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3rd June 2004, 9:44pm
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#1
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![]() OMGWTFBBQMECH ![]() ![]() ![]() ![]() Group: Members Posts: 157 Joined: June 2004 From: England, Europe Member No.: 1,519 |
I felt compelled to make this for no good reason.
Exact stat increases thanks to sigget's Skill Tool! Thanks sigget. Might come in handy to any of you who wish to know exactly how much stats level up a skill each time. ~~~~~~~~~~~~~~~~~~ Strength Summary. +0.75 Launchers per Level +0.50 Throwing per Level +0.50 Hit Points per Level +0.25 Speed per Level +0.50 Capacity per Level ~~~~~~~~~~~~~~~~~~ Agility Summary. +0.50 Rifles per Level +0.25 Handguns per Level +0.50 Throwing per Level +0.25 Dodging per Level ~~~~~~~~~~~~~~~~~~ Dexterity Summary. +0.25 Marksmanship per Level +0.75 Handguns per Level +0.25 Hit Points per Level +0.25 Speed per Level +0.25 Dodging per Level +0.50 Stealth per Level +0.25 Medical per Level ~~~~~~~~~~~~~~~~~~ Willpower Summary. +0.50 Marksmanship per Level +0.50 Rifles per Level +0.50 Psi Power per Level +0.25 Hit Points per Level +0.50 Capacity per Level ~~~~~~~~~~~~~~~~~~~ Intelligence Summary. +0.25 Launchers per Level +0.50 Psi Power per Level +0.25 Observation per Level +0.75 Aliens per Level +0.75 Medical per Level ~~~~~~~~~~~~~~~~~~~ Perception Summary. +0.25 Marksmanship per Level +0.50 Dodging per Level +0.75 Observation per Level +0.50 Stealth per Level +0.25 Aliens per Level ~~~~~~~~~~~~~~~~~~~ Training Summaries. Sniper +1 Marksmanship +1 Rifles +1 Observation +1 Capacity Soldier +1 Rifles +1 Handguns +1 Hit Points +1 Speed Grenadier +1 Launchers +1 Throwing +1 Hit Points +1 Capacity Psion +1 Psi Power +1 Dodging +1 Observation +1 Aliens Scout +1 Hit Points +1 Speed +1 Observation +1 Stealth Medic +1 Speed +1 Dodging +1 Aliens +1 Medical Scientist +1 Throwing +1 Observation +1 Aliens +1 Capacity ~~~~~~~~~~~~~~~~~~~~~ What does #stat# do?!? Marksmanship: This makes your soldiers more accurate with any weapon, and many weapons have it as their primary attribute. It's key for Snipers and Heavy Gunners (those toting HMGs and Gatlings). Rifles: This skill relates to how well your soldier handles a rifle. No doubt improves reloading and firing times, maybe even increases accuracy with Rifles. Handguns: This skill relates to how well your soldier uses a handgun, or small assualt rifle, (P-90, MP-7) no doubt improves reloading and firing times, perhaps increases accuracy with Handguns also. Launchers: BOOM BOOM! This skill determines how good your Rocket/Missile Launcher Users are. Increases Accuracy, of course, maybe reload times. Throwing: Fweeeeeeee! BOOOOM! Nothing like a good old M-79 to lighten up your day, eh? Throwing improves how far, accurately, and well, your soldier throws stuff. Some weapons such as the M-79 and Super Striker use this as their main attribute. Psi Power: "I will control your mind". Maybe not. With enough Psi Power, your soldiers can resist Psionic attacks, and even give the aliens a run for their money with Psi weapons. Hit Points: Nope, this isn't how many points you get for being hit... this is how many points of health you have, and how many can get blown away before you are KO'ed, or cease to exsist. The more, the better. Speed: "Ariba! Ariba! Ariba". Yep, this skill determines how fast your little soldiers move. In combination with Heavy Combat Armor, at max level, even the sluggish powerarmor moves fairly quickly. Dodging: "There can only be one." Dodging determines how well your soldiers avoid oncoming attacks. Those with high levels of it are like Neo, whilst others with low Dodging are more like targets on a duck shoot at a fair. Observation: "I see you". Observation determines how far your soldier can see, and how good they are at spotting "baddies". Those with high Obs. are like eagles, whilst those without probably need glasses. Stealth: "Sneakin'". Stealth determines how good your soldiers are at NOT being seen. Ie, the opposite of Observation. Use it to evade patrols. Aliens: "OOGA BOOGA". Or not. The most unusual skill of them all, Aliens determines how... well... intimate a soldier's knowledge of an alien is. Those with high Aliens are more likely to know the weakspots. Medical: "MEDIC". Medical determines how good your medic is at patching people up. The better the skill, the more HP restored, and the worse the skill, the less HP restored. Capacity: Fairly simple. This merely determines how much your soldier can carry. -------------------- Avatar made with: DoGA L3
~~ Devart: http://flamewatcher.deviantart.com LJ: http://www.livejournal.com/users/dayrenthalasa/ |
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3rd June 2004, 10:51pm
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#2
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Colonel ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 5,981 Joined: March 2003 From: Sweden Member No.: 1,057 |
Very nice!
