podbelski Posted October 15, 2014 Share Posted October 15, 2014 ... it also seems morale drop for taking damage/suppression does not work well, I can't even figure out the mechanics. Eg just have been hit for 19hp+wounds and did not sustained any morale loss (settings are "Wounded value="-1.0", suppressed=".5") Quote Link to comment Share on other sites More sharing options...
kabill Posted October 15, 2014 Author Share Posted October 15, 2014 Yeah, I've noticed that too - morale damage for suppression seems a bit flaky and doesn't always apply for some reason. Not sure it's to do with the mod though (or if it is, I don't know why it would work different to vanilla). Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 15, 2014 Share Posted October 15, 2014 looks like vanilla problem...I'm just struggling to find optimal values that take this fact into account Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 15, 2014 Share Posted October 15, 2014 ... without the "safety in numbers" feature, I had to reduce the moraleDamage of the Fear attack to 80. The goal is same: if the attack is successful, the morale usually drops below 20, but it not necessary leads to a "morale event" b/c every point below 20 adds just 5% to the chance. Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 16, 2014 Share Posted October 16, 2014 .. upd regarding morale points deduction due to being wounded/suppressed: I've set up some tests and it seems everything works fine, at least while I shoot at my own soldiers (and I've found the reason it seemed to me that suppression does not always inflict morale damage) Quote Link to comment Share on other sites More sharing options...
kabill Posted October 16, 2014 Author Share Posted October 16, 2014 .. upd regarding morale points deduction due to being wounded/suppressed: I've set up some tests and it seems everything works fine, at least while I shoot at my own soldiers (and I've found the reason it seemed to me that suppression does not always inflict morale damage) What was the reason? Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 16, 2014 Share Posted October 16, 2014 the OfficerLeadership bonus can make you think the morale was not hurt while it was. I.e. the soldier has 50 bravery and 20 leader bonus, so it's shown as 70/70. If you suffer 15 morale damage the next turn you see 55/55 and can think wtf the morale is full? Only below max bravery level it starts to show like 45/50 etc I also might not have taken into account that bullets have to hit the ground/obstacle near the soldier within the suppression range of the particular shot type, but you should be already aware of this fact... Quote Link to comment Share on other sites More sharing options...
kabill Posted October 16, 2014 Author Share Posted October 16, 2014 Ah, it is that. I did wonder. I think it applies with any morale buffs, then (e.g. ones from killing aliens too). Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 17, 2014 Share Posted October 17, 2014 currently morale buff for killing an alien is applied even if morale is full, is there any way to change this? the problem is I like a substantial buff but this usually leads to 99+ morale levels later in combat... PS and one more possible cause of suppression not damaging morale: if suppression range is 1 the adjacent tiles are not affected. If it is 2 the diagonal tiles are not affected. Quote Link to comment Share on other sites More sharing options...
kabill Posted October 17, 2014 Author Share Posted October 17, 2014 All of the actual morale mechanics are in-code so there's no way to change anything other than the values. As for the suppression thing: that might just be due to the suppression area of the weapon. Although, if soldiers have the suppressed state applied to them and there's no noticeable morale change, then that's a problem. (This is what I've run into before, but it might be explained by already having been over maximum morale as already suggested). Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 17, 2014 Share Posted October 17, 2014 already "suppressed" soldier does not suffer morale penalty from further suppression - thats for sure Quote Link to comment Share on other sites More sharing options...
kabill Posted October 17, 2014 Author Share Posted October 17, 2014 Hmm, that might make some other stuff make sense (I guess morale damage is done as a proportion of the suppression damage actually taken, so if a solider is already very close to being suppressed they won't take much morale damage either). Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 20, 2014 Share Posted October 20, 2014 (edited) ..after few more tests, I realized the range for Fear and Paralyze attacks have no influence in the game. Set them to 1, and see no difference... can you confirm this Kabill, or it's something with my installation? I also can't get the logic of Bezerk usage. I see they use it sometimes, but usually they don't while the situation obliges (eg I turned off all other attacks for psions/officers, set range to 50, cost to 1 and wait for a few turns near the UFO w/o any "luck", with 2 psions and an officer inside and even coming out occassionally) ... and btw I had to reduce alien kill bonus to just 2 morale points to avoid huge morale buffs, instead setting per-turn morale regen to 5 and reducing the Fear power back to default 60. Good so far Edited October 20, 2014 by podbelski Quote Link to comment Share on other sites More sharing options...
kabill Posted October 20, 2014 Author Share Posted October 20, 2014 The range of psionic powers only applies a penalty rather than blocking it outright. For every tile outside of the power's range the target's defense roll is increased by 1. As for use of psionics, I suspect that's down to the psionic AI somehow. Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 21, 2014 Share Posted October 21, 2014 oh, that makes sense and I'm glad there is no bug here)) one more thing, a bit offtopic though: did you ever expirienced additional Caesan officer spawns, that should not happen? I saw this in prev XNT installation - eg two officers on a mission while there is only one in ufocontents for all missions for this ufo type? Now I clearly nailed this thing but have no clue what could be the cause Quote Link to comment Share on other sites More sharing options...
