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XCOMUFO & Xenocide

Anybody ever located the inital stats in the game files?


slickrcbd

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I'm just thinking that for anti-frustration, I'd like to swap the initial stat ranges for throwing and reactions. So that reactions have an initial allocation of 50-80 while throwing is 30-60.

After all, it is so much easier to raise throwing, and while a starting soldier with 30-32 reactions almost never reacts even when kneeling with a pistol or dart gun at full TU, making it almost useless, a soldier starting with a mere 50 throwing can still reliably get grenades under the target, and is almost never more than one square off, making the stat in general almost useless.

Having to start with 30-60 might decrease the accuracy enough that training rookies might be necessary, but I haven't done enough experimenting with wounded soldiers to be sure.

 

Plus, it raising throwing stats is the easiest to do, and I do it anyway as often when milking a base for money or ammo I have everyone throwing all the junk the aliens drop through the ceiling into the "green room" before bugging out.

 

Also, if the firing accuracy is in the 40-range, I tend to make that rookie a grenadier and give him some type of pistol, plus as many human grenades as he can handle in order to gain experience. Even against mutons or etherals (especially against etherals until he proves resistant to MC he gets a starter pistol and grenades, unless I have flying suites, when he gets a laser pistol). He can always grab a plasma off a dead alien).

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There are ways to train with low reactions. It mainly involves spacing your training soldiers enough, or using smoke, so that the aliens are forced to run to them and lower their initiative enough that their high 70+ reactions ends up being no better than a 35. It's not easy to do as you go, but once you reach the UFO and can surround its entrance, you can adjust the placement of everyone for more optimal reaction training.

 

It's been a bit since I last played TFTD, but I'm wondering if it's easier to train reactions in TFTD once all the aliens are carrying Sonic Cannons, considering its massive 50% snapshot cost. More dangerous, of course, but one shot from that generally leaves the alien a sitting duck to return fire.

 

- NKF

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I know that, and I'm abusing UFOLoader's alien inventory to provide laser pistol gifts to mutons at a base. However the rookies with 30-32 reactions rarely take more than one shot a turn when kneeling with full TUs and equipped with a standard pistol in one hand.

 

I thought swapping the stat allocation would alleviate this tedium and provide more useful initial stats all around. Decreasing the throwing partially for balance, and to make things more interesting for rookie grenadiers, as they can make some good contributions to the fight in that role, although more costly than bullets or lasers (they get human grenades unless they test good for psionics, in which case they get 1-2 alien grenades and as many human as they can carry. They are liberal with tossing human grenades at a single alien, but the alien grenades are only used on groups of aliens, chryssalids, and possibly muton terror units when they have to die NOW or put somebody at considerable risk (as oppose to letting them take reaction shots at the terror units).

 

Reducing the 50% accuracy might mean they miss far more often as scared, green rookies, while increasing the 30% reactions to 50% means that it is less frustrating to train it.

 

I actually see this as making things more balanced, as reaction training is hard without the laser pistol gifts. All the other stats are relatively easy to raise. Since in addition, the higher the reactions are, the easier it is to train, it makes more sense to me for reactions to get the higher starting range.

 

It's just anti-frustration, I just beat the game on superhuman without my mods, now I'm going back and looking at mods to make the game more fun. That's the main idea here. Make things more fun.

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For me, having lower base accuracy would make me use grenades more often. Not a bad thing considering many players (at least those I've watched on various Youtube Let's Plays) completely ignore them. It would also increase the value of the aim shot for rookies.

 

I'm not sure if it has the function, but have you tried Hatfarm's editor?

 

edit:

 

After reading the line notes, no executable editing. No go there.

 

- NKF

Edited by NKF
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  • 2 weeks later...

I was able to use the information on Ufopedia to use Cygnus Hex Editor make avalance launchers hold 4 missiles, make the lightning craft faster than a battleship or avenger so it can catch anything (got to do something to make it worth making), and make all of the changes I mentioend in that other thread.

 

If I just knew what to search for. I tried varients of the lowest possible values for a new soldier in the same order as soldier.dat but either I made a typo searching or it's not stored that way.

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  • 4 years later...

**UPDATE:I got help on another forum. I just saw this thread and thought I should post an update in case anybody else is interested.

http://www.strategycore.co.uk/forums/topic/10891-modding-initial-stats/

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