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Random stats for premade playable characters (AIM, MERC, RPCs)[message #314237] Tue, 15 January 2013 00:42 Go to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
RANDOMIZATION OF STATS

Every game will be slightly different now. You'll most likely try out other mercs with this randomization feature, because of some minor changes that will probably make a difference... And if you have some "favourite mercs" that you want to keep untouched, just look them up in the randomstats.xml and turn 1 to 0.

Download:
Here is a new file with It & Bernie:
http://www.mediafire.com/?igx25r2de4f479p
[color:#009900] NEW version 3 May!![/color]

Just copy over the file in data-1.13>tabledata
(make a back-up of the original empty xml file if you want to be able to change afterwards to the static stats)


I looked up some stats from every premade playable character in the game. Most of the times it is 2 stats and they do not differ more than 7 points (which I took as a maximum). The mean of the original stats is used as a basis and to this number a penalty is added as the randomization only adds positive numbers. It would not be right to have only positive changes. Furthermore, the randomization stats stay close to the original stat. There is a possible range of 15 points.

As different levels react differently to the AtributePoints, I worked with different penalties.
Below you can find the increase and appropriate penalty for the various levels:

Level 1: Steroid (+2-17) -9 > -6
Level 2: Bull (+8-22/23?) -15 > -13
Level 3: Blood (+12-27) -19 > -18
Level 4: Cliff (+16-31) -23
Level 5: Shadow (+20-35) -27
Level 6: Reaper (+24-39) -31
Level 7: Len (+28-43) -35
Level 8: Gus (+32-47) -39

In the case of level 4, 5, 6, 7, and 8 mercs, the stats can stay the same or change 7 stat points in positive or negative sense.
Due to a small bonus which I implemented, for level 3 characters the change is only 6 to the negative and 8 to the positive side. There's a similar bonus system for level 1 and 2.

So, as an example, what happens with the stat which is normally 40?


-Steroid gets 34 as BaseAttribute (=40-6);
His stat will shift between 36 and 51. (3p bonus)

-Bull gets 27 as BaseAttribute (=40-13 penalty);
His stat will shift between 35 and 50. (2p bonus)

-Blood gets 22 as BaseAttribute (=40-18 penalty);
His stat will shift between 34 and 49. (1p bonus)

-Cliff gets 17 as BaseAttribute (=40-23 penalty);
His stat will shift between 33 and 48.

-Shadow gets 13 as BaseAttribute (=40-27 penalty);
His stat will shift between 33 and 48.

-Reaper gets 9 as BaseAttribute (=40-31 penalty);
His stat will shift between 33 and 48.

-Len gets 5 as BaseAttribute (=40-35 penalty);
His stat will shift between 33 and 48.

-Blood gets 1 as BaseAttribute (=40-39 penalty);
His stat will shift between 33 and 48.

> This kind of randomization I applied to the mean of some stats and in a few cases just to one stat only. The stats I chose are not completely random. I looked for stats that seemed interesting (hence often the health stat) and as I mentioned before, I didn't want them to be far appart from each other.

The xml-file doesn't allow for more than one AttributePoint per character, so it wouldn't be possible to randomize ALL the stats and keep them close to the original - there wouldn't be much left of the original then, anyway.


LIST OF STAT CHANGES

Barry (68) HEA - STR
Blood (65) HEA - STR
Lynx (9) MED - MEC
Grizzly (58) WIS - AGI
Vicki (59) HEA - AGI
Trevor (65) AGI -STR
Grunty (63) HEA -AGI
Ivan (62) AGI - WIS
Steroid (53) AGI - WIS
Igor (5) MED - EXP

Shadow (6) LDR - MED
Red (46) HEA - STR
Reaper (49) HEA - STR
Fidel (67) HEA - STR - AGI - MRK
Fox (64) HEA - WIS
Sidney (51) HEA - STR - WIS
Gus (37) HEA - EXP
Buns (66) HEA - AGI
Ice (69) AGI - DEX - MRK
Spider (63) STR - MRK

