OpenXcom Forum

Modding => Released Mods => Topic started by: The Reaver of Darkness on July 19, 2016, 04:37:14 pm

Title: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: The Reaver of Darkness on July 19, 2016, 04:37:14 pm
The top two posts here are separate but similar mods. This post is Reaver's Soldier Classes which makes relatively small changes, and the post below is RPG Classes which makes much larger changes to soldiers.


Reaver's Soldier Classes
This is a simple mod which adds new soldier "classes" to enable you to streamline your hiring process. The class soldiers have the same maximum attributes as your basic soldiers but some of their minimum attributes are increased. They cost more and will perform better initially, but over the long term basic soldiers are just as good yet cheaper.

Once you have purchased soldiers, they lose their class designation, and you will only see their name and attributes. You can still see how many you have of each class in the monthly costs, and you can also re-name them to mark them with their class if you want to.

Mod Portal page: https://www.openxcom.com/mod/reaver-039-s-soldier-classes



The main version of this mod nerfs the psionics ability of your soldiers, because I believe that X-Com psionics are far too strong. You will still be able to take control of weaker aliens but you will probably never be mind controlling Ethereal Commanders. Maximum psi strength and psi skill have both been reduced from 100 to 60.
If you don't want the psi nerf, you can instead download the psi version of the mod, which maintains the original psi maximums of 100.





Classes
Breacher: frontline soldier
Breachers are good for putting at the front of your formation. They are the ones you would send to enter buildings or UFOs, or go around unexplored corners. These soldiers excel at close combat.
Attribute advantages
Stamina: minor
Health: moderate
Reactions: major
Melee Accuracy: moderate


Ranger: field scout
Rangers are highly mobile and thus excellent for covering ground. They can explore terrain quickly and provide strategic support for other units.
Attribute advantages
Time Units: moderate
Energy: moderate
Firing Accuracy: minor
Throwing Accuracy: minor
Strength: minor


Sniper: high-accuracy shooter
Snipers can seek out a good vantage point with some cover and a wide field of view. From there they will be able to safely pick off aliens that your other soldiers reveal.
Attribute advantages
Reactions: minor
Firing Accuracy: major


Heavy: heavy weapons specialist
Heavies are trained to use the heavy, cumbersome weapons. Those weapons are powerful yet unwieldy and dangerous. Heavy soldiers can handle such weapons much better than most soldiers can.
Note: Heavies have their base max reactions reduced, which makes them less likely to fire powerful weapons in an unsafe manner.
Attribute advantages
Health: minor
Reactions: disadvantaged
Firing Accuracy: minor
Throwing Accuracy: minor
Strength: moderate


Elite: all-round high attributes
Elite soldiers are the most expensive class, and simply have higher minimum values in all attribute ranges. They are a bit expensive for their value, but you can rest assured that no elite soldier will ever have an attribute hole.
Attribute advantages
Time Units: minor
Stamina: minor
Health: minor
Bravery: minor
Reactions: minor
Firing Accuracy: minor
Throwing Accuracy: minor
Strength: minor
Melee Accuracy: minor




Major update version 1.1:
I tweaked the medi-kit a bit and changed its UFOPedia entry, and also added a weaker first-aid kit borrowing (I've been told) Civilian's artwork. Unlike other mods with start-game medi-kits, my first-aid kit does not allow the use of pain killer or stimulant. The pain-killer and stimulant on the medi-kit have been buffed a lot-I hope. (I haven't managed to test that part.) I put some flavor text in the medi-kit UFOPedia entry explaining that it uses banned experimental serum techs, which also helps explain why you must research it. The first aid kit also heals a bit more.

The psi-amp now requires a mind probe and an ethereal corpse to build, and its UFOPedia entry reflects this. You cannot build mind probes anymore. The mind probe now costs only 40% time units to operate (like in RPG Classes mod).

Power Suit and Flying Suit were tweaked to be on the same level. Flying suit still requires UFO Navigation, but you do not have to research power suit first. Power suit/flying suit armor values swapped, now power suit is tougher. Power suit grants +10 TU and +20 strength, reflecting what is stated in its original UFOPedia entry. Flying suit grants +10 TU and +10 firing accuracy, and its UFOPedia entry is changed to reflect this.

