XCOM 2
[WotC] RW Realistic Aiming Angles
Mostrando 1-10 de 33 aportaciones
< 1  2  3  4 >
Actualización: 1 ENE 2020 a las 16:26

Added EU Aim Rolls” into this Mini-Mod.

YES!!! EU AIM ROLLS!! ;) After so much begging for it I decided to put some time on it and give it to you guys … but hey, at least ONE of you could have been kind enough to cough out AT LEAST a single Donation, just saying… O_o ...keep in mind that I spent lots time for a modification that I don’t even use/need/want but just because someone else needs it out there… probably I’ve been softened by Christmas… ;);

You will find these choosable variable in the usual .ini file:

EU ROLLS: XCOM 1 DICE-ROLL SYSTEM
UseIndividualConsecutiveRollsForHitChanceCriticalChanceDodgeChance = false
"false" will ignore the other 2 variables

PrioritizeCriticalChanceOverDodgeChance = true
Hit?Yes-->Critical?No-->Dodge? OR Hit?Yes-->Dodge?No-->Critical?

AlwaysRollForBothDodgeAndCriticalEvenWhenOneUnsuccesful = false
If both successful then they cancel out becoming Normal Hit


EXTRA DICE-ROLL OPTIONS
GuaranteedHitsCannotDodge = false
IndirectFireGuaranteesHit = false


Example: 90% Hit Chance with 10% Critical Chance on a Chrissalyd with 20% Dodge Chance

XCOM1, 3ROLLS:
FirstRoll90%Hit -->
SecondRoll(10%of90%=)9%CriticalHit -->
ThirdRoll(20%of81%=)16%Dodge
(10%of 90%=) 9%CriticalHit,
(90%- 9%-16%=)65%NormalHit,
(20%of 81%=)16%Dodge,
(100%-90%=)10%Miss

XCOM2,1ROLL:
(10%of100%=)10%CriticalHit,
(90%-10%-20%=)60%NormalHit,
(20%of100%=)20%Dodge,
(100%-90%=)10%Miss


Example: 30% Hit Chance with 10% Critical Chance on a Chrissalyd with 20% Dodge Chance

XCOM1 - 3Rolls:
FirstRoll30%Hit -->
SecondRoll(10%of30%=)3%CriticalHit -->
ThirdRoll(20%of27%=)5%Dodge
(10%of 30%=) 3%CriticalHit,
(30%- 3%- 5%=)22%NormalHit,
(20%of 27%=) 5%Dodge,
(100%-30%=)70%Miss

XCOM2 - 1Roll :
(10%of100%=)10%CriticalHit,
(30%-10%-20%=) 0%NormalHit,
(20%of100%=)20%Dodge,
(100%-30%=)70%Miss


In XCOM2 the %Hit is "eaten" from the "left" by %Critical and from the "right" by Dodge "cutting" the %Hit into 3 parts %CriticalHit+%NormalHit+%Dodge and if %Dodge is large enough then it can "eat" all of the remaining %NormalHit or even some of the %CriticalHit


Actualización: 1 ENE 2020 a las 15:57

Actualización: 1 ENE 2020 a las 15:57

Actualización: 19 DIC 2018 a las 16:22

Added the option:

OnlyAlertedTargetsCanHaveTheExtraProtectionOfFarCoverAndHeightDisadvantage = true/false

...so that you can choose if the Extra Cover Modifiers don't apply to targets who are unaware of your presence (therefore not "taking" cover because unaware of danger)... ;)

Actualización: 8 JUN 2018 a las 18:34

Better calibrating the calculation of Height Disadvantage against eleveted Targets taking Low Cover and against elevated Targets not taking Low Cover but still being partially protected by the border of the mountain/building... ;)

Actualización: 5 JUN 2018 a las 16:13

ixed a bug giving excessive Height Disadvantage in peculiar circumstances... ;)

Actualización: 22 MAY 2018 a las 7:27

Actualización: 22 MAY 2018 a las 6:56

Actualización: 22 MAY 2018 a las 6:22

Actualización: 21 MAY 2018 a las 6:40

1. Considers Special Case of High Cover extended by Low Cover: When a Target taking High Cover “with a Low Cover next to it” is being partially flanked, then the Good Angle (Horizontal Aiming Bonus) reducing the High Cover will be only “half applied” since the the Shooter is only flanking the “upper half” of the Target while his “lower half” is still protected by the Extended Low Cover. (Example: -40HighCover +38GoodAngle -19ExtendedLowCoverPreventingGoodAngle). This way a Target using High/Low Covers on 2 sides, the more he is flanked, the more his cover will be reduced from 40 to 20 (realistically gradually switching from High to Low Cover)… ;)

2. Corrects a Bug that accidentally randomly turned off Far Cover in the previous update (uuups)… ;)

3. When selecting ApplyVerticalGoodAngleAgainstLowerTargetAsProportionalHeightAdvantage = false, instead of no Height Advantage at all, allows to revert to the Default-XCom2 Height Advantage (+20 and editable in XCom2’s DefaultGameCore.ini) which is absurdly constant (and absurdly applied also to lower Targets not taking Cover).

4. When selecting ApplyVerticalBadAngleAgainstHigherTargetAsProportionalHeightDisadvantage = false, instead of no Height Disadvantage at all, allows to revert to the Default-XCom2 Height Disadvantage (-10 and editable in XCom2’s DefaultGameCore.ini) which is absurdly constant.

5. Adds additional automatic High Cover “Type Detection” (“Simple”, “Tall”, “Long” High Cover or a combination of them) to determine whether to apply only Horizontal Aiming Angle Bonus (Good Angle), only Vertical Aiming Angle Bonus (Height Advantage) or both simultaneously. For example: On a Target taking a “Simple” High Cover (such as a 1-Tile Rock) both Good Angle and Height Advantage Bonuses can as before be applied (as always never cumulatively higher than the Cover Value they are reducing, for example: -40HighCover +9GoodAngle +31HeightAdvantage), on a Target taking instead a “Tall” High Cover (such as a tall Tree/Pillar) only Horizontal Aiming Angle Bonus can with this update be applied (for as high as the Shooter climbs, the vertical Tree/Pillar still never offers a Vertical Angle Bonus), on a Target taking instead a “Long” High Cover (such as a long fence, standing the Target NOT at its edge) only Vertical Good Angle Bonus can with this update be applied (for as much as the Shooter on the building tries to “partially flank” the Target, the long fence still never offers an Horizontal Good Angle)… ;)

6. Adds to Vertical Good Angle Bonus (Height Advantage) the same 4 editable Min/Max Angle/Percentage parameters that Horizontal Good Angle has… because some of you may visually feel that a Target’s Low/High Cover should be 100% ineffective even when the Shooter is not exactly completely above (90degrees) but a little bit “before” (85degrees, for example)… ;)