Cliff (39) AGI - STR
Bull (49) AGI - WIS
Hitman (52) HEA - AGI
Buzz (47) HEA - STR
Raider (56) HEA - STR - DEX
Raven (64) AGI - WIS
Static (56) HEA Scouting
Len (47) AGI - WIS - MRK
Danny (43) MRK
Magic (65) HEA - STR - AGI - DEX - MRK - MEC

Stephen (53) STR - DEX - MRK
Scully (65) HEA - AGI - DEX - WIS MRK
Malice (64) HEA - AGI
DR Q (72) HEA - AGI - WIS - MED
Nails (53) HEA - WIS - EXP
Thor (54) MRK - MED
Scope (37) STR
Wolf (60) WIS - MRK
MD (69) HEA - DEX - STR
Meltdown (64) HEA - DEX - WIS - MRK

Monk (53) HEA - STR
Brain (60) DEX - MRK - MEC
Scream (56) HEA - DEX - STR
Henning (45) HEA - STR - DEX
Lucky (62) HEA - STR
Laura (55) HEA - DEX - MRK
Grace (64) HEA - DEX - AGI
Rudolf (61) WIS - MRK
Garry (57) AGI - WIS - MRK
Boss (57) HEA - DEX - MRK

Doc (64) HEA - AGI - STR
Snake (57) HEA - STR
Spam (52) DEX - MRK - MEC
Spike (53) HEA - STR
Jimmy (60) HEA - AGI
Leech (54) HEA - DEX
Bob (57) HEA - MRK
Kelly (54) WIS
Vinny (61) HEA - DEX - AGI
Kaboom (58) HEA

Bud (58) HEA - AGI - STR - DEX
Rusty (51) HEA - STR
Needle (44) MRK
Screw (45) AGI - DEX - WIS - MRK
Mouse (5) LDR - MED
Hector (76) HEA - AGI - STR
Stella (54) DEX - MRK
Moses (24) HEA - LDR
Smoke (72) HEA - STR - DEX


MERC

Biff (60) HEA - AGI - DEX
Haywire (62) HEA - STR
Gasket (64) HEA - STR
Razor (39) WIS - MRK
Flo (55) HEA - DEX
Gumpy (62) HEA - DEX - STR
Larry (51) HEA - STR - WIS - MRK - MED
Cougar (5) LDR - MED
Numb (68) HEA - MRK
Bubba (37) EXP - MEC

Gaston (51) WIS - AGI - STR
Stogie (43) AGI - WIS
Tex (56) HEA - AGI
Biggins (44) HEA - WIS - MRK
Spooky (59) STR - DEX
Skitz (43) HEA - DEX - MRK
Weasel (51) HEA - WIS - MRK
It (52) AGI - MRK
Bernie (54) HEA - MRK
Postie (49) HEA - STR - AGI

Reuban (72) HEA - STR
Leon (29) HEA - STR
Sparky (43) HEA - WIS
Beth (66) HEA - WIS
Sam (24) HEA - STR - AGI
Hurl (55) STR - MRK
Elroy (60) HEA - STR
Rev (60) STR - MRK
Ears (64) HEA - STR - AGI
Dyno (41) HEA - WIS

Turtle (40) HEA

RPCs

Miguel (66) AGI - DEX
Carlos (46) STR - WIS - MRK
Ira (42) STR - MRK
Dimitri (67) HEA - STR - AGI
Devin (54) HEA - STR - WIS
Hamous (55) HEA - STR - AGI - DEX
Terry (55) HEA - STR - AGI - DEX
Dynamo (62) DEX - MRK
Shank (40) HEA - MRK
Iggy (53) AGI - DEX

Vince (21) LDR - MRK
Conrad (52) HEA - STR
Maddog (61) MRK - MEC
Darrel (57) AGI - DEX
Perko (58) HEA - MRK
Manuel (54) HEA - STR - MRK

[Updated on: Fri, 03 May 2013 02:59] by Moderator

Re: Random stats for playable characters (AIM, MERC, RPCs)[message #314238] Tue, 15 January 2013 00:46 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:2001
Registered:October 2005
Location: Austria
nice, should that go in the svn gamedir? try it out and let me know.


