Hobbes77 Posted November 26, 2013 Share Posted November 26, 2013 A question about Training Roulette for those who are looking under the hood. Despite the list of abilties/perks being available on DGC.ini, from my playing experience it seems that on Training Roulette some of the random abilities have built in restrictions. One example is Bullet Swarm, which I've seen on Heavy/Assault/Support classes but never on Sniper. Another example is Sentinel/Rapid Reaction, which I've never seen both available as choices on the same soldier. Have I just not played it yet to see both or are there restrictions on who can get these perks? Link to comment Share on other sites More sharing options...
Amineri Posted November 26, 2013 Share Posted November 26, 2013 There are some special perk exceptions that aren't configurable via ini edits. These exceptions are defined in code at XGStrategySoldier.IsRandomPerkValidToAdd function bool IsRandomPerkValidToAdd(XComGame.XGTacticalGameCoreNativeBase.EPerkType Perk) { if(m_arrRandomPerks.Find(Perk) != -1) { return false; } if(Perk == 23) { return m_arrRandomPerks.Find(54) == -1; } if(Perk == 54) { return m_arrRandomPerks.Find(23) == -1; } if(Perk == 94) { if((m_kChar.eClass == 2) || m_kChar.eClass == 6) { return false; } } if(Perk == 26) { if(m_kChar.eClass == 1) { return false; } } return true; //return ReturnValue; } These exceptions boil down to:Perks RapidReaction and Sentinel are mutually exclusive (perks 23 and 54) Perk Gunslinger (94) cannot be given to Heavy (class 2) or MEC (class 6) Perk Bulletswarm (26) cannot be given to Sniper (class 1) Link to comment Share on other sites More sharing options...
Hobbes77 Posted November 26, 2013 Share Posted November 26, 2013 There are some special perk exceptions that aren't configurable via ini edits. These exceptions are defined in code at XGStrategySoldier.IsRandomPerkValidToAdd function bool IsRandomPerkValidToAdd(XComGame.XGTacticalGameCoreNativeBase.EPerkType Perk) { if(m_arrRandomPerks.Find(Perk) != -1) { return false; } if(Perk == 23) { return m_arrRandomPerks.Find(54) == -1; } if(Perk == 54) { return m_arrRandomPerks.Find(23) == -1; } if(Perk == 94) { if((m_kChar.eClass == 2) || m_kChar.eClass == 6) { return false; } } if(Perk == 26) { if(m_kChar.eClass == 1) { return false; } } return true; //return ReturnValue; } These exceptions boil down to:Perks RapidReaction and Sentinel are mutually exclusive (perks 23 and 54) Perk Gunslinger (94) cannot be given to Heavy (class 2) or MEC (class 6) Perk Bulletswarm (26) cannot be given to Sniper (class 1) Exactly what I was looking for. Thanks :) Link to comment Share on other sites More sharing options...
Larias Posted November 28, 2013 Share Posted November 28, 2013 (edited) I am going insane. I've tried multiple methods. First, I verify game cache on Steam to make sure any previous edits go away. Then I load the XComModHelper and the text in my cmd screen says "Patch Successfully Applied [ Read DefaultGameCore.ini from Config Folder ]. Then I edit my DefaultGameCore.ini in my D:\steam\steamapps\common\xcom-enemy-unknown\xew\xcomgame\config\ folder and I change Kevlar to add 7 HP so I can test the game. I turn steam to offline mode and I already have my edited hosts file that says # Prevent XCOM Phone Home127.0.0.1 prod.xcom.firaxis.com127.0.0.1 65.118.245.165127.0.0.1 prod.xcom-ew.firaxis.com127.0.0.1 65.118.245.139 I load XCOM EW and start a new game - and nothing is changed. There are no files in Documents\My Games\XCOM - Enemy Within\XComGame\Logs other than launch logs. Anyone have any idea wtf is going on? _ I've also tried starting on a clean install and using ResourceHacker to edit the .ini file in the program itself - and there are no changes. Edited November 28, 2013 by Larias Link to comment Share on other sites More sharing options...
Vengashii Posted November 29, 2013 Share Posted November 29, 2013 Not sure if anyone has seen this but my sniper with Run and Gun is capable of going on overwatch/shooting without snap shot and without dashing.http://i.imgur.com/1bf0ubK.jpg Link to comment Share on other sites More sharing options...
Drakous79 Posted November 29, 2013 Share Posted November 29, 2013 Larias, it's strange. What I do for full renewal is:verify the game cache with Steam run the game to verify it's working modI have enabled phone home and Steam in online mode. If I were you, I'd verify the cache again, run the game, check for files in Users folder. If okay, then XCOM Mod Helper, check the executable with hex editor (like HxD) if there's 57 at offset 147874C (hex offset relative to begin) and edit DGC.ini with iType=eItem_ArmorKevlar, iHPBonus=7 and check in new game. Vengashii that's crazy :smile: Imagine heavy with run and gun and bullet swarm. Link to comment Share on other sites More sharing options...
Anbar Posted November 29, 2013 Share Posted November 29, 2013 Biggest problem with random perks is the lack of medics.... although the weird fun of random makes that worth the loss....mostly ;-) Link to comment Share on other sites More sharing options...
Vengashii Posted November 29, 2013 Share Posted November 29, 2013 (edited) I forgot to mention in that mission, the Sniper was able to do that every turn. Never needed to activate R&G again. :blink: Edited November 29, 2013 by Vengashii Link to comment Share on other sites More sharing options...
Tycus Posted November 29, 2013 Share Posted November 29, 2013 Not sure if anyone has seen this but my sniper with Run and Gun is capable of going on overwatch/shooting without snap shot and without dashing.It is actually well known fact for quite some time (in EU), that Run-n-Gun special move ignores MoveLimited property of a weapon; however, either person, that discovered that failed to mention fact it completely overrides that property by itself, or it is one of EW changes. Either way, good to know. Link to comment Share on other sites More sharing options...
Hobbes77 Posted December 2, 2013 Share Posted December 2, 2013 Another question due to a post made on the 2K forums. A user has mentioned that he killed 3 Elite Mutons, 2 Heavy Floaters and 1 Chryssalid with a Squaddie (promoted from rookie with New Guy) during a Supply Barge mission, which should have been enough to promote the soldier to Corporal under the new EW XP requirements, if it got the 60 XPs for each High Level Alien kill, as it was in EU. But the soldier didn't got promoted, so it seems that the changes to the promotions are more extensive than just the increased XP levels per rank. Another issue I've noticed has to do with Covert Operatives, since it seems that they get extra XPs but how much? I've had a Support Captain (gained as an award) promoted to Major after 2 missions with 2 kills, which implies a total gain of 460 XPs during those two missions. Link to comment Share on other sites More sharing options...
Recommended Posts