Attribute caps have been reduced a bit. Strength only goes to 60 (reduced from 70), and firing/throwing accuracy only go to 100 (reduced from 120). Time units max at 75 instead of 80. This is partly to prevent the eventual development of overpowered soldiers, and also to balance with the armor bonuses. Now you can hire classed rookies, armor them up, and have them ready to fight at high capacity immediately. SoldierClassesPsi 1.1 does not decrease attribute caps, but still grants the armor attribute bonuses.

Items related to this update (including Ethereal Corpse) have had their sell values adjusted to reflect production costs or other things. Manufacturing flying suits is extremely profitable in terms of money earned per worker hour, but it requires a large flow of Elerium to sustain. Sell costs are furthermore based on $10,000 sell value Elerium, a change made in one of my other Reaver's X mods.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Kjotleik on July 20, 2016, 08:07:58 pm
RPG Classes Mod:
by The Reaver of Darkness
modified by Kjotleik

Version 0.9.2 attached to this post.

Changelog:
0.9.2 (by Kjotleik)
Fixed female Psionic soldiers not able to wear Psionic Armour (woops!).


0.9.1 (by Kjotleik)
Can now hire Male/Female soldiers (no randomness in gender).

Adjusted recruitment costs and salaries:
  - Soldiers (30 000 / 15 000)
  - Assaults (60 000 / 30 000)
  - Rangers (70 000 / 35 000)
  - Snipers (80 000 / 40 000)
  - Heavies (90 000 / 45 000)
  - Psionics (180 000 / 90 000)

Psi-Amp and Mind Probe changed back to original values (commented out changes in itemsRPGC.rul).


0.9.0 (by Kjotleik)
Re-balanced statistics for all classes and lowered stats for standard rookies.
Changed name of Breacher to Assault.
Changes recruitment costs and salaries:
  - Soldiers (30 000 / 15 000)
  - Assaults (60 000 / 30 000)
  - Rangers (60 000 / 30 000)
  - Snipers (80 000 / 40 000)
  - Heavies (80 000 / 40 000)
  - Psionics (160 000 / 80 000)
Specialist soldier names now has an add-on after the family name when recruited:
  - (A) (R) (S) (H) (P) - First letter of class used.
Introduced the Psionic Armour to boost Psi-Strength and -Skill of Psionic Soldiers.
Three new research topics:
  - Soldier Specialists (available from game's start)
  - Psionic Soldiers (depends on Soldier Specialists and Psi-Lab)
  - Psionic Armour (depends on Personal Armour and Psionic Soldiers)
Manufacture of the Psionic Armour requires four Alien Alloys and one Mind Probe.


0.8.0 (first version - by The Reaver of Darkness)
Introduced soldier classes:
  - Breacher, Ranger, Sniper, Heavy and Psionic
Re-balanced statistics for all classes.
Changed Psi-Amp to [weight: 3] and [tuUse: 20]
Changed Mind Probe to [weight: 2] and [tuUse: 40]

Credits:
Base Mod - RPG Classes mod:
the Reaver of Darkness

Graphics and more stolen from - Xeno Operations mod:
XOps

Links, hints & tips:
Emong, SIMON & ivandogovich

modifications:
Kjotleik

EDIT: 2016-11-12
Fixed female psionic soldiers unable to wear psionic armour (woops!).

EDIT: 2016-11-08
Can now hire female/male soldiers (no more gender-randomness).

-- -- --
I will unfortunately not have time to further improve the mod this weekend. Real life comes in the way, I'm afraid.
But all playtesting and reports of wanted improvements from such activities are welcome.

PS!
And thanks, Starving Poet, for reminding me of using the Battle Generator to refine psi-stats. I'll do that once I get the time... not done yet.
I've rarely even thought about using the generator for testing purposes. Don't know why, but it seems to never cross my mind...


--- --- --- ORIGINAL POST --- --- ---
Simple... and brilliant!    8)

Do you mind if I use this as a base and change it a bit to better cater to my personal preferences?

I was thinking of allowing higher max caps for Snipers (Firing Accuracy), Breachers (Health), Rangers (Stamina) and Heavies (Strength); as well as lower max caps for Heavies (Stamina) and Snipers (Time Units).

Maybe I even want to introduce Psi-soldiers as an own class, and drastically reduce psi-skills for the rest of them.

