endersblade Posted August 26, 2014 Share Posted August 26, 2014 I've been scouring files left and right trying to find the % chance that when a trooper gets 'killed' in battle, he is brought back alive with 1 HP. Where is this, and why the heck can't I find it? Quote Link to comment Share on other sites More sharing options...
Solver Posted August 26, 2014 Share Posted August 26, 2014 It is not possible to mod currently. Quote Link to comment Share on other sites More sharing options...
endersblade Posted August 26, 2014 Author Share Posted August 26, 2014 Ah. That would explain it lol. Thanks. Quote Link to comment Share on other sites More sharing options...
RichardEpsilonHughes Posted August 26, 2014 Share Posted August 26, 2014 Is that on the list for the CE? Quote Link to comment Share on other sites More sharing options...
Solver Posted August 26, 2014 Share Posted August 26, 2014 That depends on how you would like to mod it. I can easily expose the factors in a linear formula of course, but that does not allow any really sophisticated things. Quote Link to comment Share on other sites More sharing options...
RichardEpsilonHughes Posted August 26, 2014 Share Posted August 26, 2014 That would be enough to enable the two most obvious changes, Always Survive and Always Die, so that'd be a great start. Quote Link to comment Share on other sites More sharing options...
endersblade Posted August 28, 2014 Author Share Posted August 28, 2014 That would be enough to enable the two most obvious changes, Always Survive and Always Die, so that'd be a great start. That's basically what I'm after. Sometimes I want to play one way, sometimes I want to play the other. Quote Link to comment Share on other sites More sharing options...
RichardEpsilonHughes Posted August 29, 2014 Share Posted August 29, 2014 "Survive Unless Exploded" would be also be nice, but, y'know, baby steps. Quote Link to comment Share on other sites More sharing options...
kabill Posted August 29, 2014 Share Posted August 29, 2014 Think that's already in XCE (i.e. no recovery from overdamage) Quote Link to comment Share on other sites More sharing options...
blackwolf Posted August 29, 2014 Share Posted August 29, 2014 yeah, i noticed that, in the vainilla a soldier could miracously attach himself after exploded into a pink mountain of goo and guts. -x1: omg THE CAPTAIN WAS THERE! when the c4 explode he was there...now he is gone! **running full in tears to the zero ground** -x2: dont worry champ...is just a flesh wound ;D!...now can you please found where is my other lung?..i cant see it anywhere..oh yes!there is**pointing some kind of organ in the floor**..yes,handle it to me please...yes that..nononono thats my liver...no..thats my kidney....danmit corporal thats my liver again!. Quote Link to comment Share on other sites More sharing options...
Solver Posted August 29, 2014 Share Posted August 29, 2014 This will be moddable to a degree in X:CE 0.28. Specifically, you can mod the hit points at which soldiers are dead beyond recovery, and you can mod the recovery formula somewhat. The recovery chance is: B + C * HP % Where B is the base recovery chance at 0 HP, C is a coefficient, and HP is the dead soldier's HP (<= 0). With defaults of B == 50 and C == 2.5, you get 50% at 0 HP, 25% at -10HP for instance. That is how it is intended to work in vanilla, except that in vanilla the chance scaling does not actually work at all, so that bug will also be fixed. Quote Link to comment Share on other sites More sharing options...
RichardEpsilonHughes Posted August 29, 2014 Share Posted August 29, 2014 So we could just make B = 100 and C = 0, or B = 0 and C = 0, to create enforced recovery or death. Cool. Quote Link to comment Share on other sites More sharing options...
Solver Posted August 29, 2014 Share Posted August 29, 2014 You could also set the hard limit (separate variable) to 0 to enforce death. And yeah, B == 100 && C == 0 will work to always recover any soldier above that limit value. Quote Link to comment Share on other sites More sharing options...
Morbo513 Posted September 6, 2014 Share Posted September 6, 2014 Personally I'd like to be able to use a medkit on troops that are incapacitated (Whether they're incapped or dead would be determined by the amount of damage taken beyond 0hp) to stabilise them, you then have to get their body to the chopper or complete the mission within a number of turns to possibly save them. It'd add another dynamic to the tactical combat, instead of "Oh, s/he's dead, don't have to worry about them anymore". It also has your own actions have influence on whether they survive rather than it being entirely down to chance. Of course this isn't something you can just edit an XML file to do unfortunately Quote Link to comment Share on other sites More sharing options...
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