thunderbug Posted April 6, 2014 Share Posted April 6, 2014 Is there anyway to do this at all? i guessed the best way would be through editing the save? Any info appreciated. Link to comment Share on other sites More sharing options...
dubiousintent Posted April 6, 2014 Share Posted April 6, 2014 (edited) We do not have a functional 'save game' editor, as yet. (ToolBoks has not gotten beyond the "proof of concept" stage.) The existing methods change the probability of getting a class for the next Rookie promotion (i.e. mod "XCOM Interface and Gameplay Tweaks"), but nothing that touches a soldier once it has been assigned to a class. You might find the "Mod Talk" thread "How Soldiers get assigned a class" of interest. -Dubious- Edited April 6, 2014 by dubiousintent Link to comment Share on other sites More sharing options...
thunderbug Posted April 6, 2014 Author Share Posted April 6, 2014 ty for reply. Do rookies get assigned their class when they earn the needed exp to get promoted or once the mission in which they get promoted is over. I only ask as i have a save game at the end of a mission in which my rookie has already earned the promotion mid mission, even if i set the probability to 100% using a mod from the xcom interface and gameplay tweaks the class they are assigned is not the class with 100% probabiity, however all others i tried got the class that was at 100% probability. Link to comment Share on other sites More sharing options...
dubiousintent Posted April 6, 2014 Share Posted April 6, 2014 (edited) They get assigned back at base, when you "promote" them in the barracks. To the best of my knowledge, as long as they remain a "rookie" and have not yet earned the XP to be promoted, they do not have a class assigned. (It is not something I have dug into.) However, I at least noticed that (in EU prior to EW) how each rookie earned the experience during the qualifying mission seemed to have some effect upon which class they were assigned. But the thread I mentioned earlier should have more on it. -Dubious- Edited April 7, 2014 by dubiousintent Link to comment Share on other sites More sharing options...
Drakous79 Posted April 7, 2014 Share Posted April 7, 2014 However, I at least noticed that (in EU prior to EW) how each rookie earned the experience during the qualifying mission seemed to have some effect upon which class they were assigned. But the thread I mentioned earlier should have more on it. Like the one who grenaded 3 ETs at once got promoted to heavy? Link to comment Share on other sites More sharing options...
dubiousintent Posted April 7, 2014 Share Posted April 7, 2014 Use of a grenade seemed to bias towards a Heavy.Distance of a kill shot seemed to bias towards either Assault or Sniper, depending. But it's not like I built a table or did anything like systematic testing. -Dubious- Link to comment Share on other sites More sharing options...
johnnylump Posted April 7, 2014 Share Posted April 7, 2014 'Fraid there wasn't anything in the code like that. unction XComGame.XGTacticalGameCoreData.ESoldierClass PickAClass() { local array<XComGame.XGTacticalGameCoreData.ESoldierClass> arrClasses, candidateClasses; local XComGame.XGTacticalGameCoreData.ESoldierClass chosenClass; local int numOfChosenClass, I; chosenClass = NeverGiven(); // End:0x32 if(chosenClass != 0) { return chosenClass; } I = 1; J0x3D: // End:0x73 [Loop If] if(I < 5) { arrClasses.AddItem(byte(I)); ++ I; // [Loop Continue] goto J0x3D; } chosenClass = arrClasses[Rand(arrClasses.Length)]; numOfChosenClass = GetNumOfClass(chosenClass); // End:0x157 if((numOfChosenClass == 2) || numOfChosenClass == 4) { I = 1; J0xDD: // End:0x157 [Loop If] if(I < 5) { // End:0x149 if(byte(I) != chosenClass) { // End:0x149 if((GetNumOfClass(byte(I))) < (numOfChosenClass / 2)) { candidateClasses.AddItem(byte(I)); } } ++ I; // [Loop Continue] goto J0xDD; } } // End:0x181 if(candidateClasses.Length > 0) { return candidateClasses[Rand(candidateClasses.Length)]; } // End:0x18B else { return chosenClass; } //return ReturnValue; This from EU ... Link to comment Share on other sites More sharing options...
wghost81 Posted April 7, 2014 Share Posted April 7, 2014 (edited) I only ask as i have a save game at the end of a mission in which my rookie has already earned the promotion mid mission, even if i set the probability to 100% using a mod from the xcom interface and gameplay tweaks the class they are assigned is not the class with 100% probabiity, however all others i tried got the class that was at 100% probability.Can you be more specific? First, there are two versions of Soldier Class mod: v.1.0 allows you to set probability of the class and v.2.0 sets class distribution in barracks. I.e. if you have too many heavies the probability of getting next heavy will be reduced. Second, vanilla game tries to give you 1 of each class first and I haven't changed it in the mod. So, if you don't have, say, sniper in barracks or on memorial wall (never had sniper, or dismissed him), you'll get a sniper regardless of probability settings and mod version. And in case of first mission and four promoted rookies, you'll get 4 different classes, regardless of the probability settings. Edited April 7, 2014 by wghost81 Link to comment Share on other sites More sharing options...
thunderbug Posted April 8, 2014 Author Share Posted April 8, 2014 I only ask as i have a save game at the end of a mission in which my rookie has already earned the promotion mid mission, even if i set the probability to 100% using a mod from the xcom interface and gameplay tweaks the class they are assigned is not the class with 100% probabiity, however all others i tried got the class that was at 100% probability.Can you be more specific? First, there are two versions of Soldier Class mod: v.1.0 allows you to set probability of the class and v.2.0 sets class distribution in barracks. I.e. if you have too many heavies the probability of getting next heavy will be reduced. Second, vanilla game tries to give you 1 of each class first and I haven't changed it in the mod. So, if you don't have, say, sniper in barracks or on memorial wall (never had sniper, or dismissed him), you'll get a sniper regardless of probability settings and mod version. And in case of first mission and four promoted rookies, you'll get 4 different classes, regardless of the probability settings. Doh how could i have been so stupid :P your right it was cos I only had a heavy left to get out of the classes. ty A bit off topic, but I have just made myself a little mod to make Exalt weapons build-able by the player, i also changed the descriptions/names of the weapons so that Xcom is building the G40 Assault rifle as opposed to the Exalt Asault Rifle. Doing this however seems to have made my game use the .INI files in the config folder instead of using the EXE any one have any ideas as to why? Link to comment Share on other sites More sharing options...
wghost81 Posted April 8, 2014 Share Posted April 8, 2014 A bit off topic, but I have just made myself a little mod to make Exalt weapons build-able by the player, i also changed the descriptions/names of the weapons so that Xcom is building the G40 Assault rifle as opposed to the Exalt Asault Rifle. Doing this however seems to have made my game use the .INI files in the config folder instead of using the EXE any one have any ideas as to why?Depends on how you did it. Probably enabled loose ini loading as a part of install instruction. Link to comment Share on other sites More sharing options...
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