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EW: +1 willpower every sucessful mission?


Ulfius

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No need for affecting medals unless wanted to. By putting the code outside the check if soldier has medal it can be added to any living (or even dead) soldier at end of each mission.

 

I agree with both you and amineri that a gradually diminishing model would probably be preferable.

 

Perhaps if someone could define what is a good but not extremely good will for a colonel then we could simply allow +1 for every mission and put a stop to it when that level is reached?

 

It wouldn't really give any perk to colonels who already have high will but it would allow a critically wounded colonel to recover in the course of 15 missions.

 

Edit: We could also add a very tiny chance for colonels to receive a random improved other skill.

Like 1% chance to have increased mobility.

2% chance to have increased health (1 health in 50 missons)

3% chance to have increased aim

 

Or even reverse some attributes... a tiny chance to lose mobility, aim, etc :smile:

Wow thats fantastic news! Way beyond anything I expected was possible. Aim increase makes a lot of sense too, anything rather than stagnant stats. I was going to suggest it but was wondering what was possible. The reverse attributes is really sneaky and I like it, the Long War mod has/had something similar where soldiers would become 'tired' for a period after a misson - sending them out on consecutive missions was a sure way of having them snap and hosing their squadmates. Some sort of optional battle fatigue/stress mechanic would be very welcome and add more depth.

 

Perhaps 'no soldier deaths' could be a check that changes that potential stat bonus into a penalty, it would cause a serious morale problem losing soldiers every mission. :evil:

 

By save scumming at the end of missions and snagging the iron will training as soon as possible it's easy to achieve willpower in the high 90's I'd suggest a cap around 85 on what would be considered a 'good to very good' willpower attribute. It's more than double what the soldier starts with and above average for a rookie progressed to colonel with iron will, but not so high it makes them immune to panic and psi attacks, especially after a wound and a fallen squadmate. With a C.M.O.H. awarded this would bring the cap to 95. Anyone managing to achieve over 100 willpower is exceptionally gifted and often unique outside of exploited/scum levelling.

Edited by Ulfius
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I recognize that not everyone is math savvy, but :

(100-soldiers willpower)+20 = (120 - soldiers willpower)

The nice option would be to try and tie the cap to a config variable instead of hard-coding it into the hex.

 

Would have to do some searching to find a "free" config variable, though.

 

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I'd thought about trying to model the soldiers as a more usual "population model". Typically the very young (i.e. rookies) have a high mortality rate, but also age causes a gradual degradation of abilities.

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I recognize that not everyone is math savvy, but :

(100-soldiers willpower)+20 = (120 - soldiers willpower)

The nice option would be to try and tie the cap to a config variable instead of hard-coding it into the hex.

 

Would have to do some searching to find a "free" config variable, though.

 

-----------------

 

I'd thought about trying to model the soldiers as a more usual "population model". Typically the very young (i.e. rookies) have a high mortality rate, but also age causes a gradual degradation of abilities.

Heh yeah, well spotted, the sum was originally (100-soldiers willpower)+number of sucessful missions

forgot to simplify after changing it.

Edited by Ulfius
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The nice option would be to try and tie the cap to a config variable instead of hard-coding it into the hex.

 

Would have to do some searching to find a "free" config variable, though.

I'm not so sure that would really be a nice option for a small mod like this.

 

If for example using a toolboks custom mod, it seems much easier to allow user to change the value in a separated area of the mod.

 

The big downside to that approach is that big endian floats and hex values in general aren't very user friendly (typically when users type in 10 instead of 0A and floats usually require external tool + byte swapping)

 

But with wghosts approach adding float and int key words that problem cease to exist and ini file becomes an extra step without benefit.

 

For enormous mods like LW ini file may still be nice as the number of parameters could be totally overwhelming instead of basically 1:1.

 

Just my thoughts and not necessarily any sort of divine insight :)

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There's definitely two different types of mods (with a pretty fuzzy boundary). The smaller mods change only ini value or singleton values within the hex (without changing the actual structure/logic of the hex). On the other hand you have mods like Long War (and the now defunct Merciless and Warspace) mod(s) which make changes to the program flow itself.

 

The boundary is a bit fuzzy, but even something relatively simply like my "unlock all second wave options" modlet has to do so by changing the program flow slightly (it works by breaking an "if" statement -- changing 07 XX XX to 0B 0B 0B at a specific part of the code).

 

One of the issues that has arisen in Long War is that a lot of users like to customize and create their own personal modmods. It's definitely easier for us as modders (when coding, anyhow) to hard-code values into the hex, but those are much harder for mod-users to customize. It also becomes a lot harder for the mod creators to maintain (hence why Firaxis even created the config files in the first place :) ).

 

It's basically the difference between making it easier for the coder and making it easier for the user to mod. If at all possible (which it often isn't!) I try and make my mods themselves as "mod-friendly" as possible :).

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It also depends, if patching tool contain GUI allowing users to change hardcoded parameters of a mod.

 

Imagine tagged mod file like:

[hex_before]
    B2 4F 00 00 94 25 00 00 00 00 00 00 B1 4F 00 00 00 00 00 00 00 00 00 00 B2 4F 00 00 00 00 00 00 A7 01 00 00 79 2F 00 00 0E 00 00 00 0A 00 00 00 04 2C 03
[/hex_before]
[hex_after]
    B2 4F 00 00 94 25 00 00 00 00 00 00 B1 4F 00 00 00 00 00 00 00 00 00 00 B2 4F 00 00 00 00 00 00 A7 01 00 00 79 2F 00 00 0E 00 00 00 0A 00 00 00 04 2C
    [select=Number of abductions]
        [option=1]01[/option]
        [option=2][default]02[/default][/option]
        [option=3]03[/option]
    [/select]
[/hex_after]

A tool could generate options for users to change.

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