Re: Random stats for playable characters (AIM, MERC, RPCs)[message #314239] Tue, 15 January 2013 00:52 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
I would like that. Could you do it? Would be nice if somebody made it an option in the ini-editor under "recruitment settings".
Re: Random stats for playable characters (AIM, MERC, RPCs)[message #314242] Tue, 15 January 2013 06:38 Go to previous messageGo to next message
Slax

 
Messages:1437
Registered:July 2006
Location: People riding polar bears...
Hey, you did it! Very Happy

The changes are minimal yet notable. Definitely something for the development build, given it gets a global toggle option just as requested.

Something else I'd like to see is a multiplier for the modified values, just in case you want to bump up the randomness without having to edit every single value. Character specific and/or global. Maybe even scale it with difficulty?

[Updated on: Tue, 15 January 2013 06:56] by Moderator


Re: Random stats for playable characters (AIM, MERC, RPCs)[message #314243] Tue, 15 January 2013 08:11 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
Nice job, Thor. Looks like a very interesting project.
If we would have this option together with random items in the starting kits (which is also possible by now), it could really add some diversity.

Re: Random stats for premade playable characters (AIM, MERC, RPCs)[message #314251] Tue, 15 January 2013 14:30 Go to previous messageGo to next message
Sam Hotte

 
Messages:1999
Registered:March 2009
Location: Middle of Germany
@Thor
Sorry for being probably stupid, but i m not sure if i got how this works.

E.g. Barry:
Quote:
Barry (66) HEA - STR

1. Does this mean Barry's values of HEA and STR (and just those 2, nothing else) may vary from 66 +- the level based variance you described?

2. If i got this right, could you pls elaborate a bit on why you've chosen the different stats on the mercs
3. and why some got only 1 random stat and others up to 5?

4. Ah, and we do see the final, resulting stats of each merc on the hiring screens (AIM + MERC), don't we?

TIA.

[Updated on: Tue, 15 January 2013 14:32] by Moderator

Re: Random stats for premade playable characters (AIM, MERC, RPCs)[message #314265] Tue, 15 January 2013 21:32 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
@ Slax: for now these minimal changes are the only option... I like it this way as it keeps the characters recognisable

@ Jasmine: I already like the gearkits, don't know what to expect with the random items, something like for IMPs?

@ Sam Hotte:

I should change Barry's BaseAttribute to 68, thanks. Base Attribute is 81 (the mean of his original stats, which are 82 health and 80 strength) minus the penalty, which is 13 for level 2

1 Barry as a level 2 Merc will have his Health and Strength between 76 (68+8) and 91 (68+23). So he can lose 5 and gain 9... That's because of his 2 bonus points deducted from the penalty. Level 3 mercs would possibly lose 6 and gain 8 (1 bonus point), level 1 mercs possibly lose 4 and gain 11. All others can possibly lose or gain 7 points, with equal chance.
2 You can only set one BaseAttribute. In Barry's case the 68, so I have to make a choice as I don't want him to end up with all his stats between 76 and 91, otherwise he would be too good. So I choose for one stat or make the mean of two or more. However, in this case, if I pick two stats which are too far appart from each other, than it will be too easy to get results which are better than one original stat, and almost impossible to get lower results than the original.
Barry has also 29 leadership and 20 medical originally. These stats are not appropriate for randomization together as I will show you. They are simply too far apart. The mean would be 25, the BaseAttribute 12(25-13). In this case his stats would vary between 20 (12+8) and 35 (12+23). In the case of the leadership it has still acceptable results, but in the case of the medical it is certain that Barry's stats can only improve compared to his original stats.
3 There is exactly one character with 5 stats... Larry... Five of his stats are 70 or very close to 70 and as he is kind of an extraordinary character, I thought it a good idea.
4 Yes, the results show immediately with every new game in the AIM and MERC sites.

