Difference between revisions of "Energy"
(Tweaked the Alien notes) |
m (→Recovery: - Removed the word "base" to avoid confusion as this generally means the maximum value) |
||
Line 27: | Line 27: | ||
== Recovery == |
== Recovery == |
||
− | A soldier's ability to recover energy is determined by the soldier's <b> |
+ | A soldier's ability to recover energy is determined by the soldier's <b>Initial </b>[[TU|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:''' |
'''Formula:''' |
||
Line 58: | Line 58: | ||
|} |
|} |
||
− | 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]]. |
==Improvement== |
==Improvement== |
Revision as of 01:02, 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 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.
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