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报告翻译问题






Complete Elimination:
No Stinking Fatigue: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1131803305
No More Will Loss In Combat: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1219670692
Different System / Counter System:
[WotC] Per-Turn Will Loss: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2356606150
[WOTC] Morale System: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2242584900
Just reduced:
None. Personally, I would have just liked to reduce 'Shaken' and 'Tired' length to a week and a weekend respectively but alas there doesn't appear to be mod for just that. Rather one has to quickly modify the GameState(dot)ini oneself (just Ctrl+F 'tired', 8-14 days for tired is just ridiculous). I do recommended to rather reduce than increase that when using mods like Covert Infiltration which add many more sources for fatigue.
Kudos <3
I was even forced to take a couple of tired soldiers on a chosen stronghold mission and they came back shaken at 0 will and disorders!!! yay :D (All 6 were shaken)
-Increased duration for tired and shaken effects to be more than the vanilla default as opposed to lower.
- Changed "WillRecoveryDays[eMentalState_Ready]" in an attempt to prevent the instant fatigue recovery bug.
Once again, it's a change I like. Dat immersion boost.
Thanks. The impact is not major, but it can lead to healthy soldiers who have had a pretty good mission coming back shaken and possibly with new negative traits if reinforcements or the lost are in abundance.
Interesting tip, I never thought of the affects of larger pod sizes on will loss. I’ll probably add that suggestion to the description under your name.
For anyone using this with larger squad sizes and more enemies, I would recommend lowering the shaken to 60%. This will prevent your soldiers getting shaken on some standard missions (especially if the lost are around) but will still result in soldiers becoming shaken if you take them out for two missions in rapid succession or if things go wrong (a few soldiers are wounded or someone dies). I haven't used this for standard squad sizes, but I'm assuming that 70% is appropriate, as your soldiers see less enemies and are less likely to undergo will loss.
Found some values for that in the DefaultGameCore.ini. It looks like there's not just one single value, but one for each negative trait. I'd like to change them and push an update, but I'd need a way to test that the changes are working as intended before trying that.
Yep!
Just change "+MentalStatePercents[eMentalState_Tired]=95" from 95 to 75
And change "+MentalStatePercents[eMentalState_Shaken]=70" from 70 to 50
I'd like to also mention that I'm running with over 300 mods and I'm not seeing any conflicts.
Oh, and what difficulty are you playing on by chance? I'm not sure if there is a difference in will loss between difficulty levels, so in case there is I want to make sure the mod works well on all difficulties.
So... so far I'm liking the changes. If anything, this mod is an immersion booster for those who, like you say, think the tiredness system isn't punishing enough. I'll keep meesing with it!
1) All of my uninjured soldiers are returning home tired - that was expected. The 90% cut off is not that bad actually since it takes about a week to recover the 2-5 will points lost. So I just wouldn't go raiding a facility or something like that immediately after finishing a guerilla op.
1.5) I have, however, had one exception of a soldier getting shaken. I think it may have been a consequence of being in line of sight of a soldier dying (all of my other troops had not directly seen her die on that mission; I don't know yet if that affects will or not).
Oh I wouldn't know, I assumed you tested it.
Wouldn't that mean that soldiers acquire negative traits on basically every mission?