[Updated on: Tue, 15 January 2013 22:06] by Moderator

Re: Random stats for premade playable characters (AIM, MERC, RPCs)[message #314266] Tue, 15 January 2013 22:09 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Alright, I'm going to make a thorough check now and add an update later Wink
Re: Random stats for premade playable characters (AIM, MERC, RPCs)[message #314268] Tue, 15 January 2013 22:13 Go to previous messageGo to next message
Sam Hotte

 
Messages:1999
Registered:March 2009
Location: Middle of Germany
Thx, now i understand the "maths". Smile

Thor

2 You can only set one BaseAttribute. In Barry's case the 68, so I have to make a choice as I don't want him to end up with all his stats between 76 and 91, otherwise he would be too good. So I choose for one stat or make the mean of two or more. However, in this case, if I pick two stats which are too far appart from each other, than it will be too easy to get results which are better than one original stat, and almost impossible to get lower results than the original.
3 There is exactly one with 5 stats... Larry... Five of his stats are 70 or around 70 and as he is kind of an extraordinary character, I thought it a good idea.

So basically you looked which stats of a given merc have similar values currently and made those subject to your randomization process(?). OK, got it. Smile

I'd like to make a suggestion on "Magic":
Better pick another of his stats for randomization, IMO. In your list his EXPL skill is randomized between 0 and 7, right? But nobody would probably make the choice whether to hire him or not dependent from this value; i mean if he's got e.g. 1 or 6 in EXPL. doesn't matter a lot - he'll still require lots of training anyway to improve EXPL to a usable extent i'd think.
But as you want to make changes that shall make player rethink whom to hire, i'd better randomize another, more important stat.


Re: Random stats for premade playable characters (AIM, MERC, RPCs)[message #314269] Tue, 15 January 2013 22:24 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
I know what you mean. He is just so good, so it's not easy to make a choice. All the high stats could only get worse or supernaturally high. The problem is that you can have values over 100, so I want to avoid those as well. All that is left apart from that is his Wisdom stat of 80... That an option you would like?

If you have other suggestions, shoot 'em Wink Personally I value HEALTH a lot when I consider hiring a merc. That's why it's often one of the randomised stats with worse mercs.

[Updated on: Tue, 15 January 2013 22:30] by Moderator

Re: Random stats for premade playable characters (AIM, MERC, RPCs)[message #314273] Tue, 15 January 2013 23:31 Go to previous messageGo to next message
Sam Hotte

 
Messages:1999
Registered:March 2009
Location: Middle of Germany
Couldn't you just adjust the offset for stats that are currently above 90 so that they range from e.g. 85 to 99?
Anyway other of magic's stats that are low are MED and LDR.

I do not care too much about health as this can be trained quite well (yes, even without using the well known exploit). I mostly look after the stats that are imperative for the role i want the merc to play and the price for that (e.g. if i need a mechanic, i look for MECH and DEX). Secondly WIS is a priority for me as it determines ability for quick improvement on inferior skills.

But i usually play with cheaper low level mercs and try to keep them for a whole campaign improving them in all necessary skills.
Re: Random stats for premade playable characters (AIM, MERC, RPCs)[message #314274] Tue, 15 January 2013 23:51 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
I think also that wisdom is important, mainly for characters that you care that evolve...^

Like you say, it's all about what you use them for.

But I think the ability to survive a bullet is pretty important and I'm not a guy to spend time having my mercs run about with a heavy backpack.

Myeah, Magic will always be good, no matter what you do... (but he's always been out of my budget, so I never played with him and probably never will.. - if we had temporary -20, -30 percent discounts, it would make a difference maybe, although I also tend to keep mercs for the entire campaign)

[Updated on: Wed, 16 January 2013 02:19] by Moderator

Re: Random stats for premade playable characters (AIM, MERC, RPCs)[message #314279] Wed, 16 January 2013 04:29 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
New corrected version available! Use this one to test... & let me know what you think..
Re: Random stats for premade playable characters (AIM, MERC, RPCs)[message #314280] Wed, 16 January 2013 04:38 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
This sounds great!

For example I have not used the expensive mercs like never, simply because I cannot afford them (I dont play with $999,999,999 money). Usually I just use the cheap mercs, and just in the end hire 1-3 top15 mercs. Randomization for the stats and merc price sounds extremely good in order to deliver fresh gaming experience.

Also, the randomization of BobbyRay and vendor items could be good as well. For example, you get the same coolness value assault rifles again and again from BobbyRay. I like to play with in an environment where scarcity of resources (money, guns, mercs) is present. This means also a slow development of game progress and extremely low initial game progress (like -20). So a rare appearance by the G3 rifle with a coolness value of 1 in the BobbyRay inventory could be a serious "halleluja!" moment.

