XCOM 2

XCOM 2

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SWR Not Created Equal WotC
   
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31. srp. 2017 v 13.03
9. kvě. 2020 v 23.52
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SWR Not Created Equal WotC

V 1 kolekci od uživatele Mertius
Second Wave Remastered
12 položek
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Second Wave Remastered: Not Created Equal WotC. (UPDATED V.5)

A vanilla randomizer for Rookie Starting stats based on Enemy Within, and now it works for War of the Chosen!

***Vanilla Version: http://steamcommunity.com/sharedfiles/filedetails/?id=626232835

It generally follows the distribution from the first game, but adds hacking.
Offense: 55-75, 10% chance of 80.
Mobility: 1/3 chance 11, 1/3 for 12, 1/6 for 13, 1/6 for 14
Will: Should fall in the traditional 25-60 range. Crit to 62.
Hacking:1/3 for 0, 1/3 for 5, 1/6 for 10, 1/6 for 15

A Vanilla version of EladDV's Second Wave Reborn Mod's implementation of NCE. Very similar, except it uses the old EW Rollstat function, modifies only the original random stats (and hacking, since it's new), and no RedFog. Thanks to him for the help!

You can modify ranges in XComNCE.ini
As a side note, this does not modify the stats of units already above the Rookie rank, including reward characters, whose stats will use the character base stats and level up from there.

V.2 Update Notes: Due to popular demand, additional optional stats were added. They are left disabled by default, but now you may randomize Health, Dodge, Defense, and Crit Chance. You may now also choose to disable the 50% crit chance on high rolls, keeping the values to your defined ranges. Note: Defense and Crit Chance have no ready in-Armory display.

V.3 Update Notes: Added a small addendum to the XComGameData_CharacterStats.ini so that it randomizes correctly for players on “Rookie” level difficulty. Randomization should no longer hang after the first month. Added an additional safeguard to prevent Aliens from Randomizing.

V.3.1 Update Note: Minor addition to the previous Update. This plugs a small loophole where Rulers would get Randomized stats if a new campaign was started.

V.4 Update Notes: As requested, there is now the option to randomize SPARK starting stats. To use this feature, simply go to the XComNCE.ini and make bIsRandSparks=true . As of V.5, Sparks have their own custom ranges for randomization.

V.5 Update Notes: The WotC Update. This mod is now fully compatible with War of the Chosen, and it's been beefed up a bit. It is automatically set to Randomize Normal Soldiers and Faction Heroes ( bIsRandHeroes=true ), and each Faction's Hero has their own randomization ranges. You can customize these ranges by altering the same values you would for a normal soldier, but within their respective section. Each stat generally starts with an identifier such as Reap, Skirm, or Temp. The same holds true for SPARKs, who have had ranges added as well. While you can change the ranges, avoid changing the Template Offsets, because that is what allows a squaddie-level unit to be randomized, and if changed will stop that unit's randomization.

V.5.1 Update Notes: Fixed a bug with Will generation stopping later randomization. Will Ranges have been adjusted for WotC. The repurposing of Will has made the old ranges less playable, reverting to normal ranges. Faction Hero will Intervals lowered to increase diversity.

V.5.2 Update Notes: Added Armor to Optional Randomization Options. Just switch bIsRandArmor=true when you want to use. Also customizable in the NCE.ini, base settings are 0-1 (25% crit for 2) for soldiers, 0-2 (20% Crit for 3) for Sparks.

V.5.3 Update Notes: Quick fix to help try and catch Sparks and Faction Soldiers added by mods at the start of the game. Also, slight optimization improvements that have been bugging me for a while!
Počet komentářů: 226
Mertius  [autor] 3. dub. 2023 v 19.50 
@Shepford Hey, you don't actually change the chances directly, you change the range and step size.

So, with Mobility as an example, 11-13 with a step size of 1 is 11,12,13, (and with Crits, a roll of 13 can also get a 14 50% of the time). Effectively, 1/3, 1/3, 1/6, and 1/6.

If the range was 10-13, it would be 10,11,12,13,14 (Crit), so 1/4,1/4,1/4,1/8,1/8.

Changing the step size can also do this. say it was 10-14 with a step size 2. That's 10,12,14, 16(crit). So, 1/3,1/3,1/6,1/6.

It's sort of 1/(stepsPossible), except on the last one which (with 50% crit enabled) is half that chance.

Does that help explain things better?
Shepford 3. dub. 2023 v 0.52 
How can i change the chances, like 1/6 to 1/3?
Mertius  [autor] 22. bře. 2023 v 19.22 
@Jhazz Oh, I don't know! It's possible the other mod touches the same files, preventing this one from working? What is the name of the mod?
Jhazz 20. bře. 2023 v 20.57 
@Mertius Is there any reason this wouldn't be working with new rookies purchased from the recruit screen? For whatever reason they are all appearing as 65 aim, 4hp etc. I am using the mod that shows their stats pre-purchase if that changes anything.
Mertius  [autor] 19. srp. 2022 v 18.56 
@Captian Rekt Glad to have helped! :)
DdaY 18. srp. 2022 v 12.15 
That helped thanks
Just need to try ifit works!
But probably will
Thanks a lot for those amazing returning features
Mertius  [autor] 18. srp. 2022 v 10.01 
@Captian Rekt Huh, not showing up in the Mod Manager at all? That's...strange. It definitely....should do that. Do you use the Alternative Mod Launcher? That might help if there's a visibility issue:
https://github.com/X2CommunityCore/xcom2-launcher

If you already have it, maybe try "Tools>Clean Mods" It might reset them to default, but they should show.
DdaY 18. srp. 2022 v 6.15 
Well thats it
It doesnt show up in my mod manager if i subscribe to it x)
sry im not sure if im doing sth wrong or someone else had this problem before but yeah i cant activate the mod
Mertius  [autor] 18. srp. 2022 v 5.18 
@Captian Rekt OH! OK! Well, it should automatically start working once installed and activated from the launcher.

It will either start working with a new campaign right away, or should start kicking-in and adjusting new, recruitable soldiers on existing campaigns at the start of your next month. Note: Soldiers already in the recruitment pool or barracks shouldn't be affected, so it can take time for it to start having a noticeable effect on existing games.
DdaY 15. srp. 2022 v 11.28 
I dont want to change it i meant activating it :)