Author Topic: [Documentation] Soldier Transformations  (Read 5193 times)

Offline Ethereal

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Re: [Documentation] Soldier Transformations
« Reply #15 on: July 30, 2018, 01:45:35 am »
Hi,  I´m interested in the cloning dead soldiers feature. How do I enable it ingame?

Code: [Select]
soldierTransformation:
  - name: STR_CLONE_SOLDIER
    requires:
      - STR_SOLDIER_CLONE
    cost: 1500000
    producedSoldierType: STR_SOLDIER
    producedSoldierArmor: STR_NONE_UC
    allowsDeadSoldiers: true
    allowsLiveSoldiers: false
    needsCorpseRecovered: false
    createsClone: true
    allowedSoldierTypes:
      - STR_SOLDIER
    lowerBoundAtMinStats: false
    upperBoundAtMaxStats: false
    upperBoundAtStatCaps: true
    flatOverallStatChange:
      bravery: 10
      reactions: 10
      firing: 10
      throwing: 10
      melee: 10

Allegedly so...

Offline Carfax

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Re: [Documentation] Soldier Transformations
« Reply #16 on: January 25, 2020, 08:13:37 pm »
Hi. I have a problem with the cloning code. I added it to the W40k mod (thx ohartenstein) and everything is working , but it won´t take the random stat option for the cloned Soldier.
All other optinons like % stat gain/loss, reset training etc. work but the random just won´t. the clone is generated with the stats at the time of death. Can somebody have a look at my .rul
and help me out pls. Playing with Extended 6.2
Code: [Select]
  - name: STR_CLONE_GUARDSMAN
    producedSoldierType: STR_GUARDSM
    needsCorpseRecovered: false
    createsClone: true
    allowsDeadSoldiers: true
    allowedSoldierTypes:
      - STR_GUARDSM
    forbiddenPreviousTransformations:
      - STR_CLONE_GUARDSMAN
    cost: 15000
    transferTime: 72
    useRandomStats: true
    lowerBoundAtMinStats: true
    upperBoundAtMaxStats: false
    upperBoundAtStatCaps: true

Offline Meridian

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Re: [Documentation] Soldier Transformations
« Reply #17 on: January 31, 2020, 07:54:02 pm »

Offline Meridian

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Re: [Documentation] Soldier Transformations
« Reply #18 on: May 14, 2020, 08:43:07 pm »
Added new atribute 'upperBoundType'.

Determines how strictly to apply 'upperBoundAtMaxStats' and 'upperBoundAtStatCaps'.
Possible values:

    0 = dynamic (i.e. soft when not changing the soldier type; hard when changing the soldier type)
    1 = soft (if the soldier is already above the maximum before the transformation, don't reduce his overflown stats)
    2 = hard (always reduce if above the maximum)

Default 0.