Yzaxtol Posted May 11, 2013 Posted May 11, 2013 (edited) <p>Damn, this won't work with my mod as I have to constantly nerf the damage from thin-men,sectoids and floaters, otherwise they'll be using the same super stats as XCom Plasma weapons late game.</p><p> </p><p>XCom HP: 6</p><p>Sectoids 6 -> 4dmg</p><p>Thinmen 7 -> 5dmg</p><p>Floater 7 -> 6dmg</p><p> </p><p>On second thoughts assigning iCrithit as 1 and idamage as -2, it should 'upgrade' the sectoids on the first map to the nerfed levels?</p> Edited May 11, 2013 by Yzaxtol
Amineri Posted May 11, 2013 Author Posted May 11, 2013 Right ... I just noticed that the Characters line in the DGC.ini doesn't have a damage entry. That's a bummer .... Yes, you can use one of the upgrades immediately. I -think- it will apply to the first mission. I recall doing a test where I started with 8 HP sectoids as a test. The issue is that the Sectoids are using the base weapon's damage and not their special weapon's damage, right? I might be able to mod that so that you don't have to use one of the two upgrades in order to downgrade the alien damage.
Yzaxtol Posted May 11, 2013 Posted May 11, 2013 Yeh for some reason the game only uses the iDamage,iOffenseBonus i(etc) from the standard Plasma weapons and not the Sectoid/Floater/Thinman weapons.
Amineri Posted May 11, 2013 Author Posted May 11, 2013 I can think of a few ways around this. 1) Could use the Psionic stat in the DGC.ini Character= statline. It's currently not used for anything, so it could stand-in for the damage adjustment at the Character level. 2) Could make a special version of the mod where the BalanceMods_Hard.iCritHit would be used as a blanket damage modifier instead of the +1 HP time for the alien 3) Could track down and find why the sectoids are using damage from regular plasma weapons and not their special versions All are viable options. I'll poke around at (3) and see how bad it would be to fix it.
Yzaxtol Posted May 11, 2013 Posted May 11, 2013 -1 works for CritHit for starting with the 'upgrades' even on the first mission. Now I just have to make more changes in the strategy section to make Easy actually Easier :) hehe.
Yzaxtol Posted May 11, 2013 Posted May 11, 2013 So if we're using the mod should we delete the old robotic damage reduction mod, are they incompatible?
Amineri Posted May 11, 2013 Author Posted May 11, 2013 On 5/11/2013 at 1:23 PM, Yzaxtol said: So if we're using the mod should we delete the old robotic damage reduction mod, are they incompatible? No no no. I worked a bit to make the new Damage Reduction compatible with the old tank-specific damage reduction. Each mod changes a different portion (although adjoining) of the XGUnit.OnTakeDamage hex code. I left the tank-only DR viable because it provides the ability to scale the DR based upon the unit's current HP, something that the new mod doesn't allow. The two sources of DR stack with each other (just as they would with Will To Survive). The ordering of damage adjustment in XGUnit.OnTakeDamage goes: 1) HEAT Ammo adjustment2) Tank-specific DR 3) Shredding bonus4) General DR5) Chitin plating 50% DR against melee Items will be able to add DR by adding to the aStats[4] stat as a side-effect of the item being equipped, and so will into the order in the same location. Will To Survive appears to be calculated earlier.
Yzaxtol Posted May 11, 2013 Posted May 11, 2013 Another stupid question are these upgrades cumulative or do they replace the last upgrade?
Amineri Posted May 11, 2013 Author Posted May 11, 2013 They are cumulative. Once both day-counts are reached both sets of stat deltas will be applied to the unit.
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