OpenXcom Forum
Contributions => Programming => Recycle Bin => Topic started by: Skybuck on May 20, 2022, 05:36:03 pm
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Hello,
I am trying to play this mod with openXcom extended. First I tried it in OpenXcom vanilla, that didn't work, so I moved the files to openXcom extended
https://openxcom.mod.io/xcom-multimod
When I try "new battle" and load some equipment even if I don't the time units of the soldiers are at 4 or 3 and 0, it makes it unplayable.
Any idea how to solve this problem ?
Bye,
Skybuck.
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Don't overburden your soldiers.
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Maybe it's the incompatibility of multimod with the "new battle" mode. When trying to run a single battle, many generated soldiers get strange statistics, with parameters equal to one. The developer of the mod could not find the reason for this behavior.
Yes i was trying to fix the problem of the weird stats on single battles, but i was not able to found the problem. I think that i need to declare all stats for all soldier classes.
Therefore, it is better to play multimod as a normal game, without using the "new battle".
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The problem is that new game battles use soldier types that you transform into during normal play. Those soldier types have no min/max values for TU, stamina, etc, so they end up with a value 0 + some small random value.
Recruited normal soldiers have valid value ranges, so it doesn't matter for the campaign.
See here (https://openxcom.org/forum/index.php/topic,8752.msg144886.html#msg144886) for more details.
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The problem is that new game battles use soldier types that you transform into during normal play. Those soldier types have no min/max values for TU, stamina, etc, so they end up with a value 0 + some small random value.
Recruited normal soldiers have valid value ranges, so it doesn't matter for the campaign.
See here (https://openxcom.org/forum/index.php/topic,8752.msg144886.html#msg144886) for more details.
If all else fails, you can edit your New Battle squad by manually modifying the YAML file to give them actually workable stats.