Yzaxtol Posted March 24, 2013 Share Posted March 24, 2013 Not Created Equal and Hidden potential, the Random stats Second Wave options still use the vanilla progression as a baseline so will either make Warspace either, too easy or too hardDamage roulette is alright. Link to comment Share on other sites More sharing options...
BioCat13 Posted March 24, 2013 Share Posted March 24, 2013 Thanks, will not use those. Link to comment Share on other sites More sharing options...
Nutrollio Posted March 31, 2013 Share Posted March 31, 2013 (edited) Hi, I am new to the mod and have some questions. The mod is great but I have some problems. Is thier a way to lessen the time it takes for wounded soldiers to heal? 100 days is just too much. I also have a problem with the laser weapons too, is thier also a way to increase the damage a bit? Any way to change this at all? Oh yeah I almost forgot, I started my base in africa and had 1 panic is all the countries, but all of a sudden Egypt left the council even though it had 1 panic and it had a satelite as well, why would it just leave like that, in just 1 day??? Ty Edited March 31, 2013 by Nutrollio Link to comment Share on other sites More sharing options...
Nutrollio Posted March 31, 2013 Share Posted March 31, 2013 Ok I downloaded the source installer, I want the laser weapons more powerfull and soldier recovery time lessened, where do I start? I have no idea what I am doing. Link to comment Share on other sites More sharing options...
Amineri Posted April 1, 2013 Share Posted April 1, 2013 (edited) Good news! These values should be pretty straightforward to change. Using ModPatcher or ResourceHacker, you can change the configuration file and patch the changes directly into the executable (it used to be as simple as changing the DefaultGameCore.ini file, but no longer :( ) To change the Laser rifle damage, you want to find the lines such as: Weapons=(iType=eItem_LaserAssaultRifle,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=5,iEnvironmentDamage=125,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=10,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0)This is for the basic laser rifle. Note the section "iDamage=5" (this is the default value ... the Warspace mod will have it lower). Change it to a higher value and its set. The injury times are set in the same place, but with : BASE_DAYS_INJURED = 7RAND_DAYS_INJURED = 18 There aren't quite the vanilla values (they are from the Long War mod), but are shorter then Warspace, I believe. These generate injury times in the 7 - 25 day range. Good luck, Commander! Edited April 1, 2013 by Amineri Link to comment Share on other sites More sharing options...
SandyGabby Posted April 8, 2013 Share Posted April 8, 2013 Just installed your 'Warspace Extention mod' on a fresh install and began play. Both of the two high difficulties give me the same results. First thing right off, I am hit with a wave of small UFO scouts, about 4 or 5 in the first 10 days. It takes at least two interceptors to down the small scouts. B4 your mod, 1 interceptor could do the job. In your readme about the mod, you say that both the small and medium scouts are a bit easier in the early game. I do not find this to be the case. Link to comment Share on other sites More sharing options...
Nutrollio Posted April 9, 2013 Share Posted April 9, 2013 (edited) Ty guys it works perfect now. Ok, guys, I have the source installer for this mod, I know how to change some variables, but where is the weapon accuracy? Weapons=(iType=eItem_LMG,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_Overwatch,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_Overwatch,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Heavy,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=4,iEnvironmentDamage=60,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) This for example, where is the weapons accuracy? I want to make the plasma weapons more accurate than the start weapons. Edited April 9, 2013 by Nutrollio Link to comment Share on other sites More sharing options...
Amineri Posted April 9, 2013 Share Posted April 9, 2013 @ Nutrollio Look for the part of the weapon line that reads : iOffenseBonus=0 The word Offense is sometimes used instead of Aim, and it is used in the configuration data. The value is a bonus to the soldier's inherent aim from class/level and stacks with any bonuses from a scope, high ground, holotargetting, close range, etc. Link to comment Share on other sites More sharing options...
Nutrollio Posted April 9, 2013 Share Posted April 9, 2013 (edited) thanks again, I have another question, what does the enemy weapon line mean? for example Weapons=(iType=eItem_HeavyPlasma_Muton,ABILITIES Is this the weapon stats that the Muton uses when it fires it weapons, or when you use a arc thrower and capture the weapon? and what is this Weapons=(iType=eItem_LaserAssaultGun,ABILITIES[0] is this the shotgun? thier is already a line called laserassaultrifle. TY one other thing guys, where do I find the % to critical and the damage that critical does? TY Edited April 9, 2013 by Nutrollio Link to comment Share on other sites More sharing options...
Amineri Posted April 9, 2013 Share Posted April 9, 2013 The weapons such as eItem_HeavyPlasma_Muton define the stats of the weapons that the aliens use against XCOM/Civilian units. Editing that will change the damage, aim, etc of the particular alien. When XCOM soldier captures said weapon, it is always translated into a standard plasma weapon. This is in part used because the meshes for the alien weapons had to be customized separately for each alien type. Hence the difference between a Muton Heavy Plasma and a Floater Heavy Plasma (my theory, anyhow!). The LaserAssaultGun is the internal name for the Assault-only laser weapon (i.e. "Laser Shotgun"). The Laser Assault Rifle is the regular rifle, usable by rookies and supports as well as assault class. ----------------------------------------------------- The critical chance is defined via the "iCritical=10" parameter. This is the base chance to crit for that weapon. Each character type can also have their base critical chance modified via the "CritHitChance=0" parameter (which is by default 0 for all characters). The values for characters are typically changed further down in the DGC.ini file in the "Balance Mods" section. This is where adjustments based on the difficulty level are applied. Look for a line like: BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) This is the adjustment for all sectoids on Normal difficulty. These are all delta values ... iDamage = 1 would add 1 damage to the base amount done by Sectoids, for example. ----------------------------------------------------------------------------- Critical damage, unfortunately, is hard-coded into the upk file. (The value is +50%). If you'd like I can go into how to edit values in the upk files, but we should probably move the discussion to the general Mod Talk forum so as to not clutter up the Warspace Mod discussion with stuff that's not specific to this mod. :) Link to comment Share on other sites More sharing options...
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