MindsEye97 Posted January 5, 2014 Share Posted January 5, 2014 Would like to either add opportunist perk to all soldiers and aliens from the start or modify hit chance for overwatch. I have adjusted hit chance for long range shots to be lower so aliens stop sniping from max distances but it has made overwatch useless. I have always wanted to buff overwatch anyway cause it wasnt very useful for punishing a unit for running out in the open. So far I only know how to mod from the default core ini. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 5, 2014 Share Posted January 5, 2014 You should be following the discussion in this thread. It's covering the same basic ground. -Dubious- Link to comment Share on other sites More sharing options...
MindsEye97 Posted January 5, 2014 Author Share Posted January 5, 2014 Thanks for that. It doesnt talk about modding overwatch from what I can see.Im going to assume its difficult to do. Link to comment Share on other sites More sharing options...
Zerazar Posted January 7, 2014 Share Posted January 7, 2014 Thanks for that. It doesnt talk about modding overwatch from what I can see.Im going to assume its difficult to do.Actually it's not, you can do it in DGC.ini REACTION_PENALTY=0.7f ; Reaction fire amount of hit chance.DASHING_REACTION_MODIFIER=0.7f ; Reaction fire amount of hit chance against a dashing unit. The number is the percentage of your aim that you get on reaction shots. So 1f would be no penalty. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 7, 2014 Share Posted January 7, 2014 Thanks for that. It doesnt talk about modding overwatch from what I can see.Im going to assume its difficult to do.Actually it's not, you can do it in DGC.ini REACTION_PENALTY=0.7f ; Reaction fire amount of hit chance.DASHING_REACTION_MODIFIER=0.7f ; Reaction fire amount of hit chance against a dashing unit. The number is the percentage of your aim that you get on reaction shots. So 1f would be no penalty. Oooo :woot: . Sounds like something that was added with EW. At least, it didn't make it into the wiki article 'DefaultGameCore.ini settings - XCOM:EU 2012'. Whereabouts in the DGC.INI did you find it? I'll add it (if I can ever get the wiki login to work again). -Dubious- Link to comment Share on other sites More sharing options...
Amineri Posted January 7, 2014 Share Posted January 7, 2014 There's a bunch of new tactical constants in the DefaultGameCore.ini : ; ;Tactical consts ; LOW_COVER_BONUS=20 ; The defense increase a unit gains from entering low cover HIGH_COVER_BONUS=40 ; The defense increase a unit gains from entering high cover HUNKER_BONUS=2.0f AIR_EVADE_DEF=20 ; The defense increase a unit gains from air evasion bonus (Has char prop eCP_AirEvade) NO_COVER_DEF=20 ; innate defense value (Has char prop eCP_NoCover) REACTION_PENALTY=0.7f ; Reaction fire amount of hit chance. DASHING_REACTION_MODIFIER=0.7f ; Reaction fire amount of hit chance against a dashing unit. POISONED_AIM_PENALTY=20 FOUNDRY_PISTOL_AIM_BONUS=10 FOUNDRY_SCOPE_CRIT_BONUS=10 FOUNDRY_PISTOL_CRIT_BONUS=20 HARDENED_ENEMY_CRIT_VALUE=60 FLANKING_CRIT_BONUS=50 So it's now possible to alter how much defense bonus low and full cover give (of course it's the same for the aliens ... ^-^). Also I'm not sure if you've added that there are quite a few constant values now in the DefaultGameData.ini : [XComGame.XComMeldContainerActor] m_iMeldAwardedPerContainer=10 [XComGame.XGBattle_SPCovertOpsExtraction] m_iCovertOpsCashRewardAmount=100 [XComGame.XGBattle_SPCaptureAndHold] m_iAllPointsSafeCashRewardAmount=50 [XComStrategyGame.XGFacility_CyberneticsLab] m_iModCashCost=10 m_iModMeldCost=10 m_iModDays=3 m_fMecRepairCostMod=0.5 [XComStrategyGame.XGFundingCouncil] FCREQUEST_DAYS=20 DELUGE_GAP_HOURS=168 MIN_MONEY_REWARD=100 MAX_MONEY_REWARD=225 MAX_MONEY_REWARD_HARD=150 MAX_MONEY_REWARD_CLASSIC=125 MIN_MONEY_REWARD_EASY=100 FIRST_MONTH_MULTIPLIER=0.5f