Mod: Elite Soldiers with Marathon Rebalance and 2nd Wave 1.0
Various changes. See File Details.
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- File Instructions:
- When I played my first play-through on classic, I really felt like the soldiers that you started with were a bunch of incapable morons who were just going to panic and shoot their buddy (which I think is moronic and I am going to change it) or just miss and die, lots of dying. I felt like I really needed to savescum because my soldiers were idiots who could not hit a thing unless they were 3 feet away and the aliens were crack shots shooting from the hip. Every time I saw a thinman limpwristedly fire from the hip across the map standing sideways looking like they are one of the guys from queer eye for the straight guy and kill my dudes. That was of course after they jumped over a building and ran across the map while my guys can't run more than 10 feet. When I got to the end with the story *SPOILER ALERT* about the etherials looking for a superior being, and how we are supposed to be the best of all the species, then why are my dudes such bitches? SO, all that being said on my impossible playthrough and looking into mods, I decided to buff the soldiers to feel like actual bad asses that were already the best of the best that each nation had to offer, and then`through their experiences and later equipment and really become what saves humanity. I felt that if a soldier was picked as a sniper, they should hardly ever miss. I thought why does it seem that I always miss when its below a 75% chance when I should be hitting more than missing. I thought assault guys should be able to run further and take more punishment, and heavies should deal out massive damage and support guys should be able to really move fast around the battle to help where its needed. So, to sum it all up I just felt like the soldiers were weak and they all felt a a lot alike in stats with only will aim and HP, and they were not very different and all exceedingly low for the species that was supposed to be the best. I did not feel like humans were the one thing we had that was far and above better than the aliens. I am just posting the text file, as honestly that is the sum total of my modding experience, and if it weren't for actual capable modders I would never play anything other than vanilla games....shudder...so all I was even able to do was take the marathon mod by sean and edit values and put those into an ini. Long rambling description over, on to the changes:
Major changes that I remember I did:
Changed 2 item slots 2 carapace ghost and psi armor (may remove for psi armor) and 3 for titan, as I feel a dude in titan armor should be able to carry a truck, and mobility bonuses for carapace (its super light) skeleton ghost and archangel armors (powered exoskeleton) and 1 for titan since it is also powered.
I removed the aim and crit bonuses, but am going to put them back in.
Soldier progression changes:
Squaddie, iHP=2, iAim=7, iWill=4, iDefense=1, iMobility=2 )
Corporal, iHP=1, iAim=5, iWill=3, iDefense=0, iMobility=0 )
Sergeant, iHP=1, iAim=4, iWill=2, iDefense=1, iMobility=1 )
Lieutenant,iHP=2, iAim=3, iWill=3, iDefense=0, iMobility=2
Captain, iHP=1, iAim=3, iWill=2, iDefense=1, iMobility=1 )
Major, iHP=1, iAim=4, iWill=3, iDefense=0, iMobility=1 )
Colonel, iHP=3, iAim=5, iWill=4, iDefense=1, iMobility=2 )
Squaddie, iHP=1, iAim=5, iWill=3, iDefense=2, iMobility=1 )
Corporal, iHP=2, iAim=3, iWill=2, iDefense=1, iMobility=0 )
Sergeant, iHP=1, iAim=4, iWill=2, iDefense=1, iMobility=0 )
Lieutenant,iHP=2, iAim=3, iWill=3, iDefense=2, iMobility=1 )
Captain, iHP=1, iAim=3, iWill=2, iDefense=1, iMobility=0 )
Major, iHP=2, iAim=3, iWill=2, iDefense=1, iMobility=0 )
Colonel, iHP=1, iAim=6, iWill=3, iDefense=2, iMobility=1 )
Squaddie, iHP=2, iAim=5, iWill=5, iDefense=2, iMobility=2 )
Corporal, iHP=2, iAim=3, iWill=2, iDefense=1, iMobility=0 )
Sergeant, iHP=1, iAim=2, iWill=3, iDefense=2, iMobility=1 )
Lieutenant,iHP=2, iAim=3, iWill=4, iDefense=1, iMobility=2 )
Captain, iHP=1, iAim=4, iWill=3, iDefense=2, iMobility=0 )
Major, iHP=2, iAim=3, iWill=2, iDefense=1, iMobility=1 )
