I haven't tested this mod at all, so I hope it works.
I wonder if I could simply add a section in Psionics giving them technology requirements.
requires:
- STR_WHATEVER
armors:
- type: STR_NONE_UC
units:
- STR_SOLDIER
- STR_BREACHER
- STR_RANGER
- STR_SNIPER
- STR_HEAVY
- STR_ELITE
- type: STR_PERSONAL_ARMOR_UC
units:
- STR_SOLDIER
- STR_BREACHER
- STR_RANGER
- STR_SNIPER
- STR_HEAVY
- STR_ELITE
- type: STR_POWER_SUIT_UC
units:
- STR_SOLDIER
- STR_BREACHER
- STR_RANGER
- STR_SNIPER
- STR_HEAVY
- STR_ELITE
- type: STR_FLYING_SUIT_UC
units:
- STR_SOLDIER
- STR_BREACHER
- STR_RANGER
- STR_SNIPER
- STR_HEAVY
- STR_ELITE
Here's a quick write-up for the RPG classes mod...
items:
- type: STR_MIND_PROBE
units:
- STR_PSIONIC
...make the Mind Probe useable by Psionic soldiers only? Or does the rulesets not work like that for items?And to Emong
Would...Code: [Select]items:
...make the Mind Probe useable by Psionic soldiers only? Or does the rulesets not work like that for items?
- type: STR_MIND_PROBE
units:
- STR_PSIONIC
Would be nice if it did.
Kjotleik 8)
Unfortunately not, currently you can only restrict armors based on soldier type...
If somebody with good abilities in graphics could make a purple-ish version of the Personal Armour and Flying Suit I'd be willing to "steal" it and use it in this mod ;D
Or if someone has done this already... a link to the mod in question, perhaps?
@Star_Treasure: Yes, the psionic soldiers do have lower combat-abilities. No, the psionic soldiers does not have lower bravery. They have higher. The reason being that once trained in psionics they have gotten a rather huge ego. They KNOW they can enter another entity's mind, and that does something to the psyche of a person. Think EGO the size of Zlatan Ibrahimovic and you get the picture.
I've set recruitment of psi-soldiers dependent on the Mind Probe research. You can change this, if you find something more suitable.I'm giving you creative control of the RPG Classes mod since it was your idea. The rest is up to you, really, it's yours now. I see you've done a lot already! I'll just keep the Reaver's Soldier Classes mod up at the top of this thread.
Max Caps for psi-strength and -skill is set to zero. Except from the psi-soldier class. I hope this works as intended; that no other classes can train psi-skills. I think setting max cap for psi-strength to anything else than zero leads to it being trainable, but I don't really know this. The standard XCom 1 ruleset (in OpenXCom) has set it as such, so I changed it in this mod.
Oh, and I've changed the name of the Breacher to Assault. Feel free to reject this change. I just feel it is a better name. Personal taste, you know. ;D
Recruitment costs are set to 60k (Assaults & Rangers), 80k (Snipers & Heavies) and 160k (Psionics). Monthly salaries are half of recruitment costs.
EDIT: Oh, and I forgot. To research the Psionic Armour, you first need to finish researching the Mind Probe and Personal Armour. It increases both psi-strength and -skill by 25. Maybe change max cap of psi skill to 115 in the mod (I haven't done this) to get a maximum 140 psi-skill. That would be consistent with some other specialists max caps.
With respect to the Psi angle. maybe have these soldiers have low psi values, but once psionics is unlocked, allow the player to hire people with high Psi ability, but shitty combat statistics. The justification being that Xcom started out by selecting elite soldiers, but once Psionics started to be a problem, started looking for random people off the street who had the gift, people who didn't have any military training.I figure more likely psi troops would come from among military units. There are hundreds of thousands of soldiers in the world, surely some of them have strong psi potential. Furthermore, it's easier to force the military personnel to undergo psi testing to check. Civilians don't just do whatever you tell them. But taking them from civilian populations is a more fanciful idea that a lot of people will probably enjoy.
Is psi strength connected to bravery at all? It would be interesting if Psi recruits were more likely to panic from combat losses, while trained soldiers were more resistant to non Psi morale effects.
