Technical support > Feature Requests
Month end procedure
CarlosMaximus:
--- Quote from: H-Hour on October 09, 2013, 03:45:45 am ---No plan. Of course, you can always mod it. :) It's a very easy mod.
--- End quote ---
I tried copying and pasting the "soldier" template in teams_template, and modifying the pastes, but the game only seems to recognise the first template. Am I going wrong somewhere?
H-Hour:
You'll need to modify the "rate" attribute of the original template as well. This is basically the percentage chance that a specific template will be used and the base template uses 100 (ie - 100% of the time).
TallTroll:
>> Elites are made, not purchased.
Fair point. However, the differences between even the poorest rookie and a maxed out elite is a matter of increments rather than making the elites invincible. The increases might need to be moderated a bit compared to 2.4, since 2.5 has faster skills acquisition, but then it has encumberance and bleeding wounds too. I've noticed my soldiers generally carry a lot less gear in 2.5, since it takes quite an increase over starting strength for a soldier to be able to wear armour and carry a rocket launcher and several reloads, for example.
In 2.4, I was in the habit of loading every soldiers inventory to capacity. Everyone had a medkit, assault types carried about 10 grenades in various places, some soldiers would carry spare rockets or EMR mags so the respective wielders had more choices. In the case of the RL-wielder for instance, you can have a pistol you probably won't shoot, or 3 rockets you probably will. If you know your team has a few spare rounds with them, the pistol is much more attractive again.
With the encumberance system in place, I find it's rare for a soldier with anything other than a rifle or shotgun to fill their inventory. Indeed, for a 30 strength soldier, with 15kg capacity, combat armour and a flamethrower with its basic load of 4 shots maxes out their carry capacity. And this is fine. It forces more choices about who goes on a mission, and what they take.
However, on a month end, I end up scrolling through the new soldiers, and mark 90% of them up as dross, since they don't have the skill, the strength, or both to really contribute. You take them out and they develop, but once you have a few warm bodies, it would be much more useful to get one or two soldiers with slightly higher stats. If I could have 15 random soldiers or one with guaranteed 38+ strength, and at least one weapon stat at 24+, I'd take the latter every time now
DarkRain:
--- Quote from: H-Hour on October 10, 2013, 10:40:01 am ---You'll need to modify the "rate" attribute of the original template as well. This is basically the percentage chance that a specific template will be used and the base template uses 100 (ie - 100% of the time).
--- End quote ---
Actually, that's wrong, rate isn't percent, rather it is compared to the total rate of all available templates for a given team, for example you can have two templates one with rate 1 and the other with rate 2, and the later will be used twice as much as the former, of course you can assign them percent based rates and they'll work as expected.
(But do note that templates default to rate 0 if none given, and those will NOT be used)
--- Quote from: CarlosMaximus on October 09, 2013, 09:16:14 pm ---I tried copying and pasting the "soldier" template in teams_template, and modifying the pastes, but the game only seems to recognise the first template. Am I going wrong somewhere?
--- End quote ---
I think you are missing a step, since there are templates for humans, aliens and UGVs you need to tell the game which templates to use with which team, in team_humans.ufo find the phalanx team, there is a list of templates, add the new templates to the list. (But keep in mind my comment about rates above)
H-Hour:
DarkRain to the rescue again! :)
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