SECOND_MONTH_MULTIPLIER=0.75f SMALL_DEMAND_AMOUNT=8 BIG_DEMAND_AMOUNT=16 HUGE_DEMAND_AMOUNT=24 PROFIT_MARGIN=1.25f FCM_MONEY_SCALAR=2.25f FCM_INTEL_CHANCE=0 BASE_REQUEST_COOLDOWN_DAYS=40 FC_REQUEST_EXTENDED_COOLDOWN_DAYS=10 MISSION_FAIL_LOW_PANIC=1 MISSION_FAIL_HIGH_PANIC=2 MISSION_REWARD_LOW_DAYS=21 MISSION_REWARD_LOW_MULT=0.5f MISSION_REWARD_MED_DAYS=41 MISSION_REWARD_MED_MULT=0.75f MISSION_REWARD_SOLDIER_LOW_LEVEL=3 MISSION_REWARD_SOLDIER_MED_LEVEL=4 MISSION_REWARD_SOLDIER_HIGH_LEVEL=5 SLINGSHOT_LOWFRIENDS_START_DAY=51 SLINGSHOT_CNFNDLIGHT_DAYS=25 SLINGSHOT_GANGPLANK_DAYS=2 REQUEST_WINDOW1_MIN_DAY=5 REQUEST_WINDOW1_MAX_DAY=15 REQUEST_WINDOW2_MIN_DAY=17 REQUEST_WINDOW2_MAX_DAY=27 REQUEST_MISSION_CHANCE=50 [XComStrategyGame.XGFacility_Barracks] NUM_RECYCLE_MISSIONS=2 ; number of missions before a dead soldier's medals will reappear NUM_INTERNATIONAL_SERVICE_CONTINENTS=3 ; number of continents that must be visited before receiving the International medal NUM_MEDALOFHONOR_MISSIONS=3 ; number of various special missions that must be won before receiving Council medal NUM_PER_CLASS_DISTRIBUTION=4 ; to determine what classes your soldiers get, all classes are added this number of times to an array NUM_REMOVE_CLASS_DISTRIBUTION=3 ; this number of entries is removed at random from that array. ; each soldier picks a class at random from the array when it hits Squaddie rank ; when the array is empty, a NEW array is created using the same rules [XComStrategyGame.XGStrategyActorNativeBase] HQASSAULT_REINFORCEMENT_CAPACITY=8 ; number of blueshirts that will appear in HQ assault. changing this is not wise since the map expects it to be a certain number. BLUESHIRT_WILL_MOD=-10 BLUESHIRT_HP_MOD=-1 BLUESHIRT_AIM_MOD=0 START_DAY=1 START_MONTH=3 START_YEAR=2015 LOSE_CONDITION_NUM_DESERTERS=8 ; If we lose this number of countries from the X-Com project, we're cooked. Link to comment Share on other sites More sharing options...
MindsEye97 Posted January 11, 2014 Author Share Posted January 11, 2014 Thanks for all the replies but Im modding long war for eu. I should have mentioned that sorry. Im waiting to play ew for lw.The mod is awesome. Link to comment Share on other sites More sharing options...
Amineri Posted January 11, 2014 Share Posted January 11, 2014 (edited) No worries, and I'm glad you're enjoying the mod :smile: We're definitely making forward progress on the new EW version. As for Enemy Unknown, modding the overwatch hit chances was essentially impossible :sad: However, since you're using Long War (I'm going to assume v2.12 final): Would like to either add opportunist perk to all soldiers and aliens from the start or modify hit chance for overwatch. It is possible to add perks to soldiers and aliens, but unforunately requires some hex editing. For soldiers you have the option to put the Opportunist perk on all armors, or otherwise find a place in the code during initialization to give them the perk directly. To add a perk to an item in LW EU was a bit hacked up ... you basically put the perk ID into the iEngineers field in the XGItemTree.BuildItems call. The actual iEngineers value is read from the DGC.ini. For aliens the only way to add a perk (as opposed to an ability) is in the old DebugAnims function (which we renamed @#AlUpgrad or something similar) in XGUnit. This function is called for every alien unit in Long War (excepting perhaps dynamic aliens on Council Missions), and allows the setting of perks. Edited January 11, 2014 by Amineri Link to comment Share on other sites More sharing options...
MindsEye97 Posted January 11, 2014 Author Share Posted January 11, 2014 Well I dont know anything about hex editing and I want to be able to add to soldiers and aliens to balance things.So I guess I will wait for lw+ew to get finished. Link to comment Share on other sites More sharing options...
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