I'm giving you creative control of the RPG Classes mod since it was your idea. The rest is up to you, really, it's yours now. I see you've done a lot already! I'll just keep the Reaver's Soldier Classes mod up at the top of this thread.
I originally allowed other units to have psionics in case you wanted to train it. I like allowing everybody to do everything, even if some are better at it than others. For instance, rangers are best at throwing grenades but anyone can throw a grenade. Maybe someone wants a psi soldier who is really physically strong and doesn't mind that their psi stats are weak.
Assault sounds better than breacher, and it's what they used in EU2012. I selected the name breacher because they're particularly good at that brief moment right after you barge in through the front door on a medium scout. Landed medium scouts can be one of the most dangerous times for your soldiers in the first few months, but I have seen many a breacher survive 3 or 4 aliens at once in the first room. Also I just wanted to distance myself from EU2012 cause I hate that game.
Thanks. I'll look into it a bit more come the weekend. Don't really have the time right now to mess around inside rul-files during the week. :'(I don't mind, it's up to you. But since you have the first post in the thread, you could edit that post into an official OP for your mod. If you do that, I'll edit the top post to reflect that. I'll go edit the title now, since there's already tons of posts here relating to your mod.
Would you prefer I started a new thread for the RPG Classes to separate it from your original Reaver's Soldier Classes? Or don't you mind it being here, since both are very related to each other?
I'm thinking Psi-soldiers would do well with Psi-strength [64-96] and -skill [16-120]. With the Psi-Armour that would increse to max 120 (strength) and 144 (skill).You can test it pretty easily by choosing some attributes and using the Mission Generator [New Battle] to test them out really quick. One thing you might try is look through all of the soldier attributes and find some with psi strength and skill values around where you think you want to have them, and test those soldiers mind-controlling various alien races. After several tries on a few different races, you'll have a feel for how easy or difficult it is to use them at those attribute levels.
Well. At least they improved the graphics. EU2012 looks better than UFO: Enemy Unknown. I'll give them that!You're right. Puffy ninja-turtleoid soldiers and aliens look so much better than Guile and his fat-barreled guns.
Yes. On second thought, I believe I will allow a limited psi-strength and -skill to remain for the non-psi soldiers as well. If you have done any testing, or calculations, to find out how much is enough, I'd be delighted for some input. I'm thinking maybe Psi-strength of [0-64] and Psi-skill of [0-48] would do well for ordinary troops. Psi-strength is a more defensive attribute, from what I understand, because it is used in determening the likelihood of successful enemy psi-attacks. That is, unless I've got that completely wrong...?
I'm thinking Psi-soldiers would do well with Psi-strength [64-96] and -skill [16-120]. With the Psi-Armour that would increse to max 120 (strength) and 144 (skill).
Keep in mind the max for psi-skill in the rul is not actually the maximum you can get. It's used to control the amount of skill you gain from lab training. There isn't actually a cap on psi-skill, as far as I know.
I thought that was an original-version-only thing, but OpenXcom has the hard limits on Psi Skill.
Regardless of whether OpenXcom has a cap (never bothered to test it), you can't define one in the ruleset. The max psi-skill only determines the amount you get from your first lab training (you get 50 to 150% of the value), that's why the default soldier has it set at 16.
There is a cap - it's set in the statCaps tag of the ruleset (in Vanilla OXC, it's 100 for Psi Skill).
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Player_Units_.28Soldiers.29 (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Player_Units_.28Soldiers.29)
Yes. On second thought, I believe I will allow a limited psi-strength and -skill to remain for the non-psi soldiers as well. If you have done any testing, or calculations, to find out how much is enough, I'd be delighted for some input. I'm thinking maybe Psi-strength of [0-64] and Psi-skill of [0-48] would do well for ordinary troops. Psi-strength is a more defensive attribute, from what I understand, because it is used in determening the likelihood of successful enemy psi-attacks. That is, unless I've got that completely wrong...?
I mentioned that I was working on a similar Class mod that I eventually abandoned, right? I had a graphical aid for each of the soldiers (in their inventory sprites) to help remind the player which soldier was which class. That graphical aspect was a lot of work, and then real life events got in the way, leading me to abandon the project altogether. I still have most of those graphical aspects, however, and can add them in if you guys want me to.That sounds pretty great and will probably go well into the RPG Classes mod! I'll let Kjotleik discuss it with you though.
