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Arcalane

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  1. Yes, the Soldier line defines the XCOM troop abilities/properties/values, in the block just after the armour settings and just prior to the weapon/item settings. It should be line 16 if you care to count them, or if your text editor of choice displays line count. Shame the various ammo settings/capacities aren't defined in DefaultGameCore that I can see. Guess it's just more incentive to get the ammo capacity upgrade as soon as possible. Idle thoughts on balance for anyone thinking of adding this to a mod; since reaction range and normal range are seperate values, it should be possible to set them differently - for instance, a shotgun could be set to only reactfire if an enemy moves within four or five tiles, whereas an assault rifle could be set to reactfire if an enemy moves within eight or nine. It'd also help cut down on ammo wastage, since long-range reaction fire shots may be quite unlikely to hit. Especially with rookies involved.
  2. eAbility_Bloodlust - This is, no doubt, the Berzerker's Bloodlust 'ability'; you know, that gives it a free ~5 tile move towards whoever last shot it, or its previous target if its current attacker is out of LoS or somewhere it can't reach, even if it isn't the Berzerker's turn yet. So you could probably remove this from them if you wanted to make them really easy targets. eCP_Hardened - 'Hardened' is a property that appears on certain units, namely Sectopods and Berzerkers; it applies a pretty significant (40~%) penalty to the chance of incoming critical hits, but not normal hits. Which is to say if a unit is Hardened, the chances of your units getting a crit on it are much lower. Simple. Essentially it's for tough, heavily-armoured targets that the devs didn't want you to be able to kill too easily by using Headshot on them lots. eAP_AirEvade/eCP_AirEvade - Judging by existing entries, this probably confers the 'always has at least Light Cover, especially when airborne' effect seen on Floaters, Cyberdisks, and Archangel Armour. I don't think it's quite as good as normal half-cover but it's still better than none at all. This is based off a little guesswork, and the Unit Info panel ingame. Complete autopsies and interrogations, and it'll tell you useful things about an enemy's properties and abilities right there in the game! Ed: Oh, and MIN_SCATTER is the minimum accuracy of manually-aimed explosive attacks, such as the Heavy's rockets, or Frag/Alien/etc. grenades. It works on a scale of 0 to 100. So if you boost MIN_SCATTER up to 95 (MIN_SCATTER=95), then area attacks have a 95% chance of hitting the desired point. Reducing it makes them less accurate, obviously. Not sure if/how this impacts the aliens, and their special attacks like the Sectopod's Cluster Bomb.
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