I seriously wonder why I didn't think of this myself   :o

Amazing idea. Well done!   :) :) :)


Kjotleik
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: The Reaver of Darkness on July 20, 2016, 10:52:46 pm
Thanks!


You can make whatever you want out of this. You've got some neat ideas and they would go well into a true soldier classes mod. Mine is more just to streamline the hiring process, you're supposed to get essentially the same soldiers in the end. You could make a variation that introduces more of an RPG setup, in which you eliminate the basic/elite soldiers and adjust all attribute caps for each class!

Good call on increasing Breacher's max health: their reactions stat is the most important thing early on, but as time wears on their health becomes a lot more important.

I would increase Ranger's max time units more than stamina: by the time they max their stamina, they don't have enough time units to use it all up.

Psi class could have really low strength and lowish time units and firing accuracy, while the weight and TU cost of the psi amp could be reduced for them. They might make good pistol users. There is a mod that adds a psi soldier that you become able to recruit after psionics become available, so we can look into that to see how to make that function work.



If you like, I can run up some stats for the mod. I'm pretty good with balancing numbers. Then I'll hand it over to you and you can tweak it to your liking and add any additional features you want. We could post it as a collab! We could call it RPG classes or something!
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Starving Poet on July 20, 2016, 11:05:54 pm
Hot Damn, this is a great idea.

There's nothing stopping this from working in TFTD - just change the master in your metadata to "*" from "xcom1"
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: The Reaver of Darkness on July 21, 2016, 03:56:38 am
Here's a quick write-up for the RPG classes mod. I set all of the soldier costs to the same as the basic soldier: $40,000 to hire and $20,000 per month. Each class has advantages and disadvantages. Breachers have the highest reactions and health, but lowest firing and throwing accuracy. Rangers have the highest time units and stamina, with other stats either higher or lower than other classes but with no major attribute holes. They have particularly good throwing accuracy. Snipers have very high starting firing accuracy and can train it particularly far, but they suffer from low time units and health. Heavies are sluggish units with low reactions but high strength. Their firing accuracy is weak but has plenty of room for growth.


I added Psionics as a class, but I can't find the mod that makes them available later so I don't know how that's done. For now, they're available from the outset and pretty useless in the early game. Psionics have generally low attributes, especially time units, health, and strength. At best, they can probably carry a pistol and psi amp, and you'll want to keep them safe and not have them traveling around the battlescape more than necessary. As a defense, they have moderate firing accuracy and reactions, albeit with poor growth potential. Psionics have 60-80 psi strength and can grow their psi skill all the way to 125. The rest of your soldiers have 0-50 psi skill and can grow their psi strength only to 50, and it grows slower in them.

I normalized bravery a bit, giving each soldier 20-50 bravery. There will be fewer liabilities due to bravery, so you can focus on building a cohesive unit and worry less about weak links in the chain. On the flip side, their max bravery is lower. They can still train it to 100, but the Psionics start with 30-60 bravery and can train it all the way to the alien value of 110.

I reduced the psi-amp weight from 10 to 3, and the mind probe weight from 5 to 2. I also reduced the psi-amp's time unit cost from 25 to 20 (Psionics can use it 2-3 times, just like soldiers in vanilla), and I reduced the mind probe's time unit cost from 50% to 40% to make it easier to use twice in the same turn. A Psionic with 66 time units (max 65-68) can use a mind probe once, and then use a psi amp twice. Most of your other soldiers will eventually be able to use a psi amp 4 times in a turn, but it's of limited utility given their weak psi stats.



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.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Emong on July 21, 2016, 04:03:51 am
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.

Yep, you can just put
 
Code: [Select]
    requires:
      - STR_WHATEVER

In the soldier definition to make them not show up until a certain research is done, that's how my mod (https://openxcom.org/forum/index.php/topic,4705.0.html) does it.

Speaking of, these mods are currently not compatible with mine (I had to limit the basic armors to standard soldiers only to keep hybrids from using them, so your new soldier types won't have access to armor if my mod is installed) if you added something like:

Code: [Select]
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

to your mod, it would fix that incompatibility.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: The Reaver of Darkness on July 21, 2016, 07:59:31 am
But if I add that, it'll automatically relegate the armor to those classes only, shutting out other classes that may be added by another mod.

