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https://www.reddit.com/r/Xcom/comments/99m3ig/lw2_how_do_i_change_bleed_out_chances/
However maybe it's colliding with long war 2? I don't think it changes anything about bleed outs, but it's an extensive mod.. So maybe.
and change the following lines in XComGameCore.ini in the WOTC folder
BLEEDOUT_BASE=0
BLEEDOUT_ROLL=0
BLEEDOUT_BONUS_ROLL=0
@Prydain
Sadly it does not work with WotC. I've had this installed from the start of my campaign and only 3 out of 7 casualties resulted in a bleed-out timer.
+ModifyUnitAbilities=(UnitTemplateName="Soldier", AddAbilities=("Resilience"))
+ModifyUnitAbilities=(UnitTemplateName="Soldier", AddAbilities=("Sustain"))
This achieves an almost identical effect & it's GREAT! It means you can take a beating, but avoid death & random deaths due to enemy criticals.
BLEEDINGOUT_TURNS=4
BLEEDOUT_BASE=50
BLEEDOUT_SIGHT_RADIUS=3
BLEEDOUT_ROLL=100
BLEEDOUT_BONUS_ROLL=50
Also if I switch my mod off soldiers start dying again without any need for fixing the config or verifying game cache, which seems to be a good sign that not using +/- doesn't cause the changes to stick around.
As for mod conflicts, I may have been running Second Wave Reborn's Red fog, which was very buggy at the time (it was causing permanent solder stat loss).
The mod was definitely on. Some soldiers bleed out (rookies, who would otherwise have 0 chance of bleeding out) and others died out right. The only thing I noticed was that the soldiers who died outright had all bled out on previous missions but been rescued and recovered. I'll let you know if it happens again and if I can pull out any trends. This happened on an Ironman game so I have no saves to check.
Also, you probably want XComGameCore.ini to be:
[XComGame.X2StatusEffects]
-BLEEDOUT_BASE=50
+BLEEDOUT_BASE=-200
-BLEEDOUT_ROLL=100
+BLEEDOUT_ROLL=0
-BLEEDOUT_BONUS_ROLL=50
+BLEEDOUT_BONUS_ROLL=0
As it is the values might stick around in even after the mod has been turned off, just like ModClassOverrides stick around in XComEngine.ini.
Hey invertin and sq_paradox, can you confirm if the soldiers had will <= 0? As far as I am aware this shouldn't be an issue - I'm not aware of any bugs in uc with comparing 0 values but could be wrong. Are you sure you had the mod active and were not running any conflicting mods? I've not had any other reports of this happening and haven't seen it myself.
Long story short, a 0 is being misinterpreted as a a false statement and therefore the game thinks your unit should not bleed out.
Shaken soldiers have a will of 0. The bleed out function is a boolean function that compares a soldier's will to a random number (which the mod has set to 0). Even though 0 <=0 is true, 0 in a boolean statement generally means false.
I think this is an edge-case glitch in the game progrmming that the mod is triggering due to the way this mod is trying to guarantee the bleedout effect.
I first thought it would feel like cheating to have such a mod and play it with ironman. But i gave it a try. The experience was shocking. Without this mod, you play your game and give a shit if soldiers die during your mission, you just try to finish it with the ones you have left.... by just being a bit pissed that your loved ones are dead. With this mod, i had a totally different experience which was like this:
As i tryed the mod for the first time, i got a mission with a timer running. Three of my soldiers got hit and started to bleed out. I just had one med kit on a sniper, and my specialist who act as my medic was one of the bleeding soldiers. So i had the option, to try to end the mission by let two of them bleed out ad stabilize one, by knowing i would need to carry him with him to the extraction zone after hacking into the mission objective or to save all and doing an emergency evac. the decion would be much easier of they were allrdy dead.... but having those three around me fo such a long time, i wasn't up to let them bleed out. so i decided to abort the mission and do an emergency evac. Getting to the soldiers and get them out and killing the surrounding hostiles made it impossible to reach the objective in time befor the timer was running out.
I liked this and played a bit more mission with using this mod. the outcome was, that i noticed i fail more mission due to emergency evacs to keep my soldiers alive than i did with out the mod.
Which makes this mod even more hardcore than just playing vanilla ironman, where they just die on a mission mostly and you give shit and keep going for the mission objective and finish the mission. Due to the long recovery time the soldiers need you have to buy new recruits/vets anyway, to keep and active team running for the next mission. so the from out of spending money and time for training new ones it is nearly the same like with vanilla. you just have a totally different experience that forces you to make hard decisions. Keep in mind, for a soldier who is bleeding out, you need one to stabilze it, as well, you need to get him to the evac zone as well. so you are forced to take him with you, which means, that the one carring him is not able to fight......
Anyway. On the first view, this mod might sound OP or like cheating, like me thought in the first place. But it IS NOT, give it a try, like me did and decide for your self.
Interestingly the code suggests that Firaxis actually considered using the overkill damage as part of the bleed out chance formula, as the GetBleedOutChance function takes OverkillDamage as an input variable, but as you can see they decided not to use it.
static function int GetBleedOutChance(XComGameState_Unit UnitState, int OverkillDamage)
{
return UnitState.GetCurrentStat(eStat_Will) - default.BLEEDOUT_BASE;
}
As far as this mod is concerned, I won't be making a change to the bleed out chance as the purpose of the mod is simply to make soldiers always bleed out, thus the name. :D