Technical support > Bugs in stable version (2.5)
Weight penalties
Nokim:
--- Quote from: Anarch Cassius on November 11, 2012, 12:46:44 am ---Also the console indicates the savefile is compressed XML... I don't suppose there's any way to uncompress it and well... "cheat"? I could just add 15 to each soldier's base str and go on my way :)
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You can disable compression in config, make save, edit it, enable compression and load save in game to play and save in compressed form. ;)
I did so once to repair broken save.
Anarch Cassius:
Great. That seems to have worked.
Penalty still seems harsh but this is more workable. I've also made a nearly un-armoured Taman MP team to take advantage of this new bonus TU.
DexCisco:
Perhaps the solution for balancing is to determine what an acceptable TU value is for an average weighted soldier and work backwards.
Given a soldier with their weapon and one extra clip, 1kg in additional equipment (grenades, IR goggles, etc) and armor, the average for a soldier with combat armor is about 15kg, 20kg for Nano armor, and 23 for Power armor. 20kg is a good round number for a baseline. The average soldier should fall in the middle of the 0 penalty range of 20%-50% weight capacity, which would put the strength range between 40 and 100, with 40 putting them at the 50% penalty, and 100 putting them at the 20% threshold. Keep in mind that the min/max weight range for a reasonably equipped soldier is 9.7 (plasma pistol and Combat armor) to about 30 (RPG or Bolter) A minimum strength for a plasma pistol drone would be about 20 (at 50% strength threshold). For the top end (Bolter with Power Armor), minimum 60 strength to stay under the 50% threshold. A Plasma Pistol drone would need at least a strength of 50 to ever be under the 20% threshold and get the TU bonus. Recruits are currently spawned with a strength of 30-40. At 40 strength, RPGs and Bolters are over the limit even with Combat armor, and about half of the weapons will incur a penalty with Nano armor. This is not counting extra weight for sidearms, medkits, stun weapons, etc.
Given this, recruits should probably spawn at more like 40-55 strength and be able to gain at least 20 more with experience.
You could also move the threshold to more like 65% to alleviate the need for high strength values.
Of course, I don't know what that does to TU calculations.
DexCisco:
--- Quote from: Nokim on November 11, 2012, 07:46:15 am ---You can disable compression in config, make save, edit it, enable compression and load save in game to play and save in compressed form. ;)
I did so once to repair broken save.
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Thanks. I added 30 to the initial strength of all soldiers and changed the template.ufo to put initial strength at 40-55. Seems fine now and my soldiers can carry a reasonable load and still be under 50%.
ShipIt:
--- Quote from: DexCisco on November 12, 2012, 05:08:04 am ---Thanks. I added 30 to the initial strength of all soldiers, changed the template.ufo to put initial strength at 40-55 and afterward I renamed the game to "Eight Rambos save the world". Seems fine now and my soldiers can carry a reasonable load (a Combat Armour, a Heavy MG, an ammo box fo the MG, a medikit, a sidearm, ammo for the sidearm, a bunch of grenades, IR-googles, a portable BlueRay-player, extra batteries for the BlueRay-player and the latest 'Playboy') and still be under 50%.
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FYP
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