Why not just let the hybrids use the armor? You could do like X-Com Apocalypse and make the armor encumber a soldier. If it reduces strength by 10, most soldiers won't be hugely inhibited by it, but hybrids could be very weak and thus have much difficulty wearing it.

Just a thought.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Emong on July 21, 2016, 01:11:07 pm
I'd love to, but both their appearance and psionic powers are functions of their armor. If I let them put normal armor they just turn into normal guys with different stats.

I don't think it's a huge deal either way, since it's not like my mod is hugely popular or anything. I mostly wanted to bring it up because if someone does run into it it'll look like a problem with your mod even though it's really just a function of the way armor limitations work.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Kjotleik on July 21, 2016, 08:53:30 pm
Here's a quick write-up for the RPG classes mod...

Nice!
    8)

I'll take a look at the RPG Classes mod this weekend.
Then I'll see if I can playtest it a bit.
And maybe tweak it some.

If I come up with some new idea, I'll let you know.


And to Emong
Would...
Code: [Select]
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?
Would be nice if it did.


Kjotleik   8)
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Emong on July 21, 2016, 10:51:00 pm
And to Emong
Would...
Code: [Select]
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?
Would be nice if it did.


Kjotleik   8)

Unfortunately not, currently you can only restrict armors based on soldier type (otherwise I'd have been all over making a Canine Soldiers mod). You could, potentially, set the "max" psiSkill to 0 for non-Psionic soldier types which should keep them from gaining psi-skill from lab training, but that's about it.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Kjotleik on July 22, 2016, 12:16:36 am
Unfortunately not, currently you can only restrict armors based on soldier type...


EDIT: Not exactly solving the matter, but it would be cool to have...
--- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- ---

OK. That's unfortunate. But expected.

Then what we need is a PSI-Armour that increases PSI Skill/Strength, and restrict it for use with Psi-soldiers only.

PS!
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?
(or better, yet, if it is easy to change the colour of an existing armour... a little step-by-step guide - like in babysteps - to show me how?)
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: SIMON BAILIE on July 22, 2016, 12:37:31 am
There is a psi armor as part of the xeno operations 0.957 mod.

https://openxcom.org/forum/index.php/topic,2913.0.html
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: ivandogovich on July 22, 2016, 01:09:40 am

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?

This one might have some interesting stuff for you:
https://openxcom.org/forum/index.php/topic,2464.0.html

Also, Maybe this: https://www.openxcom.com/mod/colored-moriarty-armors
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Kjotleik on July 30, 2016, 08:47:26 am
EDIT: Changed a few things. Changes documented in the spreadsheet (both in OpenOffice- and Excel-formats).
NEW attached file. Same file-name, though.

I've tested out a few things.

Thanks to ivandogovich and SIMON for links, and Emong for hints & tips.

This is just a suggestion on my part. Use whatever you find good, and discard the rest.

I've shamelessly stolen graphics from XOps XenoOperations mod (as I've noted in the credits-file).

I've set recruitment of psi-soldiers dependent on the Mind Probe research. You can change this, if you find something more suitable.
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.

I've also made it so that soldiers get a (S), (R), (P), (H) or (A) after their family name, to make it easier to see what type of soldier they are. THANK YOU  for search & replace in Notepad++ (and Save All). I just wish there were a "Save All to new folder (keeping all names)," but that would be too much to ask, no?

You will need four Alien Alloys and a Mind Probe to manufacture the Psionic Armour. In addition to a cost of $107k. Maybe that is a bit low, I don't know. I just feel like a psi-soldier should be really expensive. After all, using psi against the aliens is a huge game-changer.


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.


And please come with suggestions if you think there are things to improve upon.


Sincerely
Kjotleik
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Star_Treasure on July 31, 2016, 05:09:39 am
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.

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.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Kjotleik on August 01, 2016, 05:56:00 am
I've made some changes based on experience.

I discovered that my starting soldiers could be of any available specialty. Since this could potentially be costly, due to the increased salaries, I've had to introduce a new starting topic to research: Soldier Specialists.

This means that now all eight starting soldiers are regular troops. They are nerfed in this mod (compared to vanilla), just so you know. But then they are cheaper to recruit as well. 30k vs 40k in vanilla.

