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Custom Soldier Ability Trees


graaa

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How about releasing your work for those who don't have the courage and/or time to get into the subject themselves ?

 

I'm really pretty new at this myself, I don't even know if there is a way you CAN share the .upk files. It might be possible, but you'll need to download xshape (provided in the link above and here:

http://code.google.com/p/xshape/downloads/list) because xshape was made to allow you to run edited .cbk files without crashing the game. I might be inclined to post a step by step how I did this in the future, given I can remember each step! But really, I mostly just followed what the guys forum post said about it here: http://forums.nexusmods.com/index.php?/topic/813563-probably-found-a-way-to-edit-ability-trees-of-your-troops-and-enemies/ especially when banjo_oz just came out and showed how to change 'deep pockets' to 'battlescanner'.

 

Wow, glad my post helped so much! I rarely post my mods (been modding Fallout3/NV since release, but mostly just for private use) but I'm glad to help out... I love how everyone's sharing bits and pieces of info keeps taking the next person to the next level here! :)

 

In regards to sharing, I think right now sharing the .Function file(s) would be okay, but not the whole .upk. But that's just how I'D feel if I was the developers... no idea what they or others here would consider acceptable practice!

 

Does anyone take the additional smoke grenade for support at sargent level? Field medic is always my choice, seems a no brainer, no sure what ability could be at the same level.

Early on? No. Even though I have modded to give everyone two item slots (one just seems woefully annoying and - moreso - limited tactically) I still like to build "dedicated medics" for my teams. Heck, my top medic - Amy "Doc" Robinson (sent to me from Canada after I helped 'em out) - is one of my fave squad members I ever had. :)

 

IMO, Support Class also make decent "forward scouts" (especially since I modded them to get Battlescanner instead of Deep Pockets!), focusing on smoke grenades, rifle suppression and increased movement via their available perks.

 

That's certainly an interesting thought. I'd also say it's somewhat fitting for a sniper role (who would traditionally be acting as a spotter and keep track on where the enemies are, and thus be more aware of their attacks), but might potentially be a little bit overpowered.

I actually really like that idea too. It makes more sense to me for all Snipers to have Squad Sight than to all have Head Shot, actually.

 

I'd be interested to hear others' thoughts on how modding this effects balance and if everyone with Squad Sight is too overpowered or not?

Edited by banjo_oz
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It's probably not possible, with the available "perks" but all I'd really like to see, is an option for the "Heavy" to have a "Stun" rocket, so you could have the chance of attempting a long range stun/capture. And have a "flash bang" grenade for the support and/or assault class (i.e. use the "panicked" perk, as in they are deaf and blind so they will cower and not move for 1 turn)

 

Most of the rest of the changes I wholeheartedly agree with ... The only other possibility would be perhaps to alter the "support" so that there is more separation (i.e. they are either a "field medic" so extra pockets and extra smoke + healingabilites or they are basically a "sidekick" class to the assault and heavy (i.e. they use surpress/extra reaction shots/extra crit damage/move further)

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It's probably not possible, with the available "perks" but all I'd really like to see, is an option for the "Heavy" to have a "Stun" rocket, so you could have the chance of attempting a long range stun/capture. And have a "flash bang" grenade for the support and/or assault class (i.e. use the "panicked" perk, as in they are deaf and blind so they will cower and not move for 1 turn)

 

Most of the rest of the changes I wholeheartedly agree with ... The only other possibility would be perhaps to alter the "support" so that there is more separation (i.e. they are either a "field medic" so extra pockets and extra smoke + healingabilites or they are basically a "sidekick" class to the assault and heavy (i.e. they use surpress/extra reaction shots/extra crit damage/move further)

I personally love having a "sidekick" build Support along, even in the vanilla game:

* 'Sprinter' lets them keep up with an Assault trooper with 'Rifle Suppression' to keep an enemy's head down while the Assault trooper closes in for the kill (or capture). I'd like for that build to be able to get 'Covering Fire' too, but not sure the best thing to swap it with to avoid breaking other builds.

* 'Covering Fire' and the various smoke grenade related perks are great for a Support build that backs up a Heavy, covering them as they move into position for suppression/flanking and protecting them while they (frequently) pause to reload. I wish there was a perk or even (Support exclusive?) item that let them 'reload' an adjacent fellow soldier (like a medpack, but refills their weapon instead of healing)... how cool/useful would that be? ("Ammo! I need ammo over here!")

* The medical skills of course can build a great dedicated medic, who I found much more useful than I expected!

* Giving them Battlescanners instead of Deep Pockets lets them act as "spotters" for the less mobile Sniper class, scouting ahead and marking targets for use with Squad Sight.

* When not carrying med-kits, a Support makes a great Grenadier (especially when soldiers have two item slots modded)... would love them to have the Grenadier perk, and I hope to make it a choice between that and Battlescanners for Major rank if/when we can add to scripts instead of just swapping perks around. :)

Edited by banjo_oz
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I'd like for that build to be able to get 'Covering Fire' too, but not sure the best thing to swap it with to avoid breaking other builds.

 

I never use Combat Drugs, so I would put it there, but there may be some builds that use it effectively.

I'd also be tempted to sack Revive, which I find useless at best (and aggravating in some cases). That could clear space for Grenadier for example.

Edited by PepprmintButler
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I never use Combat Drugs, so I would put it there, but there may be some builds that use it effectively.