All I really need to do is fill in any missing vanilla armors for the classes and make new inventory sprites for the soldiers with Psi armor.
I mentioned that I was working on a similar Class mod that I eventually abandoned, right? I had a graphical aid for each of the soldiers (in their inventory sprites) to help remind the player which soldier was which class. That graphical aspect was a lot of work, and then real life events got in the way, leading me to abandon the project altogether. I still have most of those graphical aspects, however, and can add them in if you guys want me to.
All I really need to do is fill in any missing vanilla armors for the classes and make new inventory sprites for the soldiers with Psi armor.
Hello, RandomCommander.
That would be great. I would like to test such a mod.
If you use the RPG Classes mod as a base, and add the graphics you mentioned, I'll either link to it in the RPG Classes post (post #2 in this thread), or download and attach it to the post itself. Depending on the size of it, I guess. Maybe I can do both.
Would be good if you could re-name it, though. So that we could have two versions of it. Maybe "RGP Classes 2," "RPG Classes A" (for Armour) or RPG Classes Plus....well, you come up with a fitting name that you like. I'd like you to also update the credits file to include yourself (for what you made) and others (if you have used something from others).
I like having alternatives, and "my" mod is currently compatible with Solarius Scorch's FMP 1.9.3c (crosses fingers and hopes for the best, as playtesting is currently limited to starting up a new game and researching Soldier Specialists). I guess an armour-graphics mod would not be, since FMP has many more armours than vanilla.
Is that also okay with you?
I too was thinking about a Medic-class, but didn't come up with enough justifications for it.The ranger is the main support class. It's good to have medikits on anyone, but a ranger is a good choice as medic because they can move around a lot to get to other soldiers.
The ranger is the main support class. It's good to have medikits on anyone, but a ranger is a good choice as medic because they can move around a lot to get to other soldiers.
It's actually kind of complicated now that I think about it...It seems like a better idea to have only a few total classes, and just have all capabilities available to at least one class. That gives a commander more flexibility in setting up their squad.
Also, think like the US Marine Corps: they don't have anyone on the battlefield who isn't a warfighter.
That's why I gave the ranger a bonus to accuracy and reactions: they don't just run around the field, but they also shoot aliens they come across. And if you run around the field a lot, you're going to find a lot of aliens.
What I have been noticing in my playthroughs is that the aliens tend to 1hit ko your soldiers that are running around long before you spot them,Most people feel that way, and I sure did for a long time. But with some practice and more than anything understanding the value of reactions, you can greatly alter that. In open and dangerous areas I often use a tank to draw the aliens' fire, but I'll have my rangers run out into some of the safer open areas, such as along walls and fences. Mutual surprise is also very very important. You want to make sure when you're uncovering ground, that your soldier will be able to see any aliens that can see your soldier. You can then use a sniper to shoot them from outside visual range, and they won't be able to reaction fire. Once they're softened up a bit, the ranger can potentially finish them off without fear of reaction fire. When going around corners, I sometimes swing the soldier away from the wall so they can approach the corner diagonally and gain mutual surprise. I'll check the windows before entering the farmhouses, and I'll swing around wide and enter stairwells from an angle that allows the soldier to see up to the second floor. Aliens love to hide at the top of the barn stairwell. In fact it's so common that sometimes I shoot that particular spot from outside.
Major update version 1.1:
Items related to this update (including Ethereal Corpse) have had their sell values adjusted to reflect production costs or other things.
I'm using $30/hour as a baseline.
I cant use any mod what create soldiers'class. The mods seems to work but in the hire/buy menu, the new classes dont show. Even when a mod change the basic class name, it just show 1 class and the others are missing.
the nightlies CAN be unstable and buggy
I calculated the sell values using an algorithm I have on a spreadsheet which takes into account the item cost, workshop space, and worker hours as factors to increase the per-engineer-hour profit above costs, and I'm using $30/hour as a baseline.
according to the Ufopedia, engineers have an hourly wage of $35/hour