Colonel iHP=2, iAim=5, iWill=5, iDefense=2, iMobility=2 )
Squaddie, iHP=2, iAim=10,iWill=4, iDefense=0, iMobility=1 )
Corporal, iHP=1, iAim=7, iWill=3, iDefense=0, iMobility=0 )
Sergeant, iHP=1, iAim=6, iWill=2, iDefense=0, iMobility=0 )
Lieutenant,iHP=2, iAim=5, iWill=2, iDefense=0, iMobility=1 )
Captain, iHP=1, iAim=6, iWill=2, iDefense=0, iMobility=0 )
Major, iHP=1, iAim=7, iWill=3, iDefense=0, iMobility=0 )
Colonel, iHP=2, iAim=10,iWill=4, iDefense=0, iMobility=2 )
I doubled xp for psi and rank progression. I upped base starting power and funding to speed the early game up a little , I am going to put it back. I made the high aim 85 and will 65. I also upped the sat capacity for the nexus to 6 and the reg sat to 4, plan on setting it to 4 or 3 for the nexus and 1 for the regular. I plan on making research MUCH longer and if I can change the triggers for certain missions, but like AI said I am not even really a modder, just enthusiastic. I really want to make the enemies tougher, since I can't make it spawn more enemies. I am probably going to start off with mutons getting double at least HP and more armor, and reg floaters get 5 maybe 6 hp, and heavy gonna get 12 probably. I want to give chrysalids more move points and hp, but do not know what exactly, but all of it will offset the bonuses soldiers get. So you will always hit a muton with your sniper, but may need to put 5-6 rounds in him to put him down. Like I said first real try at ANY official editing so please be gentle, and I am going to change a lot once I get done with this current playthrough. Also I doubled fuel, but am going to change it back.
Going to list changes I WANT to make here as I play so I will not forget them, not a list of changes I have made only ones I plan to, some only if possible.
:rebalance item pricing and really the cost of everything, making high tech and later game stuf VEEEEEEEEEEEEEEERY expensive, and take a few downed ufos and couple months salary to afford say a nexus. I want to have elerium generators have an upkeep of elerium as well and really make them insanely expensive, so you have to feed the reactor, probably need mod tools for this part.
Rebalance heavy weapon damage, so that the further away the enemy the chance to hit drops off less, but damage drops off pretty signiicantly, as at least one bullet will always hit, but not the whole barrage, also shotgun weps.
double, possibly triple all alien HP and look heavily into their stats.
Maybe increase sight ranges to account for higher accuracies, I don't know yet, but now it seems like as long as some units can see an enemy, they have a really high chance to hit, but may balance this with decreased ranged damage for heavy, dunno yet.
I want to see if its possible to make accuracy go down the further a soldier moves, like if they go their whole 1st move range a -10, and a run and gun significantly more, but I want to make it go up incrementally as you move, so if you go a few feet, its a -1, and with mod tools add a stat to counter it.
Greatly increase research times for key researches that advance the game and add on huge resource requirements, including power (need more power to do bigger stuff in the lab, as well as the power for say the hyperwave relay)
Rebalance armors to make them all feel more unique, and I want to make the grapple distance 17-20 vs 15. I want to rabalance the changes I made to panic levels, as now the panic lvl is too easily managed I feel.
Add back in reaction fire, and give the cyberdisc and sectopod like a 75% chance as well as give the cyber disc 2 attacks like the sectopod if possible. I MAY give the muton elite, sectoid commander, and drones 2 as well.
Going to drastically increase the research times for just about everything, and plasma sniper, titan/arkangel armor and probably all plasma guns are going to get like quadruple research times. Also foundry projects are going up somewhere around triple and aircraft are going thru the roof, no pun intended.
Credits: Masta Blasta
|File Name: Elite SoldiersV1-0.rar|| Author: Admin
|File Size: 13 KB||Files Added: 9,763|
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|Posted: 05.11.2012||Supporters: n/a|