 

I hear that. I was almost tempted to remove smoke grenades entirely from my build because you only use it once or twice per mission? They sure have saved my squad's life a couple times though.... so on second thought I'm going to keep them, but here's something I threw together riffing on the "side-kick" build you guys were talking about earlier. I'm tempted to get rid of sprinter too, I feel like i could throw in an overwatch perk there or something (had to throw away rapid reaction in this tree). Sprinter is just meant for assaults I feel - even recon sniper builds!

 

This tree has some clear choices you can make when building a dedicated medic vs. a sidekick/overwatch-suppression-smoke build. Imagine - with covering fire, opportunist, and sentinel, your support will take 2 accurate overwatch shots EVERYTIME the enemy takes a shot! If I added rapid reaction, that could increase to 4... overpowered maybe? Effective? Sick awesome? Yes. You will never "shoot" with that support again, I feel, if you can get 4 shots per turn out of him.

 

Squaddie Ability

Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts through the enemy turn.

 

Corporal Abilities

Sprinter: Allows the Support to move 3 additional tiles.

Smoke and Mirrors(moved from Sergeant): Allows 1 additional use of Smoke Grenade each mission.

 

Sergeant Abilities

Field Medic: Allows medkits to be used 3 times per battle instead of once.

Covering Fire(moved from corporal): Allows reaction shots to trigger on enemy attacks, not just movement.

 

Lieutenant Abilities

Grenadier (instead of Revive): Allows 2 grenades in a single inventory slot

Rifle Suppression: Fire a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.

 

Captain Abilities

Opportunist(instead of combat drugs): Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.

Dense Smoke: Smoke Grenades have increased area of effect and further increase units’ Defense by 20.

 

Major Ability

Battle Scanner (instead deep pockets): Scanning device that, when thrown, creates a new source of vision for 2 turns. Can only be used 2 times per battle.

Colonel Abilities

 

Savior: Medkits restore 4 more health per use.

Sentinel: Allows two reaction shots during Overwatch, instead of only one.

Edited by graaa
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^ looks good, but it's basically 2 variants of the "side-kick" class ... I'd still like to see a "Field Medic" class option. Maybe putting "Deep Pockets" back in and also add the Snipers +2 to pistol weapons (he's busy fixin' your hurts, so he's using a pistol more than a rifle ...) or the "Lightning Reflexes" perk (he's always crouched low diving in to help save you, so he's good at dodging bullets)
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^ looks good, but it's basically 2 variants of the "side-kick" class ... I'd still like to see a "Field Medic" class option. Maybe putting "Deep Pockets" back in and also add the Snipers +2 to pistol weapons (he's busy fixin' your hurts, so he's using a pistol more than a rifle ...) or the "Lightning Reflexes" perk (he's always crouched low diving in to help save you, so he's good at dodging bullets)

 

(i.e. they are either a "field medic" so extra pockets and extra smoke + healingabilites or they are basically a "sidekick" class to the assault and heavy (i.e. they use surpress/extra reaction shots/extra crit damage/move further)

 

Lol arghhhh that's gonna be tough! You only get 7 abilities. Let me try and throw something together. You want extra pockets, smoke, healing, gunslinger, lightning reflexes, suppression, sprint, and reaction shots. Lets see here...

 

Squaddie Ability

Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts through the enemy turn.

 

Corporal Abilities

Sprinter: Allows the Support to move 3 additional tiles.

Smoke and Mirrors(moved from Sergeant): Allows 1 additional use of Smoke Grenade each mission.

 

Sergeant Abilities

Field Medic: Allows medkits to be used 3 times per battle instead of once.

Covering Fire(moved from corporal): Allows reaction shots to trigger on enemy attacks, not just movement.

 

Lieutenant Abilities

Gunslinger(honestly can't think of anywhere else to put this!): Confers 2 bonus damage with pistols.

Rifle Suppression: Fire a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.

 

Captain Abilities

Opportunist(instead of combat drugs): Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.

Lightning Reflexes(instead of dense smoke): Forces the first reaction shot against this unit each turn to miss.

 

Major Ability

Sentinel(instead of deep pockets. I'm going to insist - its better to edit the .ini on this one and add two extra pockets to every armor): Allows two reaction shots during Overwatch, instead of only one.

 

Colonel Abilities

Savior: Medkits restore 4 more health per use.

Low Profile (because why not?): Makes partial cover count as full.

Edited by graaa
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A bit more research concerning the "exotic" perks :

 

EDIT : yeah, I'll make a wiki page, it's a lot of info to be kept in a forum thread.

 

Love the testing you're doing. Keep it up!

 

So far I've tested Bulletstorm on an Assault using a shotgun. It DOES NOT SEEM TO WORK. Might have to change the weapon properties to =ewp_heavy. Does anybody know if changing the weapon properties mid-save will allow you to see the changes? Or do you have to start a new game?

 

Tested holo-targetting on support using assault rifles - WORKS! Animation works too!

 

http://i1299.photobucket.com/albums/ag70/thefreeking/2012-10-28_00003.jpg

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Love the testing you're doing. Keep it up!

 

Does anybody know if changing the weapon properties mid-save will allow you to see the changes? Or do you have to start a new game?

 

Yeah, weapon properties are not in the savegame file so you can change them in loaded games, no problem. It does not work for soldiers but should for everything else.

 

Thanks for the kind words. You'll probably like the new batch of tests down in that thread then :biggrin:

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