XCOM 2
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[WOTC] Point-Based Not Created Equal
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23 Sep, 2017 @ 9:16pm
26 May, 2019 @ 5:25pm
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[WOTC] Point-Based Not Created Equal

In 1 collection by shiremct
Proficiency Class Pack Suggested Mods Collection
95 items
Description
Point-Based Not Created Equal for WOTC

Adds a new Second Wave Advanced Option that can be selected when starting a new game to enable a Point-Based Not Created Equal that will randomize your soldier stats, balanced around a configurable point pool.

As a Second Wave option, this must be enabled at the start of a new campaign and will have no effect in campaigns where it has not been enabled (meaning you do not have to turn the mod on and off between different campaigns with different settings). The option is enabled in the Advanced Options menu just like the other base-game Second Wave options (Beta-Strike, etc.).

If you are using Better Second Wave Mod Support , you can now enable or disable the option in the middle of a campaign, but be aware the new settings will only take effect on new soldiers generated after the setting change. Characters already in your unhired recruit pool, for sale on the Black Market, or available as POI/Mission rewards on the strategy map will have already had their stats established, one way or the other. It may take a Month in-game before you start seeing new recruits or reward soldiers that reflect the changed setting.

NOTE: Better Second Wave Mod Support is only required for the mid-campaign setting change; it is not a dependancy for any other features of the mod so it's an optional element you can use or not, depending on your needs.


Features

This version of Not Created Equal is light-weight and does not override any classes or use any screen listeners to accomplish its stat changes. It randomizes stats at unit creation and works with faction soldiers, reward soldiers (of any rank), and Beta Strike. It should also work with most Mod-added Character Templates as well (it looks for bIsSoldier = true and bIsRobotic = false).

The range of stat variance and the cost per point for each stat can be configured, as well as the total number of points available to be spent increasing stats. The range configurations can support ranges that cover below and above a midpoint (e.g., Base Aim of 65 to a 55-75 range) or ranges that are strictly bonuses or penalties (e.g., Base Dodge of 0 to a 0-10 range) and everything in-between. Stats are distributed in rounds and there are a minimum of two distribution rounds to normalize the values a bit.

When a new soldier is created, their base stats are taken (after all stat gains from their class rank are added, if applicable) and shifted to match the minimum range configuration for each stat. Points are then spent on the stats in the order they are added from the XComPBNCE.ini config file. By default this will be Hitpoints, Mobility, Offense / Aim, Will, Defense, Dodge, and Hacking - in that order, so the important stats get the first opportunity to use the points each round.

The mod has been updated to now allow any eStat to be added to or removed from the randomization rolls and the order they are rolled for can also be changed. The default values are the same, but you now have more power to customize things as you see fit. With this added power comes added danger - The config file has been updated with some additional information and warnings... heed them.

If you make heavy edits to the default configuration, I recommend saving a copy of the config file to quickly restore your changes after an update. You will now receive a notification message on the main menu the first time loading the game after an update letting you know when the configs have been reset to the default values (Steam Workshop does a really poor job communicating mod updates to users).


Other Recommended Mods

I recommend the following mods to help better display all the new stat variance among your soldiers:

Thanks and Credits

Many thanks to Firaxis for a mod-friendly game and robojumper for some technical assistance - yet another mod that would not have been possible without his help!


Known Issues
  • None that I am aware of!

Version History
(See Change Notes for full history)
    1.3.3:
    • Updated default values and number of passes to produce more balanced stat distributions - There were too many soldier's rolling superstar or complete garbage level-stats when the intent was stats balanced around a give-and-take.
    • Cleaned up mod and removed unused config file.
    1.3.2:
    • Corrected handling of Rookie difficulty HP bonus and fixed the default HP config's lower than intended lower bound.
    1.3.1:
    • Oops, left the debug variable set to true in the config... (should default to false)
    1.3.0:
    • Added two new tunable parameters for stat changes:
      • PLUSONE (bool) - when true, adds +1 to the upper range for stat rolls. Allows odd-numbered total ranges, like 0-1 or 5-10.
      • CHANCE (int) - default is 100% - when a different CHANCE is defined, the stat must pass a chance roll each round in order for points to be spent. Allows decreasing the frequency of certain stats getting raised - can be useful for low ranges or peripheral stats... I've used it in the default values for Hacking, as well as some of the commented examples in the config file.
    • Improved the config reset main menu warning message, added some additional information/clarification to the config file, and some other minor code cleanup...