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4th June 2004, 1:20am
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#3
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THE GHOST FROM XMAS PAST ![]() ![]() ![]() ![]() Group: Members Posts: 706 Joined: November 2003 From: Sydney/Australia Member No.: 1,455 |
-------------------- "THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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4th June 2004, 9:06am
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#4
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![]() OMGWTFBBQMECH ![]() ![]() ![]() ![]() Group: Members Posts: 157 Joined: June 2004 From: England, Europe Member No.: 1,519 |
No problem Slaughter.
It was originally designed as a reference chart for people who wanted to know EXACTLY how much of a "bar" was filled by certain statistic upgrades. But really, most of the credit goes to sigget, as I used his Skill Tool to do this. If anyone's wondering why I used the ball of wool by medical, it's because it was the closest thing I could find that looked like bandages! -------------------- Avatar made with: DoGA L3
~~ Devart: http://flamewatcher.deviantart.com LJ: http://www.livejournal.com/users/dayrenthalasa/ |
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4th June 2004, 9:25am
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#5
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THE GHOST FROM XMAS PAST ![]() ![]() ![]() ![]() Group: Members Posts: 706 Joined: November 2003 From: Sydney/Australia Member No.: 1,455 |
ammmm...its not a ball of wool...its ment to be a pirate or something like that
-------------------- "THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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4th June 2004, 10:21am
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#6
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Colonel ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 5,981 Joined: March 2003 From: Sweden Member No.: 1,057 |
No no, it's a ball of wool for Matri to play with...
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4th June 2004, 2:50pm
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#7
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THE GHOST FROM XMAS PAST ![]() ![]() ![]() ![]() Group: Members Posts: 706 Joined: November 2003 From: Sydney/Australia Member No.: 1,455 |
i stand to be corected
-------------------- "THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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5th June 2004, 6:39am
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#8
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![]() OMGWTFBBQMECH ![]() ![]() ![]() ![]() Group: Members Posts: 157 Joined: June 2004 From: England, Europe Member No.: 1,519 |
*Ponders making a Medi-kit "Smiley"*
-------------------- Avatar made with: DoGA L3
~~ Devart: http://flamewatcher.deviantart.com LJ: http://www.livejournal.com/users/dayrenthalasa/ |
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8th June 2004, 1:27pm
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#9
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Squaddie ![]() Group: Members Posts: 6 Joined: June 2004 From: Geneva Member No.: 2,306 |
QUOTE Exact stat increases thanks to sigget's Skill Tool! Thanks sigget. Well, I am playing v1.3, and the stat increases are not fixed like in your table. Which stats are increased is constant, but they get from 0 to 0.75 increase, and I have no idea how this is determined. |
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8th June 2004, 3:14pm
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#10
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![]() OMGWTFBBQMECH ![]() ![]() ![]() ![]() Group: Members Posts: 157 Joined: June 2004 From: England, Europe Member No.: 1,519 |
Neither do I, as this is only really for 1.0 I guess...
