Posted 10 February 2007 - 07:46 AM
My guess is that it has something to do with the aquanauts having stats higher than normal. When you select "max" from the editor it boosts the improved stat to 160. I don't recall ever having normal troops ever achieving stats quite that high.
It's not a big deal either way, I'm just curious as to what the problem is.
Posted 10 February 2007 - 11:18 AM
Basically, when you illegally modify soldier strength above the normal cap of 71, your soldier sometimes becomes a cripple. The strength limit I recommend is 150 (firm) as that allows your soldier to throw everything in the game without a penalty. To be on the safe-side though, I'd keep soldier strength somewhere around 100 as that level is well within the normal operating conditions. (At least, this applies to a 50x50x4 map size with a standing soldier. If you kneel him down, this increases the range somewhat and you may be able to squeak a throw in).
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
Posted 11 February 2007 - 10:39 PM
There are also a considerably higher number of lower ceilings in TFTD than its predecessor, so a really high strength value can hurt your use of grenades (or throwing in general) while indoors a lot. If it's too high, you will not be able to throw at all.
Edited by NKF, 11 February 2007 - 10:41 PM.
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