XCOM 2
[WOTC] Scaling Wound Times
16 kommentarer
Solymr ibn Wali Barad  [ophavsmand] 15. okt. 2024 kl. 3:13 
Check the scalar parameters to make sure you didn't disable the time reduction, and check the wound severities in the .ini to make sure the wound times didn't get edited to be much higher.
PanMops 15. okt. 2024 kl. 2:37 
the mod indeed changes healing time, but for some shit reason at beggining of game soldiers are wounded for like 2 months, which i have no idea how to fix
Freelancer MAD DOg 1. jan. 2022 kl. 3:43 
Thank you patience sir,this all I need to know. Armor is actually armor now, not some kind of armor shape skin XD
Solymr ibn Wali Barad  [ophavsmand] 1. jan. 2022 kl. 1:46 
WoundTimeScalarBottom is forced to be higher than 0 to avoid divide by zero problems. To turn off the days passed function set WoundTimeScalarTop = 0
I don't exactly understand the second question but yes, both of those also affect wound time in a separate way if they are set to true.
Freelancer MAD DOg 31. dec. 2021 kl. 21:30 
so···WoundTimeScalarBottom = -1 is turn off days passed ,right?
USE_EW_ARMOR = true
USE_LW1_CALC = true is start-up this 2 function ,right?
Glasswalker 12. juni 2021 kl. 13:04 
@jepakazol Thanks for the recommendation!
Solymr ibn Wali Barad  [ophavsmand] 12. juni 2021 kl. 12:29 
LW1 used the health interval to get the random wound time. If for example a soldier had 3/8 HP left, the wound time would be between 5/8 (1-3/8) and 4/8 (1- (3+1)/8) of the max time set in the ini.
Rollo Tomasi 12. juni 2021 kl. 5:54 
"Alternatively, enabling the USE_LW1_CALC option in XComWoundTime.ini changes the calculation to use intervals determined by the fraction of HP remaining of the soldier and a total minimum and maximum points, as LW1 used."
Can you explain the effect of this? Longer, shorter, or about the same wound times overall? Shorter early game and longer late game? Or just less RNG maybe? Or something completely different? I don't remember the effects of the LW1 system anymore :-)
Jepakazol 21. maj 2021 kl. 17:30 
@The_Perculator try also "Mission Mania" mod for that thing- so many missions that I have team A, B, C, D :)
Glasswalker 15. maj 2021 kl. 21:59 
This is really interesting. I really look forward to the potential LW1 style calculation. I REALLY need more mods to force me to rotate soldiers more lol
OctoRat 14. maj 2021 kl. 16:52 
Also, can we at least get a thumbnail of a lady soldirer?
Solymr ibn Wali Barad  [ophavsmand] 14. maj 2021 kl. 13:14 
Adding it in the middle of a campaign should be fine, but if you already have wounded soldiers they may not get a new wound time. However I wouldn't recommend it because removing it in the middle has been proven to make soldiers unable to join missions so make backups just in case.
cryomancer993 14. maj 2021 kl. 12:31 
Can I install this in the middle of a campaign?
Solymr ibn Wali Barad  [ophavsmand] 14. maj 2021 kl. 10:45 
I'm currently working on an update to add an option to make wound times be calculated like in LW1: the min and max times are proportional to the fraction of HP remaining, so instead of using the preset wound severities in XComGameData.ini, it uses a separate max point option and the interval depends directly on the HP fraction.

And on a separate mod to make soldiers that bleed out in mission not have the same wound time interval as if they were left with 1 HP, and make it instead so they count as having had 0 HP and therefore eligible for maximum wound time.
[Dragunov37] 14. maj 2021 kl. 10:35 
I agree, an interesting idea
Invertin 14. maj 2021 kl. 9:09 
that's a really interesting idea