XCOM 2
[WOTC] Complicated Red Fog
Custom configuration
Hello everyone!

I made an extensive list of all the stats (within reason) that this mod can affect, and filled them up with what I consider to be sensible default values. Feel free to edit them to your liking.

Also, I added detailed comments with explanations, examples, bad humor, and a few references (the unhelpful kind) here and there. Should be a fun & informative read, if you have the patience & time for it.


Usage:
  1. Open your XComRedFog.ini file
  2. Delete the section shown at the end of this post, and replace it with the entire contents of my NEXT post (I've included those defaults, just commented them out)
  3. Tweak as you like, or use as-is.
  4. Have fun!

StatList[0]=eStat_Mobility SevereEffect[0]=0.50 bPercentage[0]=true StatList[1]=eStat_Offense SevereEffect[1]=0.60 bPercentage[1]=true StatList[2]=eStat_Will SevereEffect[2]=0.60 bPercentage[2]=true StatList[3]=eStat_PsiOffense SevereEffect[3]=0.60 bPercentage[3]=true StatList[4]=eStat_Hacking SevereEffect[4]=0.60 bPercentage[4]=true
Editat ultima dată de Nemo Jr.; 8 iul. 2021 la 4:51
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;;;Some notes from Nemo Jr.: ;;Keep in mind that this mod can affect how the AI behaves, especially if you make some of these stats too low. ; e.g. Those 1 HP Mutons will be even more likely to use their grenades now, instead of just shooting ; (because their aim will be crap when heavily wounded). Whether this is a good thing or bad, you decide. ;;I "disabled" some of these settings by giving them a flat 0 penalty, but still left them in place for completeness' sake. ; Also because I didn't want to constantly fiddle with the index numbers. Let me know if this causes weird behavior, ; like showing a "Flanking Aim +0" in the shot HUD or something. ;;Remember: SevereEffect basically means "HE DEAD". If you think a value is too high or too low, consider a more likely scenario. ; e.g. SevereEffect=0.60 means the stat will be multiplied by 0.8 when 50% of HP is lost, or by 0.9 when 1/4 of HP is lost, etc. ;;;My custom config ;;Might change this in the future; needs testing. Certain enemies should probably be made immune to red fog, especially if you reduce this further. StatList[0]=eStat_Mobility SevereEffect[0]=0.50 bPercentage[0]=true ;;Changed from 0.6 to 0.5 so it's a tiny bit harsher than default. With NumBreakPoints=20 it should be a nice round 5% decrease for every ~10% HP lost. StatList[1]=eStat_Offense SevereEffect[1]=0.50 bPercentage[1]=true ;;Only affects enemies, since XCOM units don't have intrinsic crit chance. Most enemies have 10. Some have 15. Only Avatars on Commander & Legend have 20. ; Set to a flat decrease because I do NOT enjoy lucky "goodbye crits" from "almost dead RandomTrooper#259". Your mileage may vary. StatList[2]=eStat_CritChance SevereEffect[2]=-20 bPercentage[2]=false ;;All units in the vanilla game have eStat_FlankingAimBonus=0 by default. Not sure if it's functional. Might be useful for mods. StatList[3]=eStat_FlankingAimBonus SevereEffect[3]=0 bPercentage[3]=false ;;Practically anyone with a gun has 40 on Commander & Legend. You may want to set the effect to 1.00 (or 0 and false) if you're using EU Aim Rolls. ; I use that, but I decided to nerf this anyway. Precision shooting while wounded being hard and all that (most people DO got time to bleed). StatList[4]=eStat_FlankingCritChance SevereEffect[4]=0.50 bPercentage[4]=true ;;To simulate decreased tactical awareness & maneuverability. Again, only affects (some) enemies, but it's not as OP as it looks. It's only KOP: Kind of OP. ; Example: With 0.40 effect, at half health, an enemy with 40 defense (closed Gatekeeper) will instead have 28. 25 (Archon) becomes 17.5. 