^^; Not everything is perfect. -------------------- Avatar made with: DoGA L3
~~ Devart: http://flamewatcher.deviantart.com LJ: http://www.livejournal.com/users/dayrenthalasa/ |
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10th June 2004, 10:36am
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#11
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![]() Lieutenant ![]() ![]() ![]() ![]() Group: Members Posts: 324 Joined: October 2003 Member No.: 2,560 |
Are you guys sure they've changed the skills for version 1.3? I suppose i could rewrite the skills program so that it takes its values from the installed gamedata.vfs. Or perhaps it would be better if it had the different configurations available from a menu. Anyway, is there an interest?
-------------------- // sigget (sigget@europe.com) my tools and docs: http://www.geocities.com/sigget2003
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10th June 2004, 10:41am
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#12
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THE GHOST FROM XMAS PAST ![]() ![]() ![]() ![]() Group: Members Posts: 706 Joined: November 2003 From: Sydney/Australia Member No.: 1,455 |
yes...there would be more fun playing our ne RPG game
-------------------- "THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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10th June 2004, 11:27am
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#13
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![]() Lieutenant ![]() ![]() ![]() ![]() Group: Members Posts: 324 Joined: October 2003 Member No.: 2,560 |
It would be more fun to play this RPG game if you had a skill tool that allows you to select which game versions skill settings to display?
-------------------- // sigget (sigget@europe.com) my tools and docs: http://www.geocities.com/sigget2003
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10th June 2004, 6:44pm
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#14
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Colonel ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 5,981 Joined: March 2003 From: Sweden Member No.: 1,057 |
QUOTE(sigget @ Jun 10 2004, 12:36 PM) Are you guys sure they've changed the skills for version 1.3? I suppose i could rewrite the skills program so that it takes its values from the installed gamedata.vfs. Or perhaps it would be better if it had the different configurations available from a menu. Anyway, is there an interest? That would be welcomed sigget. As BlackAlmaz says, Cap'n Kyth is running a RPG, and it would thus be nice to choose what version of the game the skilltool takes it's settings from. Would it also be possible to export the "character" you setup to a textfile with the format used in this thread? And save the characters, so we can level them up? Thus we'd have not only a skilltool but a character generator... -------------------- |
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10th June 2004, 10:03pm
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#15
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![]() Lieutenant ![]() ![]() ![]() ![]() Group: Members Posts: 324 Joined: October 2003 Member No.: 2,560 |
Ill have a look at it this weekend. You might even get those tooltips you requested earlier Slaughter
-------------------- // sigget (sigget@europe.com) my tools and docs: http://www.geocities.com/sigget2003
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10th June 2004, 10:11pm
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#16
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Colonel ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 5,981 Joined: March 2003 From: Sweden Member No.: 1,057 |
Neat!
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12th June 2004, 12:26pm
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#17
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![]() Lieutenant ![]() ![]() ![]() ![]() Group: Members Posts: 324 Joined: October 2003 Member No.: 2,560 |
Could anyone supply me with the config files for the different versions? If i remember correctly the settings are in these files:
tactical\configs\game\listofskills.txt tactical\configs\game\listoftrain.txt Zipped and mailed would be the best, and dont forget to say what version they're from. Or perhaps just post them here, since they're only like 2 Kb or so. -------------------- // sigget (sigget@europe.com) my tools and docs: http://www.geocities.com/sigget2003
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12th June 2004, 4:20pm
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#18
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Colonel ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 5,981 Joined: March 2003 From: Sweden Member No.: 1,057 |
Hmm, I only have version 1.3. Do you need it?
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12th June 2004, 4:27pm
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#19
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![]() Lieutenant ![]() ![]() ![]() ![]() Group: Members Posts: 324 Joined: October 2003 Member No.: 2,560 |
Yes, i dont remember what version i used when i wrote the skilltool so everything is welcomed!
-------------------- // sigget (sigget@europe.com) my tools and docs: http://www.geocities.com/sigget2003
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12th June 2004, 10:10pm
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#20
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![]() Lieutenant ![]() ![]() ![]() ![]() Group: Members Posts: 324 Joined: October 2003 Member No.: 2,560 |
Ive compared it to version 1.3 now and found that the medic training doesnt match the settings in the skilltool. Since i have no idea what version i used to make skilltool i still need you to post those files!
-------------------- // sigget (sigget@europe.com) my tools and docs: http://www.geocities.com/sigget2003
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