurnWillRollData=(WillLossChance=1, FlatWillLossChance=false, WillLossStat=WillEventRollStat_CHTurnCountDecimal, WillLossStatMultiplier=2.6, MinimumWillLoss=1, MaxWillPercentageLostPerMission=0.50)
I hope that works, it looks good so far!
Would you mind helping me understand the design decision of: "The higher their rank, the more will they can lose each turn the will loss event occurs."
That's the opposite of what I would expect if attempting to model combat responses of soldiers in the field. Shouldn't the rookie loose will in combat more quickly than the hardened combat veteran who has survived multiple engagements? I don't think I understand what this mechanic (veterans losing will faster than rookies) is trying to model.
Depending on which "Panic Trees" you prefer, you may want to adjust the panic weights for the default will loss events here:
"...\steamapps\workshop\content\268500\2356606150\Config\ MoreWillRollEdits\XComGameCore.ini "
You can also just restore the game's default panic chances and weights by renaming the above file to "...\ MoreWillRollEdits\XComGameCore_.ini ".
Thanks for this, I might be able to actually manage will loss on easier missions, now.