The two other topics are Psionic Soldiers and Psionic Armour. The former depends on Soldier Specialists and Psi Lab, while the latter depends on the former and Personal Armour.

See attachment for updated version: RPG Classes 2b. All the .rul-files have not yet been "cleaned up" and organized, but there is not so much in them that you won't figure out how this mod works, if you take a look inside.

@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.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Star_Treasure on August 01, 2016, 11:32:18 pm
@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.

Makes sense, but I was imagining that Psi troopers are people who were grabbed off the street by MIBs and conscripted into a war they didn't even know existed.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: The Reaver of Darkness on August 02, 2016, 08:06:01 am
I've set recruitment of psi-soldiers dependent on the Mind Probe research. You can change this, if you find something more suitable.
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.
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. :P
Call them anything you like. =)





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.

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 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.

I made their bravery higher entirely on the basis of gameplay. Braver soldiers are more resistant to psionic panic attacks. It makes sense for your psi troops to be resistant to psionics. It might also be realistic, however, as a soldier trained in psionics will gain two advantages: they will be less intimidated by non-psionics, and they will be less frightened by psionics as they understand them much better. Normal soldiers might view psionics as some sort of sorcery or supernatural haunting, and it could frighten them very much.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Kjotleik on August 02, 2016, 08:27:58 pm
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.

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.   :'(
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 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.

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).


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.

 :o  Hating a game that has only two "time-units" available, limits squad size to (originally) four troops, where friendly fire is stupidly ignored (unless using explosives!!!) and you can shoot straight through torsos of comrades without them getting as much as a scorch on the back, that have a (very) limited number of fixed maps (not generated), where you cannot pick up weapons from the ground, cannot throw a grenade to a team-mate in a better position, where you have no ammo-clips (or, in reality, unlimited ammo)...etc, etc. How can this be?   :o

Well. At least they improved the graphics. EU2012 looks better than UFO: Enemy Unknown. I'll give them that!

I didn't really think too much of EU2012 when changing it, though. In my head, Assault is a proper name for someone that is...um...being on the front-lines, assaulting enemy troops, wherever they may be found (in the fields, or inside a UFO). Maybe I'll change it to Infantry, if that sounds better. But, then again, the new EU uses that as well (in the Long War mod, at least).  ::)


Sincerely
Kjotleik


Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Star_Treasure on August 03, 2016, 04:32:25 am
Assault sounds better in general, but Breacher is a good description of what you would use them for in game.

Entry Team, might be another good description. I tend to devote about a quarter of my troops to an entry team with pistols and stun rods, while another 25% is a perimeter team armed with heavy weapons, leaving the other half as generic riflemen who can fill any role. Normally I let stats decide this (Entry team are people with low psi or str) but I could see this being formalized.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: The Reaver of Darkness on August 04, 2016, 04:23:56 am
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.   :'(
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 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.


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.

Honestly, I think original X-Com graphics are far superior to EU2012 graphics. More pixels, polygons, and shaders doesn't make the stuff look better. Firaxis should hire some actual artists.
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Emong on August 04, 2016, 05:18:32 pm
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.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: ohartenstein23 on August 04, 2016, 05:21:30 pm
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.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Emong on August 04, 2016, 05:29:28 pm
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.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: ohartenstein23 on August 04, 2016, 05:41:55 pm
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)
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Emong on August 04, 2016, 06:36:51 pm
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)

Oh, nevermind then. I'm just dumb and misremembered how that works!
Title: Re: [SOLDIERS] Reaver's Soldier Classes
Post by: Starving Poet on August 04, 2016, 07:14:25 pm
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...?

That's probably a good idea - if all your non-PSI classes had strengths of zero, they would be completely useless when facing _any_ PSI capable alien.  and youre assumptions are correct - to help you figure out your stat caps:

These aren't exact, but close enough:
Offense = Strength * Skill / 50
Defense = Strength + (Skill / 5)

So, very low skill caps will keep non PSI troops from being used offensively, but it won't hurt their defense. 

/edit on the offense formula - I had skill / 2.   Don't know why, brain fart.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Kjotleik on August 05, 2016, 11:37:30 pm
Post #2 in this thread updated as "host-post" for RPG Classes mod.

All updates/changes will be mentioned up there from now on...

If I ever get to a version 1.0 I'll be sure to make a new reply, to tell you about it though.
So there is no need to constantly click this thread to make sure you've got the latest...

