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However, there seems to be a bug with adding new parameters to the list of stats for Not Created Equally. It just doesn't work, trying to add any stats will just have it default to something like an "invalid" stat and nothing changes.
it makes commanders choice pointless, you use that 10 hack guy and turn him into a specialist but then he gets like 37 hacking...
idk if its bugged because of hidden potential or commanders choice but clearly some interaction isnt working well with the others, if the whole thing overall isnt just broken.
I have had no crashes and everything worked without issue.
I didn't use Red Fog because I didn't want to but I can't see it causing any issues.
As to performance I played in 4k with everything on and got about 50 to 60 fps.
https://steamcommunity.com/sharedfiles/filedetails/?id=1144463583
This can...
In and of itself, theres nothing wrong with it.
But, based on the way it hooks into the units, when you have a lot of enemies loading into a new mission, it can and likely will overload the game and crash it.
Again, theres nothing wrong with this mod.
But using Red Fog in conjunction with mods that increase enemy count is going to lead to issues.
Got two soldiers with 2HPs, and below-average everywhere else, except one has 70 aim (which isn't great) and the other has 18 dodge (which also isn't great) Actually have a third 2HPer, but at least she's got 18 move so she'll make a great Recon.
Got one soldier with 9 move. Yiikes. Her only grace is 42 will, and the rest is meh.
And then there's the soldier with 8 will. Always one slacker in every unit, right? 72 aim might not be worth the Tired penalty after every mission, though.
At least with Soldier Development these rejects have a chance of digging themselves out of their holes.
Now i checked the XComSecondWavePlus_Settings.ini in the MOD directory an i am asking myself what exactly Stat_Cost=X means and what effects is would have if i change the value from Stat_Cost=2 to Stat_Cost=7?
Any ideas?
XComSecondWavePlus_Settings.ini
+NCEStatModifiers=(StatType=eStat_HP , Stat_Range=1 , Stat_Min=-1 , Stat_Cost=5 ) ; Stat Range- rolls between +range and -range, where the minimum stat range is Stat_Min1
+NCEStatModifiers=(StatType=eStat_Offense, Stat_Range= 10, Stat_Min=-10 , Stat_Cost=2 ) ; This is a point system, each stat has a point value and it tries to balance it
+NCEStatModifiers=(StatType=eStat_Defense , Stat_Range= 5, Stat_Min=-5 , Stat_Cost= 4) ; Tolerance is the range of total "score" that will be applied to the unit
+NCEStatModifiers=(StatType=eStat_Mobility , Stat_Range= 2, Stat_Min=-2, Stat_Cost=8) ; TotalPoints is the base "score" aimed for with units.
When i set the stat range number higher than stat minimum, there it not a problem.
But setting the minimum stat a higher number than stat range, Gatecrasher mission freezes.
May I know how this is calculated?
If I happen to run into problems I'll update, but so far so good.
What is the scaling for the "Hidden Potential" percentage?
Also, same question for the "New Economy Randomization Percentage"?
This mod seems pretty cool, but there is so much important information left out. If there exists a guide or something and I've just missed it, I'd greatly appreciate a link.
Just add RandStatAmount= to whatever eStat you're looking to randomly develop in your soldier classes. It already exists in the vanilla game for the Psi-Ops. If you're not sure how to do this I created a guide explaining how to modify with the ini files, including adding in new eStat types.
As for this mod - I agree, it does seem to be busted unfortunately. I very much doubt it will be fixed
Link to guide
Yeah. It is a shame. If we could have this updated and working in conjunction with MCM and Community Highlander it would make a great addition for everyone. There was a lot of work put in this mod to start.
Loads and seems stable. I have the Community Highlander mod and it seems to be fine with it and a number of mods that provide "fixes". I even added two custom soldiers classes (by Lucubration).
I'll carry on testing and if I come across weird stuff I'll shout out.
I'm just starting a new campaign and have swapped out and added quite a few mods. I have Community Highlander for the first time along with this mod. I also have "I'm the commander here" and I've got a silent crash on laoding WotC. I'm guessing something doesn't want to play nice, so I'll be going through the mods to see what's happening. Oh well, he sighs :)
I think on my next play through I'll disable all the mods I have, validate my ini files and add this mod. Then I'll add the other mods I like to see if the game stays stable.
Does anyone else play using this mod? Anything to watch out for or known clashes with other mods?
1.No.
2.Irrelevant since (see 1.) , disabling any mod mid campaign is not recommended at all(unless you're sure it won't break anything) , unlike enabling a mod which is grey area.
3.Always start a fresh campaign with new mods by cleaning your mods config folder, adding a few small ones later u think would work is fine, but usually most mods aren't designed for it.
The mod title says WOTC there's no reason why it shouldn't work I'm using it right now.
I actually thought I broke something with Commander's Choice cuz a soldiers hack stat wouldn't change when I changed his class, then I realised it was just hidden potential was on and boosting his stat :D
I highly recommend checking the config file for additional settings as well as personalizing the starting options for quicker starts.
Is it as bad as some comments make out?
I understand it's no longer supported by the developers but does it really crash your games and if so can it be removed so you can complete your game?
Sad, since this mod is quite vital for many reasons.
But it is a little bit unstable.
I think this mod crash with mods in the list below or one of them.
Additional Mission Types Redux
A Better ADVENT: War of the Chosen
WOTC Flawless