kabill Posted October 21, 2014 Author Share Posted October 21, 2014 Regarding that last point, I suspect it's because an officer has been set with a particular AI type that differs from the vanilla AI type and the vanilla one hasn't been set to 0 (I had the exact same issue with Dynamic UFOs and since I set up the modular version of XNT I suspect I've made the same mistake there too. I suspect it's Corvettes where this is happening since they don't have Command AI aliens normally but I've possibly set them with Command AI instead of Defensive). Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 21, 2014 Share Posted October 21, 2014 do you mean if "xenonauts\assets\ufocontents\" sets "caesan_officer_defensive=1" for all caesans corvettes missions, and then I add a mod to change officer's AI to aggressive, I have to explicitly set "caesan_officer_defensive=0" and after that "caesan_officer_aggressive=1"? somehow I thought ufocontents is not merged but simply replaced by mods, if this is wrong then it's clear what caused more officers Quote Link to comment Share on other sites More sharing options...
kabill Posted October 21, 2014 Author Share Posted October 21, 2014 Yes, that's right. Those files are merged like all other .xml spreadsheets, so any vanilla rows that aren't modded will work as in vanilla. Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 21, 2014 Share Posted October 21, 2014 cool, TY Quote Link to comment Share on other sites More sharing options...
podbelski Posted October 21, 2014 Share Posted October 21, 2014 ... alas, looks like something else is responsible - in my case caesan_officer_defensive was set to zero in mod's ufocontents, and there is only one mod altering loadouts. I also tried a test - added a bunch of aggressive caesan officers to both of the vanilla scouts, ensured the mission is the one covered by vanilla files, went to GC and have not seen anything unusual across few attempts... just FYI, maybe I'll find out smth later Quote Link to comment Share on other sites More sharing options...
kabill Posted November 1, 2014 Author Share Posted November 1, 2014 Update: New version is up. Also, this mod is now available on the Steam Workshop. If anyone uses it there, it would be helpful to know whether it's working properly. Change Log: - Added morale recovery back in (3/turn). - Increased the threshold for panicking slightly (from 10 to 15 morale) - Morale recovery from panicking also up (to from 20 to 30) - Power multiplier on Fear reduced from x1.5 to x1. - Power modifiers for other psionics all set to x0.5 (from various smaller values) but with slightly increased range penalties. Quote Link to comment Share on other sites More sharing options...
podbelski Posted November 2, 2014 Share Posted November 2, 2014 just in case someone is interested I'm sharing my edition of the mod, seems to be a final version: [ATTACH]5785[/ATTACH] - ufocontents are not affected by the mod - dropping every morale point below 20 adds 5% chance to morale event - 60% for panic, 30% for flee, 10% berserk; stabilizations 8/10/12 - morale regeneration 5 per turn - 2 morale points to everyone for killing an alien, 1 for alien vehicle - leader buffs reduced a bit, removed "rookie penalty" and "safety in numbers" completely - psions have Fear only, officers have Fear+Paralyze, leaders get bezerk on top of it - Fear is strong: range 30, strengthModifier 1.5x, morale damage as in vanilla - Paralyze: base range 15, strengthModifier 0.5x - Bezerk: range 10, strengthModifier 0.5x - Mind control: range 10, 0.2x; Praetors only; not tested - Dread: strengthModifier 0.25x, loseAP 0.25 - morale damage from wounds/suppression as in vanilla facing one psion/officer/leader is easy, a psion+officer/leader can be tricky and there is a chance your squad will be fatally broken if the enemies are not killed quickly zHold the Line v2.pod.zip zHold the Line v2.pod.zip Quote Link to comment Share on other sites More sharing options...
kabill Posted November 2, 2014 Author Share Posted November 2, 2014 Does paralyze work with Caesans? I might consider adding that in if it does (I figured it was the power that was broken, but maybe it's just that Reapers have no psionics AI code). Once I'm on top of some other things - and if you want - I might add your alternative version to the OP (or alternatively you could release it as a separate mod). I suspect it will get lost buried in the middle of a thread otherwise. Quote Link to comment Share on other sites More sharing options...
podbelski Posted November 2, 2014 Share Posted November 2, 2014 yes it works perfectly put my files as an option to OP, don't think a separate mod is necessary. Quote Link to comment Share on other sites More sharing options...
Ichthyic Posted November 6, 2014 Share Posted November 6, 2014 what bravery are you running your soldiers with, on average, when you test these things? do you still get bravery points after recovery from panic state? Quote Link to comment Share on other sites More sharing options...
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