This is just an idea, many thanks for all modders!

-Hookster

[Updated on: Wed, 16 January 2013 04:40] by Moderator

Re: Random stats for playable characters (AIM, MERC, RPCs)[message #314284] Wed, 16 January 2013 08:22 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
JAsmine

If we would have this option together with random items in the starting kits (which is also possible by now), it could really add some diversity.

What I mean is that a merc could get a partly random inventory (especially his gun) out of a choice of predefined items. So instead of getting just a glock17, it could either be a glock17, a beretta92f or another similar 9mm pistol.

[Updated on: Wed, 16 January 2013 08:22] by Moderator


Re: Random stats for playable characters (AIM, MERC, RPCs)[message #314302] Thu, 17 January 2013 01:07 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Yeah, would be great, JAsmine.

Re: Random stats for playable characters (AIM, MERC, RPCs)[message #314414] Sat, 19 January 2013 20:39 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:2001
Registered:October 2005
Location: Austria
@all: I just added the file to the SVN 1.13 Development GameDir folder. Thanks Thor.


Re: Random stats for playable characters (AIM, MERC, RPCs)[message #314415] Sat, 19 January 2013 20:42 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Thank you, RoWa.

[Updated on: Sat, 19 January 2013 20:42] by Moderator

Re: Random stats for playable characters (AIM, MERC, RPCs)[message #314825] Sun, 27 January 2013 08:22 Go to previous messageGo to next message
cnagorneac

 
Messages:185
Registered:April 2012
If I already play the game and installed this mod (or updated svn) will parameters of the mercs that I never recruited change? or for it you need to start a new game?
Re: Random stats for playable characters (AIM, MERC, RPCs)[message #314845] Sun, 27 January 2013 20:09 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
A new game.
Re: Random stats for playable characters (AIM, MERC, RPCs)[message #316630] Wed, 27 March 2013 21:42 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Updated with the new mercs from Deadly games that have been added recently... which gives us 110 (partially) randomised pre-made, playable characters - Woohoo! Wink

[Updated on: Wed, 27 March 2013 21:42] by Moderator

Re: Random stats for playable characters (AIM, MERC, RPCs)[message #316642] Thu, 28 March 2013 00:15 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:2001
Registered:October 2005
Location: Austria
@all: I have added a new INI option to enable/disable random stats for the mercs. The ini option is named "MERCS_RANDOM_STATS".

;------------------------------------------------------------------------------------------------------------------------------
; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC)?
; 0 = Do not use random stats (JA2 vanilla setting)
; 1 = Use random stats for ALL merc from the file "TableData\RandomStats.xml"
; 2 = Use random stats for SELECTED merc, that have random stats defined in "TableData\RandomStats.xml"
;------------------------------------------------------------------------------------------------------------------------------


Re: Random stats for playable characters (AIM, MERC, RPCs)[message #316647] Thu, 28 March 2013 00:49 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Great! Wink

[Updated on: Wed, 10 April 2013 02:17] by Moderator

Re: Random stats for playable characters (AIM, MERC, RPCs)[message #317263] Wed, 10 April 2013 02:17 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Update with Hurl & Doc

[Updated on: Wed, 10 April 2013 02:17] by Moderator

Re: Random stats for playable characters (AIM, MERC, RPCs)[message #318222] Mon, 29 April 2013 22:55 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
New file with Skitz & Weasel
Re: Random stats for playable characters (AIM, MERC, RPCs)[message #318552] Fri, 03 May 2013 02:58 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Added It & Bernie
Re: Random stats for playable characters (AIM, MERC, RPCs)[message #319311] Fri, 10 May 2013 23:38 Go to previous message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
In SVN added by RoWa and newly designed by Buggler:

Improved Random Stats Feature (by Buggler)
- Added random starting salaries in Ja2_options.ini
- Added more options for random stats & tweaked existing formula


Another great breakthrough!

[Updated on: Fri, 10 May 2013 23:41] by Moderator

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