Difference between revisions of "Energy"

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(Added initial, cap, and improvement info. Added info on aliens vs unitref[45])
(Tweaked the Alien notes)
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==Starting Values==
 
==Starting Values==
 
New recruits will always begin with a value between 40 and 70.
 
New recruits will always begin with a value between 40 and 70.
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==Maximum Caps==
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An X-COM soldier's energy is capped at 100.
  
 
==Usage==
 
==Usage==
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  This means that they will use INT(4 / 2^1) = 2 EUs.
 
  This means that they will use INT(4 / 2^1) = 2 EUs.
  
Aliens can have different values for unitref[45]. 0 to 3 have been seen. Many appear to be unitref[45]=0, which means they use energy 1:1 for TUs. Such aliens even need 1 energy to turn (a 1 TU action), unlike XCOM soldiers. A few have been seen to have unitref[45]=2 or even higher. With unitref[45]=2, they don't use energy when walking to adjacent tiles! (But do use 1 energy if moving diagonally.)
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Aliens can have different values for unitref[45]. Many appear to have 0, which means they use a 1:1 ratio of Energy to TUs. Such aliens even need 1 EU to turn one facing (a 1 TU action), unlike XCOM soldiers. A few have been seen to have values of 2 or higher. With a value of 2, they don't use energy when walking to adjacent tiles, only diagonally. Values of 3+ result in 0 EUs no matter the action.
  
 
==Fatal Wounds==
 
==Fatal Wounds==
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Energy can also be recovered by way of stimulants from a [[Medi-Kit]].  
 
Energy can also be recovered by way of stimulants from a [[Medi-Kit]].  
 
==Maximum Caps==
 
An X-COM soldier's energy/stamina is capped at 100.
 
  
 
==Improvement==
 
==Improvement==

Revision as of 00:00, 26 September 2005

Energy, or stamina, refers to your soldier's abiity to sustain intense movement over several turns. Energy is only spent when a soldier walks. No other action uses energy. More energy and time units are spent depending on the difficulty of the terrain traversed.

Starting Values

New recruits will always begin with a value between 40 and 70.

Maximum Caps

An X-COM soldier's energy is capped at 100.

Usage

For X-COM soldiers, Energy Units (EUs) are used at half the rate of TUs. The actual formula relies on unitref.dat offset [45].

Formula:

Energy Used = INT( TUs_Used / 2^unitref[45])

Example:

All X-COM units have a unitref[45]=1. 
Crossing a standard tile to an adjacent one uses 4 TUs.
This means that they will use INT(4 / 2^1) = 2 EUs.

Aliens can have different values for unitref[45]. Many appear to have 0, which means they use a 1:1 ratio of Energy to TUs. Such aliens even need 1 EU to turn one facing (a 1 TU action), unlike XCOM soldiers. A few have been seen to have values of 2 or higher. With a value of 2, they don't use energy when walking to adjacent tiles, only diagonally. Values of 3+ result in 0 EUs no matter the action.

Fatal Wounds

Each fatal wound to the body reduces the soldier's energy by 10%.

Recovery

A soldier's ability to recover energy is determined by the soldier's base (initial) Time Units. Thus, their raw recruit TU value dictates this throughout their career. You can see initial TUs on the Soldier tab (Strategic view) as the darker part of the TU bar.

Formula:

Energy Recovery = INT(Initial TUs/3)

Example:

If a soldier starts with an initial value of 60 TUs, they will recover 20 EUs per turn.

Energy Recovery Chart
Time Units Energy Recovery
50 16
51 → 53 17
54 → 56 18
57 → 59 19
60 20

Energy can also be recovered by way of stimulants from a Medi-Kit.

Improvement

Energy points are awarded (at end of mission) any time you perform at least one primary action (see Experience). Just one is enough - additional actions do not cause more points to be applied.

The possible points earned are dependent on your current Energy. At recruit minimum (Stamina=40), an average of 3.1 points are earned (range 0-6). At cap minus one (69), an average of 1.0 points are earned (range 0-2). Thus it is possible to have a value of 101 (cap+1).

See Also: Time Units, Medi-Kit