Mashadar Posted October 22, 2012 Share Posted October 22, 2012 Currently researching a method to tie in the reaction modifier to the leveling system, though from the looks of it, it'll take more than just slapping iReaction=10 to the SoldierStatProgression setting. Link to comment Share on other sites More sharing options...
jiltedjock Posted October 22, 2012 Author Share Posted October 22, 2012 (edited) what I would like to know is: what calculations determine these variables: iTargetReaction and iShooterReaction This would allow us to work out what good settings are for the Reaction values in the character settings Edited October 22, 2012 by jiltedjock Link to comment Share on other sites More sharing options...
Anbar Posted October 22, 2012 Share Posted October 22, 2012 (edited) I tried it on a loaded game. Didn't do anything. Do I have to start a fresh game for it to take effect? yes, or at least use new recruits in an existing game.old characters will not be updated. Just to confirm there is no issue with shooter reaction <= target reaction when each unit has the same base reaction value. I removed the overwatch ability from all weapons so the only opportunity fire was being produced by the ireaction settings: both sides got opportunity fire, as expected. There is, I believe, modifier(s) applied to the ireaction values - I have certainly seen reference to a reaction modifier constant in one of the unpacked upks in another thread. Anyway, I have not come to a firm conclusion about what causes modification to the reaction value. It _appears_ that a unit that hasn't moved (or moved very little) has a boost and has a better chance of a snap shot, but as I say I am not 100% sure. It is possible, of course, that the function doesn't work properly hence the addition of overwatch to nearly all weapons. Overwatch and reaction are distinct... the only standard use of reaction is the Assault special action Edited October 22, 2012 by Anbar Link to comment Share on other sites More sharing options...
YZ90 Posted October 22, 2012 Share Posted October 22, 2012 I've played around with the quite a bit, it does work for all values of iReaction for both you and your enemy. On a somewhat related note, I found that having decimals in enviromental damage glitches the weapon, making the game treat it as a small item and incapable of reaction fire. Link to comment Share on other sites More sharing options...
Anbar Posted October 22, 2012 Share Posted October 22, 2012 (edited) I've played around with the quite a bit, it does work for all values of iReaction for both you and your enemy. hehe, yeah, we knew that ;-0 ------------- edit: 1 extra titbit FTI: Reaction fire allows for shooting at MOBs coming into REVEAL and moving into cover FROM Reveal....I've only got reaction @ 10, so its pretty rare, but just got a thinman shot as the grp came into sight (shot #1) REVEAL MOVIE - thinmen go for cover (shot #2) This was on alien group moving into my LOS, so it was rather refreshing that their "free move" generated a hit or two. As previously stated, avoid high reaction settings unless you want to GIMP the game. (0-10 max is my recommendation after a days play-testing) Edited October 22, 2012 by Anbar Link to comment Share on other sites More sharing options...
Mashadar Posted October 25, 2012 Share Posted October 25, 2012 I've made some experiments into giving the aliens varying levels of reaction fire to go with XCOMs, and holy hell does it change a lot of things. With high reactions across the board, combat is pretty much a tense affair of smoke bombs and suppressive fire just for any one side to make a push without getting a face full of plasma. Firefights are absolutely brutal with this running. Link to comment Share on other sites More sharing options...
Ferenczy Posted October 25, 2012 Share Posted October 25, 2012 I've made some experiments into giving the aliens varying levels of reaction fire to go with XCOMs, and holy hell does it change a lot of things. With high reactions across the board, combat is pretty much a tense affair of smoke bombs and suppressive fire just for any one side to make a push without getting a face full of plasma. Firefights are absolutely brutal with this running. Very intersted in this effect...if you dont mind walking a noob through it.. I am using "Warspace" and have tweaked it a bit to my tastes, so im hoping its something i can edit in the exe Thanks. Link to comment Share on other sites More sharing options...
Mashadar Posted October 26, 2012 Share Posted October 26, 2012 I've made some experiments into giving the aliens varying levels of reaction fire to go with XCOMs, and holy hell does it change a lot of things. With high reactions across the board, combat is pretty much a tense affair of smoke bombs and suppressive fire just for any one side to make a push without getting a face full of plasma. Firefights are absolutely brutal with this running. Very intersted in this effect...if you dont mind walking a noob through it.. I am using "Warspace" and have tweaked it a bit to my tastes, so im hoping its something i can edit in the exe Thanks. Snapshots are pretty easy. Just open up the DefaultGameCore file and look up the Characters list from line 16 to 33. Soldiers are for XCOM troops, tank means SHIV (all types), the rest are self explanatory. Each one has a reaction value of 0 by default. That's percentage chance of reaction fire. The settings I used were: Sectoid (and Commander): 20Floater (and heavy): 30Muton (and soldier): 40Elite Muton, Thin Men: 50Cyberdisk, Drone: 70SHIV, Sectopod: 100 After that, scroll down to the weapons list and look for the variable iReactionRange. They should all be -1. Change that to the same value as their respective iRange. e.g. if something has an iRange of 27, iReactionRange should be changed from -1 to 27 and so on. If you want to add the option of suppressive fire to that, just replace any of the eAbility_NONE tags with eAbility_ShotSuppress to the respective weapon types. Link to comment Share on other sites More sharing options...
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