I'm not sure off-hand what causes the bounty value to increase with rank. One theory is that it might be tied into the "ExperienceAward" in the unit's experiencelevels.ini code. The bigger the ExperienceAward the bigger the Bounty, so to speak.
As for #2, that is a question that haunted me for years, but I finally figured out that the secret lies in the unit's "EmotionTrackerUpdate".
Behavior = EmotionTrackerUpdate Module_EmotionTracker
AddEmotion = Terror_Base
AddEmotion = OVERRIDE UncontrollableFear_Base_Evil
Duration = 7000
End
AddEmotion = Alert_Base
IgnoreVeterancy = Yes
End
That's Shelob's "EmotionTrackerUpdate". The "IgnoreVeterancy = Yes" is the important part. Shelob is the only unit in the entirety of BFME 1 that has that line in its emotion tracker and doesn't automatically become immune to fear being higher than rank 1 (It only has one rank, but it's labeled Rank = 10). Understand though, that if you add that line to a unit's emotion tracker, then it won't automatically get fear resistance at any rank. You'll need to add it manually.
You say you want it at level 5, so find your unit's "Rank5" in experiencelevels.ini and in the field "AttributeModifiers" for that rank look up the attribute modifier that it's being granted, then make a new unique one to be given instead. Something like this:
ModifierList HeroLevelUpDamage4
Category = LEVEL
Modifier = DAMAGE_ADD M_HERO_LVL5_DAM_ADD
Modifier = HEALTH M_HERO_LVL5_HP_ADD
Duration = 0
End
ModifierList FearlessHeroLevelUpDamage4
Category = LEVEL
Modifier = DAMAGE_ADD M_HERO_LVL5_DAM_ADD
Modifier = HEALTH M_HERO_LVL5_HP_ADD
Modifier = RESIST_FEAR 100%
Duration = 0
End
Edited by Ganon, 25 November 2018 - 01:45 AM.