To Emong and ohartenstein23:
Psi-Skill were trainable in the original, both via the battlefield and the Psi-Lab. However, the max cap set by the game were not respected by the Psi-Lab. Once the cap was reached, no more increase in Psi-Skill via battlefield usage. But you could continue to train it via the Psi-Lab.

I believe this was an error from the developers. Don't know if OpenXCom has corrected this oversight, or not...

To Starving Poet:
Thanks for the approximations of the stat-usage for offensive/defensive psi. I'll use the Battle Generator when I get the time to test it.
Now I'm heading for episode three (!!!) of your YT TFTD-playthrough. I see I have a lot to catch up on. I just hope my soldier doesn't do too bad (but don't tell me anything beyond episode three, because I don't like spoilers ahead. OK?)



Sincerely
Kjotleik
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Starving Poet on August 06, 2016, 07:23:11 pm
Let's just say that using the OXCE+ executable from X-Piratz has led to some interesting RNG.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Random Commander on August 10, 2016, 06:17:43 am
Hey guys!

I have taken a liking to this mod, especially the edits that Kjotliek made (Don't get me wrong, Reaver, Kjotliek's edits are more akin to a Class mod I was making many months ago and eventually abandoned, so I actually sympathize with his ruleset more than I do with yours). But, I was kind of having trouble with determining which class was which, mainly because I rename my soldiers with generic ID/Codename combos (For example: "Klaus Schwartz (A)" becomes "AST-285 'Blitzkrieg'" instead. It's a personal preference), and while the tag on the name is a good reminder, I have a bad habit of deleting that tag and then forgetting what class that soldier was. But I propose a solution to this which might help with people that have a similar problem to me and/or can find that this will enrich the mod's experience.

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.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Starving Poet on August 10, 2016, 06:36:17 am
Just a quick note, I had my offense formula incorrect - I had a multiplier of 2 in my head because at 100 skill you effectively double your strength.

I edited my post.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: The Reaver of Darkness on August 10, 2016, 11:55:08 am
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.
That sounds pretty great and will probably go well into the RPG Classes mod! I'll let Kjotleik discuss it with you though.

It makes sense that people are giving his mod more attention than mine. Mine is really just a plugin for a much larger piece I'm working on. It's not really supposed to be a standalone mod.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Kjotleik on August 11, 2016, 12:19:01 am
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.


@Starving Poet
Understood. Correct formulas noted.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Random Commander on August 11, 2016, 06:30:38 am
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.

Kjotleik:

Awesome! I can definitely do that sometime this week!

Oh yeah... FMP... I planned to later have more graphics to make my armor-image class mod to be compatible with FMP as well, since I'm pretty much a big fan of that mod. ;D That is probably going to be a much longer wait, as I have yet to make those images for the classes.

Since you're asking me to use your mod as a base and subsequently re-name it, a part of me is saying "Hey! You should have parts of your abandoned mod added in too!" And by "parts," I mean I had other ideas for other classes (Medic (Passive Ranger), Grenadier (Sniper for Throwables), etc.) and a similar idea for minimum-maximum stat overhauls, making each class more "specialized" with certain strengths and weaknesses. It's kind of like what you did using Reaver's mod as a base, but I'm using your mod as a base instead, and it is a little more drastic. Is that also okay with you?
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Kjotleik on August 11, 2016, 05:23:00 pm
Is that also okay with you?

Yes. Of course. If you got any bright ideas, feel free to implement them as you see fit.

If you find room for more classes, that could be interesting. The Ranger is the closest thing to a Grenadier in RPG Classes, as it is right now. I too was thinking about a Medic-class, but didn't come up with enough justifications for it.

It seems you're adding a lot, so perhaps even make a new thread for your mod? I can still link to it in the RPG Classes post in this thread, because they would be very related to each other. Options are always a good thing. At least as long as they are different enough.


Sincerely
Kjotleik
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: The Reaver of Darkness on August 11, 2016, 10:11:14 pm
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.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Random Commander on August 12, 2016, 12:13:32 am
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.

