sfeng: Actually, Wisdom is relatively easy to train. (But it involved save/load "cheating".)
JMich: Thus the bitch part. Compare it to strength (load up and start running around) or marksmanship (automatic weapon and shoot).
Actually, I've written an Autohotkey script to automate the entire process.
Yes, I understand it's kind of lame and it's probably much easier to edit the values using a hex editor or download an editor from the net, but I've always liked coding and for me, it was as much fun writing that script than playing the game. :-)
If anyone is interested, here is the
link to the script.
Extract the zip file to any folder and run the .AHK file with Autohotkey. You can also edit the source code with any plain text editor. And here's the link to Autohotkey. (You'll need this program to run the script.)
http://www.autohotkey.com/ Instructions: Start JA2, save your current game in a manual saveslot(in case anything goes wrong), go to the
tactical screen, and leave the
TNT or
Landmine in the
primary hand of the Merc whom you wish to train. If you want a more experienced Merc to help disarm the explosive, then their
primary hand should also be
empty. Merc should be in
"Teamview Mode" (row of Merc portraits at the bottom) instead of "Inventory Mode", and
NOT standing near any of the map edges. (So that script can center on the Merc properly)
Run the script, select the "TNT" or "Mine" tab, edit the options, then click on the "Run!" button.
If everything goes smoothly, the script will:
1) Switch back to the game.
2) Detect who is holding on to the TNT or Landmine and select said Merc.
3) Open, and then close "Inventory Mode". (To detect whether you are using the "new inventory system" in v1.13)
4) Center screen on selected Merc and save the game to the quicksave slot.
5) Repeatedly plant and disarm the TNT/Landmine, loading the quicksave slot if the Merc is damaged in the process.
Options: "Number of tries before saving": 1~ 5. Affects the number of successful disarms before a new quicksave is made. (Saving after every successful attempt will slow down the attempt.)
"Character to assist": 0 ~ 6. Affects which Merc in the squad will assist in disarming the explosive. If 0 is selected, the Merc who is planting the explosive will disarm it.
"Character is Nice Guy?": Checked/Unchecked. Some Mercs (Dimitri , Gumpy, etc) have the hidden "Nice Guy" trait and will refuse to attack civilians (unable to plant explosives underneath their own feet). If checked, Merc will plant the landmine to an adjacent tile. (There's a similar routine to do it automatically in the TNT script after a number of failures, so option is not included there.)
Hotkeys and extras: Since I usually leave the script running when I play JA2, I've coded some extra functions into it.
"
Left Winkey + Pause": Pauses the script. So you can check the Merc's attributes and gauge your progress. Press again to resume.
"
Left Winkey + Esc": End the current training.
"
Left Winkey": Disabled. I hate it when I press this key accidentally during the game.
"
Left Winkey + Left shift": Disabled. This key combination will switch between input languages if you have multiple languages installed. Not needed in JA2, not to mention damn annoying when I press it accidentally in game.
"
Mousewheel Up": Hold down the CTRL key. Force the hand cursor to appear so its easier to open doors and manipulate items.
"
Mousewheel Down": Hold down the SHIFT key. Move an entire stack of items when I click on them.
"
Middle Mouse Button": Clear the CTRL, SHIFT, and ALT keys.
"
Numpad0": Selects entire squad, put them on "stealth" mode, and makes them crouch. (This is the first thing I usually do when I enter combat)
Script should work for JA2 GOG version(v1.12) and JA2 v1.13 mod 800x600 and 1024x768 screen resolutions with both new/old inventory systems. Feel free to modify it to suit your needs. Enjoy! :-)