10 (Muton) becomes 7. ; ~15 to ~30 innate defense is still nothing to sneeze at. StatList[5]=eStat_Defense SevereEffect[5]=0.40 bPercentage[5]=true ;;Same deal as above, but I'm guessing this will also affect soldiers with Agility PCS. Needs testing. StatList[6]=eStat_Dodge SevereEffect[6]=0.40 bPercentage[6]=true ;;Something something concentration. If you set it too low, enemies who heavily rely on psionics may become a cakewalk, so beware. StatList[7]=eStat_PsiOffense SevereEffect[7]=0.60 bPercentage[7]=true ;;This one you should also handle with care, especially if you have mods / edits that make panic more common or more dangerous, ; in which case "chain panic" scenarios could easily spiral out of control. StatList[8]=eStat_Will SevereEffect[8]=0.60 bPercentage[8]=true ;;Make sure to keep this one as a percentage, lest you run into any "unwinnable" situations (you can't hack at all with zero hacking stat; this includes objectives). StatList[9]=eStat_Hacking SevereEffect[9]=0.60 bPercentage[9]=true ;;If you think this doesn't make sense for Skulljack / Skullmine targets, think again! ... Or you can just change it. I'm not your mom. ; Mechanically speaking, there aren't a lot of ways to increase hack success for Skullmining, so this should fill that gap nicely. StatList[10]=eStat_HackDefense SevereEffect[10]=0.60 bPercentage[10]=true ;;Think of this as how "sneaky" the unit is. It's already a multiplier (see the formula at the bottom of your config file) so I made the penalty a flat value. ; For reference: -0.2 should result in 1 or 2 extra enemy detection range in most cases, with the switch happening around ~42% and ~83% HP lost. ; It will either go [0, 1, 2] or [1, 2, 3]. Depends on rounding behavior (up or down?) so I'm not sure. StatList[11]=eStat_DetectionModifier SevereEffect[11]=-0.2 bPercentage[11]=false ;;Sectoids and Sectopods have 15. Avatars 11. Turrets 10. XCOM soldiers & militia 9. Civilians 3. Everyone else has 12. ; (The above calculations and assumptions (for eStat_DetectionModifier) were based on this 12 value.) StatList[12]=eStat_DetectionRadius SevereEffect[12]=0.60 bPercentage[12]=true ;;Can be useful (?) with certain mods where sound range is more important. How much does it matter in vanilla, anyhow? ; Gave it a standard modifier, just in case. Unlikely to break anything, and 0.6 sounds about right (puns). StatList[13]=eStat_HearingRadius SevereEffect[13]=0.60 bPercentage[13]=true ;;Can potentially mess with stuff like pod activation... maybe even become an advantage? Like getting closer to pods, half blind, then seeing ; (thus activating) them at CLOSE RANGE?(tm) Come to think of it, this may not be the smartest exploit in the book. Still, disabled by default. StatList[14]=eStat_SightRadius SevereEffect[14]=0 bPercentage[14]=false ;;Stun Lancer OP nerf pls. Should also affect other melee abilities with disabling effects, like Muton bayonet attack / counterattack. ; Should also apply to XCOM, making them more susceptible to these effects. ; It may look like a huge malus, but remember we're nerfing units who are already damaged. Dead men tell no tales. And now, thanks to RedDobe, ; half-dead Stun Lancers who just ate half a squad's worth of reaction fire can't casually walk up to someone and punk them silly. ; Or maybe they can, idk. Strength is a weird stat. StatList[15]=eStat_Strength SevereEffect[15]=0.20 bPercentage[15]=true ;;;Mod default config ;StatList[0]=eStat_Mobility ;SevereEffect[0]=0.50 ;bPercentage[0]=true ; ;StatList[1]=eStat_Offense ;SevereEffect[1]=0.60 ;bPercentage[1]=true ; ;StatList[2]=eStat_Will ;SevereEffect[2]=0.60 ;bPercentage[2]=true ; ;StatList[3]=eStat_PsiOffense ;SevereEffect[3]=0.60 ;bPercentage[3]=true ; ;StatList[4]=eStat_Hacking ;SevereEffect[4]=0.60 ;bPercentage[4]=true
Editat ultima dată de Nemo Jr.; 8 iul. 2021 la 4:52
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Se afișează 1-1 din 1 comentarii
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