Reaver:

My mod plans to have "Support" classes branch off from the "Ranger" class. For example: A Medic is able to move the fastest and furthest, but has pretty lame combat skills (low reactions, low accuracy, even low bravery! Hippocratic oath at its finest), so this class leans towards using medkits to their fullest extent, and could also act as a ammo mule or a designated minelayer/support grenade deployer. On the other hand, the Ranger (Or "Scout" as I like to call it) does not move as fast as the Medics, but have good combat capabilities. They are an "offensive support" class, meant to assist other classes by going ahead and marking targets (Motion scanners, anyone?), and reacting quickly when an enemy surprises the group.

It's actually kind of complicated now that I think about it...
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: The Reaver of Darkness on August 12, 2016, 03:12:27 am
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. People may have special skills, but everyone carries a rifle and knows how to use it. Since X-Com is a frontline combat unit that works with low numbers of soldiers, it makes sense for them to follow in that style. 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.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Random Commander on August 12, 2016, 04:26:11 am
Also, think like the US Marine Corps: they don't have anyone on the battlefield who isn't a warfighter.


Fair point. Medics are capable of using guns, they just aren't specialized in mowing down squads of aliens like badasses. They can score a kill or two in desperate situations is all I'm saying. Plus, in XCOM, all soldiers eventually improve their accuracy to great results if they live long enough, so a Colonel Medic can be as effective as a Sergeant Assault, it's just that I would usually have the medic prioritize helping friendly soldiers over killing aliens if such a situation arises.

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, especially since aliens have better accuracy starting out. So Rangers might as well be the rookies that go out first and end up at the business end of a giant plasma stick quicker than the rest of the squad. So in a sense, personal experience has skewed my perceptions of the "Scouting/Support class," though I can and will keep your idea in mind.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: The Reaver of Darkness on August 12, 2016, 11:23:15 am
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.

When going around the most dangerous corners, I use breachers. They're especially useful inside the alien craft, but I can usually explore farmhouses and terror site buildings just fine with rangers.

Another thing to think about is weapons. Snipers may actually do well with pistols, as they can make multiple aimed shots or several snap shots. If you can position your snipers to shoot from beyond visual range, then they can safely injure aliens without taking reaction fire. Snipers can also do well with heavy weapons--one well-placed aimed shot can easily be all you need. It varies a lot by what you're fighting.

I have semi-auto and full auto weapons of every kind in my GWeapons mod. I like to give my rangers semi-auto weapons because those have good snap shots, and I prefer full-auto for the breachers because ideally they'll be close enough that accuracy won't be much of a factor. But I may use the semi-auto rifles because they have a (not so accurate) burst-fire mode, and I haven't done it yet but I'm thinking of using pistols. When entering a medium scout, the soldier may face 3-4 aliens at once. With enough reactions and almost full time units, they may be able to make a shot with a pistol without incurring any or much reaction fire.

Smoke can also play a role. I almost never use it because I'm lazy, but you can use it to get around corners. It can be a tool to enable you to approach the aliens head-on as you exit the smoke, it an environment where you could not have. It's also good for masking your exit from the Skyranger, so your soldiers have time to spread out before they take a blaster. Especially useful with the Bloodthirsty A.I. mod that Meridian made.

Health plays a role even early on. Plasma pistol shots seem to kill unarmored soldiers in one shot most of the time, but a soldier with high starting health actually has a good chance of surviving a plasma pistol shot.



-----------------------------------------

Announcement: I made a major update to Reaver's Soldier Classes, edit and download are available on the first post.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Kjotleik on August 12, 2016, 11:03:10 pm
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.


...580 100 United States Dollars for selling one Psionic Amplifier?   ;D
I know it requires an Ethereal Corpse to manufacture, but still... you'd have to USE it on potential buyers just to get them interested in paying for one...  ::)

But to be serious: Interesting changes. I'll look into it a bit more once I'm done moving into my new apartment next weekend. Or thereabout.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: The Reaver of Darkness on August 13, 2016, 04:26:01 am
In real life, you could get far more for these priceless alien artifacts. A mind control device could sell for over a hundred million I bet.

