Gain WILL per mission, or monthly, etc
Started by
anUser
, Mar 07 2013 08:51 AM
4 replies to this topic
#1
Posted 07 March 2013 - 08:51 AM
Units can gain a lot of will per promotion, but get your low-will colonel wounded and you better dismiss him before he start shotting his squadmates in a panic attack... hence my question, among all the game's functions, have someone found some spare bytes to make soldiers slowly recover their will? Per mission played would be great, but a point per month or a point whenever successfully engaging an enemy, whatever mean available to make them recover their will would be ok. I guess that adding a cap at 80 or so may exceed any space available, but if possible it'd be a perfect addition
#2
Posted 08 March 2013 - 03:16 AM
There's a MOD around here somewhere that will allow you to change the amount of WILL a soldier loses when critically wounded and revived; you could remove the mechanic altogether, I suppose.
I'm curious if anyone knows how to make this change manually - what file and hex would I need to edit?
#3
Posted 08 March 2013 - 03:24 AM
Isn't it an ini setting or a SW option? I actually don't dislike the panic mechanic, I take care not to expose wounded soldiers too much, but I'dlike it if they could overcome it eventually. But for a starting I'll take a look and try to lower the will hit.
#4
Posted 08 March 2013 - 04:05 AM
Not that I know of; I'd love to know where to change it at, but I think it's part of the UPK files.
I personally just think 15 points is too high; I don't even see the point of having revive at that point, as a single 'death' and you might as well just dismiss the soldier at that point unless he had unusually high will to begin with.
#5
Posted 16 March 2013 - 07:15 AM
It's actually even worse then that. In the code that checks to see if your unit is critically wounded instead of straight out dying, it checks "numTimeCriticallyWounded", and if that number > 0 then that soldier dies, with no chance for critical wounding. No "nine lives" for soldiers...
Here is the full set of rules:
1 ) If the unit is already critically wounded, death
2 ) If the attacker is a Chryssalid, death
3 ) If character type is not soldier, death
4 ) If damage >= 1000, death
5 ) If soldier is the volunteer, death
6 ) If character has previously been critically wounded, death
7 ) Critical wound chance = 15 + Current will - ROOKIE_STARTING_WILL; (40 by default)
8 ) If OTS upgrade eOTS_HP_II, bonus of soldier rank * 5 is added
9 ) Critical wound chance is then clamped between 0 and MAX_CRIT_WOUND ( = 90 by default)
Here is the full set of rules:
1 ) If the unit is already critically wounded, death
2 ) If the attacker is a Chryssalid, death
3 ) If character type is not soldier, death
4 ) If damage >= 1000, death
5 ) If soldier is the volunteer, death
6 ) If character has previously been critically wounded, death
7 ) Critical wound chance = 15 + Current will - ROOKIE_STARTING_WILL; (40 by default)
8 ) If OTS upgrade eOTS_HP_II, bonus of soldier rank * 5 is added
9 ) Critical wound chance is then clamped between 0 and MAX_CRIT_WOUND ( = 90 by default)
Edited by Amineri, 16 March 2013 - 07:15 AM.



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