This may seem like a strange request, maybe even against the spirit of XCOM/the mod, but I'm wondering if there is a way I can set this mod up to be more on the easy side (I'm interested in the 'Expansion' side of things, the extra content and mechanics).
Granted, I should probably play the vanilla game first, but the overall content is what has me interested, the package. Brutal difficulty isn't, even if that is what XCOM is about.
That aside, I was thinking of more forgiving funding and research (slightly shorter than what the mod offers) so setbacks aren't as punishing. And maybe slightly less accurate alien troops.
Hi there,
I am currently testing a new feature of the mod, which balances the economy for lower difficulties. With the upcoming release of Version 0.99.9.6 the mod could then also be played on lower difficulties then Superhuman. This would greatly impact the difficulty of groundbattles, since on lower difficulties less enemies spawn and of course they would have lower stats.
The research still will require to get up to 250-300 Scientist until November / December of the frist game year, there is not really a way to reduce research times depending on difficulties (at least to my knowlegde).
Economywise I could create as small Supplemental Mod, which could increase the monthly funding from countries and maybe add bonuses based on the players monthly score. Maybe this would go into the direction you wanted?
Also on some note, this mod is only maintained and developed by myself in my short spare time, so things sometimes take a little bit longer then with other big mods.
If you have not played Vanilla yet I strongly recommend doing so.
For some inital Mods which do not change the Vanilla feeling try out these here:
https://mod.io/g/openxcom/m/ufo-vanilla-variants - Adds more UFO interior Maps.
https://mod.io/g/openxcom/m/hqsounds-by-daedalus - Better quality ingame Sounds
https://mod.io/g/openxcom/m/commendations - Soldier Diaries (Tracks Missions Kills etc.)
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The closest thing to case matching would be with nested else cases like so
scripts:
#BEGIN ADJUSTED SELL PRICE BY DIFFICULTY
sellCostItem:
- offset: 3
code: |
var int temp;
geoscape_game.difficultyLevel temp; # get difficulty
if le temp DIFF_EXPERIENCED; # For BEGINNER and EXPERIENCED
item_rule.getTag temp Tag.SELL_PRICE_BE; # custom item sell price
else le temp DIFF_GENIUS; # For VETERAN and GENIUS
item_rule.getTag temp Tag.SELL_PRICE_VG; # custom item sell price
else; # For SUPERHUMAN
set temp 0;
end;
if neq temp 0;
set cost_current temp;
end;
return cost_current;
#END ADJUSTED SELL PRICE BY DIFFICULTY
I've also changed to check to lower or equal instead of just equal, this way the starting 'if' looks for both beginner and experienced, the first 'else' then checks for veteran or genius, tecnically it would also look for the other 2 lower difficulties, but since those are covered in the initial 'if' they aren't a factor at this point. In addition I've extracted the temp check to it's own exterior check so you don't have include it in every previous 'if' or 'else'. Did have to add a 2nd 'else' for SH with my change otherwise 'temp' would of remained with a value of 4 and mess up the return cost.
In addition, depending on how you would rather approach it, instead of manually setting the prices you could use the factor you want to use and put this in the script
Works so far as expected, even though I had to manually add tags to all the Items, which needed difficulty based sell price variability.
I am just testing out if everything works as expected moneywise. So far it seems ok.[/code]