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. I then add extra profit for using items in its cost, above their sell value. So the big bucks are made by using up supplies, especially nonrenewable supplies. I then adjust the final number a bit to look more like an X-Com sell value, and in some cases I increase or reduce it. For instance, ammo always has a reduced sell price, meaning you can't make good money producing ammo. Eventually I'll add military aircraft that take a ton of space, startup cost, and time to build and consume lots of items, but give bigger profits than anything else. As it stands, the largest profit margins are similar to vanilla Laser Cannons, but are far more difficult to sustain in production. It seems much more reasonable this way.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: cpablo on August 22, 2016, 05:53:28 am
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.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: MFive on August 22, 2016, 06:31:21 am
I'm using $30/hour as a baseline.

according to the Ufopedia, engineers have an hourly wage of $35/hour

LINK: https://www.ufopaedia.org/index.php/Manufacturing_Profitability
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Kjotleik on August 23, 2016, 02:31:11 am
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.

Hello, cpablo.

I presume you've tried both mods in this thread. And that you've unzipped them into the correct folder (C:\Users\[yourusername]\Documents\OpenXCom\mods).

Then it should work as intended whenever you start a new game (and have one of them turned on). What nightly-version are you using? Maybe if you're using the standard 1.0 release, instead of a nightly, that may be the reason?

Difficult to suggest anything else, since you don't really give any information about what you've tried out. If you use the RPG Classes mod from the second post in this thread you have to research the Soldier Specialists-topic before being allowed to hire other classes of soldiers.

Don't know if it matters, but if you don't use British English or American English as the chosen language, maybe change to one of those in-game to see if it helps.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: cpablo on August 23, 2016, 04:15:35 am
I had many mods installed actually. The most important what is working is Awesome Guns. But i tried whit both mods, and others mods what add more soldiers class and no one seems to work. No one show the new kind of soldiers. I even tried to mod my own units. I can mod the first line, the others simply didnt show..
" presume you've tried both mods in this thread. And that you've unzipped them into the correct folder (C:\Users\[yourusername]\Documents\OpenXCom\mods)."
I think. I had others mods working and all them are working 100%. Just mods what are about extra class soldiers are missing.

"What nightly-version are you using?"
Open X-Com 1.0. It is the only thing what can be i guess...

I tried and i check using the edit tool to see if here were research of some thing what i have been missed. Maybe it

"Don't know if it matters, but if you don't use British English or American English as the chosen language, maybe change to one of those in-game to see if it helps."
I had it in spanish. But i change it when you told me. Didnt work
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Solarius Scorch on August 23, 2016, 12:00:28 pm
I'm afraid Awesome Guns is the only relatively new mod that officially works with 1.0.
In other words, just upgrade to the nightlies...
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Random Commander on August 23, 2016, 12:06:30 pm
^ Best solution.

Yes, the nightlies CAN be unstable and buggy, but they also have new features and more modification options. New soldier races (technically these "classes" are races in of themselves) have been available for quite a bit, so by upgrading to the latest nightly, you should have all your mods working correctly.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Solarius Scorch on August 23, 2016, 12:09:45 pm
the nightlies CAN be unstable and buggy

Yes, while 1.0 certainly IS unstable and buggy. :)
Or so they say, I'm not really sure myself.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Random Commander on August 23, 2016, 12:12:51 pm
OpenXcom itself was unstable and buggy from the beginning. To this day it still is ;D

We just don't know how unstable and buggy, that's all.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: The Reaver of Darkness on October 01, 2016, 06:52:57 am
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

$34.22 average, if you include leap year. Then add the cost of the workshop at its theoretical max capacity of 50 (so maintenance/50) comes out to an average of 95.8 cents per hour, or $35.18. Then if you're planning to build a new workshop for profit, you have to calculate how much profit you're actually making over wages and maintenance, and how long it'll take to pay off the building and hiring cost before you start actually making profit.

I'm setting the baseline for garbage production (cheap, low-tech small items) underneath the paychecks of the engineers and the facility. You can't make a profit manufacturing motion scanners, but it'll cover their wages far better than letting them sit around all day between important projects.
Title: Re: [SOLDIERS] Two Mods: Reaver's Soldier Classes https:// RPG Classes
Post by: Kjotleik on November 09, 2016, 01:03:05 am
RPG Classes v 0.9.1 0.9.2


Now attached to post #2 in this thread.

You can now hire male/female soldiers (no randomness).
Also, some tweaks in recruitment costs/salaries.

EDIT 2016-11-12: Psionic female soldiers can now (finally) wear psionic armour (woops).


Sincerely
Kjotleik