Author Topic: Need a pair of fresh eyes: Specialists show up with PSI stats revealed  (Read 3875 times)

Offline Kjotleik

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Hello, forumgoers.

Using latest nightly.
For completeness' sake I should mention I use a few mods (FMP 1.9.7. - FMP High Quality Sounds - Extra Explosions - Alternative Smoke, plus a few of my own), but none of those are anywhere near meddling with soldiers or soldier-types.

I've been looking at this file (see attachment) for hours now. I can't seem to figure out this:

A - Regular soldiers does not come with PSI stats revealed.
B - Specialists do come with PSI stats revealed.

It doesn't matter if I have to research the class, or if it is available from game's start. If I start with a regular soldier and an assault-class soldier; the regular soldier has not psi-stats revealed while the assault-class has psi-stat revealed.

I can spot no difference other than that they are two separate soldier-types.

I've tried commenting out research-requirements. I've tried having research topics with zero costs and non-zero costs. I've tried having soldier-class techs both with and without a zero-cost prereq-tech.

Please tell me where to look in my files to find my problem. I'm not asking anyone to do it for me. But I really need some help in finding out where I need to dig. I know I must have made a silly mistake somwhere. I just don't know where that is...

Current tech-tree is:
STR_SOLDIER_CLASSES (4th research-topic at the start of the game)
STR_SOLDIER_CLASS_[insert class] > has previous topic as dependency (not requirement).

I'm taking a break until tomorrow. My head is empty of ideas now. I hope that some of you may have an idea as to where I have to look in order to fix my problem.

I've been eager to start a new experimental game, but with specialist soldiers coming with psi-stats already revealed, that is not happening. No fun, you know.

Have a nice weekend, everyone!
 :)

Offline Meridian

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Re: Need a pair of fresh eyes: Specialists show up with PSI stats revealed
« Reply #1 on: October 07, 2017, 05:34:53 pm »
When a soldier is created, the psi skill is set to minStats.psiSkill.
If you have this higher than zero, soldier will start with this skill level already... and thus show as psionic.
Change to zero if you want to prevent it.

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    costBuy: 30000
    costSalary: 15000
    minStats:
      tu: 40
      stamina: 40
      health: 24
      bravery: 10
      reactions: 32
      firing: 32
      throwing: 32
      strength: 16
      psiStrength: 16
      psiSkill: 0             # starting psi skill
      melee: 16

Code: [Select]
  - type: STR_GRENADIER
    requires:
      - STR_SOLDIER_CLASS_GRENADIER
    costBuy: 80000
    costSalary: 40000
    minStats:
      tu: 64
      stamina: 48
      health: 48
      bravery: 20
      reactions: 32
      firing: 32
      throwing: 72
      strength: 40
      psiStrength: 24
      psiSkill: 16             # starting psi skill
      melee: 24

PS: after successful first psionic training, the "starting" psi skill will be set between 100% and 150% of the maxStats.psiSkill
« Last Edit: October 07, 2017, 05:40:09 pm by Meridian »

Offline Kjotleik

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Re: Need a pair of fresh eyes: Specialists show up with PSI stats revealed
« Reply #2 on: October 07, 2017, 07:51:34 pm »
When a soldier is created, the psi skill is set to minStats.psiSkill.
If you have this higher than zero, soldier will start with this skill level already... and thus show as psionic.
Change to zero if you want to prevent it.

Thank you, Meridian!

I had no idea that this is a thing. I'm happy you stick around to help people like me.

If only I had asked this a few weeks ago...