Please let me know what you think of the mod, if you run into bugs, or if you have balance concerns. Thanks and enjoy!
Popular Discussions View All (4)
4
9
15 Jun @ 12:19am
Tips on Editing the Config (& changing the Variance)
Skasian
0
20 Jul @ 2:02pm
Perfect config edit.
Bir Dilim Ekmek
0
22 Dec, 2021 @ 5:19am
Optimization_ Distribution Points
stappy82
371 Comments
EvilBob22 14 Jun @ 7:44pm 
No, you are right, I did have that reversed. Still, I would think if you are already running PBNCE, you wouldn't want the non-human soldiers in the exclusions (so they'd also have randomized stats).
ArcticJack 14 Jun @ 7:21pm 
I think it's possible you might have that one reversed. This mod uses "TutorialCentral", "NestCentral", and "LostTowersShen" as the example excluded templates, which are found in XComGameData_CharacterStats.ini, next to X2CharacterTemplate. So something like [RM_GethSoldier X2CharacterTemplate] in that mod's version of the file could be excluded, if this mod didn't do that already, I just don't know if I should/need to do that for any of the others.
EvilBob22 14 Jun @ 1:10pm 
I haven't used allies unknown in a while, but I don't remember having any issues with PBNCE. I didn't change any configs to get them working together either, the only tweak I did was enabling psi offense in PBNCE. But anyway, the excluded templates works on soldier class templates (Ranger, Specialist, etc), not soldier type templates (Soldier, Reaper soldier, Spark, Viper soldier, etc.).
ArcticJack 13 Jun @ 10:25pm 
Does anyone know how this interacts with the allies unknown mods? I feel I should put all their templates in the excluded templates category, but it seems really unclear to me to figure out how this mod works.
Dragon32 12 May @ 9:24am 
@tatynogame
Are you using RPGO?
Dr. K. Mathias 10 May, 2022 @ 7:37pm
When I reroll a soldier with the RPGO commands, it doesn't roll new stats for them, but instead slaps them with the generic base stats.
tatynogame 12 May @ 8:22am 
When I promote a soldier, the Soldier Stats option is no longer available, also all soldiers are equal despite having selected the appropriate options.
Koohan 13 Nov, 2023 @ 2:31am 
Can someone explain to me how this works because it's not working the way I expected it to. I thought it would give me soldiers with different stats based on a pool of points that would be randomly distributed. Yet I just got 2 rookies and one is stricly inferior to the other, having stats that are either identical or lower than that his teammate. Is this supposed to work like that because I don't see the point of running this over NCE
Wayward Will 4 Jul, 2023 @ 4:08am 
Anyone know if this mod might conflict with Unlimited Recruits? For some reason UR isn't working for me and this is the only mod I could see affecting recruits as well. I know I could test the incompatibility myself, but it would be easier if someone already knew it didn't work
Straker 20 Apr, 2023 @ 1:20pm 
This should be removed for LWotC, right?
Skasian 9 Mar, 2023 @ 7:06pm 
@Az-Back
It depends on the difficulty you are playing on, assuming normal difficulty, should be:

; Hitpoints: [default values result in HP values of 6 - 8 on Normal Difficulty with a reduced chance of rolling very high HP]
+CHANGE_STATS = (STAT = eStat_HP, RANGE = 1, SHIFT = 2, COST = 10, PLUSONE = false, CHANCE = 65)

Check my discussion board posting for more details.