XCOM 2
Cut Content: Ammo
112 Comments
Pielord 24 Jan, 2018 @ 12:56pm 
Damn, i don't know if i did something wrong with the mod, but once i got the 4 ammo types once, now i don't get any kind of experimental ammo at all.
MissingNo 8 Sep, 2017 @ 6:16am 
hey mate, would you update this for WOTC? should be fairly straightforward: https://www.reddit.com/r/xcom2mods/comments/6x3lfm/updating_your_mod_for_wotc/
necro55 2 Sep, 2017 @ 2:44pm 
Any plans to update for WotC, or have items like these already been added?
iriemk 21 Jul, 2017 @ 2:47pm 
I carelessly installed this together with LW2, seems it works just fine for every ammo type, EXCEPT for Falcon rounds...I have all the necessary research, I have a bunch of turret wrecks, but it won't show up in the proving ground project list. All other ammo types do. Does anybody have a idea what the issue is or how to fix it?
Lua 30 Jun, 2017 @ 9:37pm 
darktoto: Long War 2 already adds these ammo types ;)
darktoto 25 Apr, 2017 @ 5:20pm 
sooooooooo LW2 compatible ? :D
darkzero 28 Mar, 2017 @ 3:54pm 
Hey Grimy. I'm trying to add your ammo types to this mods ini. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=631889170 that ini.

It should be a quick Copypaste of the console command ID for the item correct?
LightenedDark 15 Feb, 2017 @ 10:58am 
Hey Grimy can you make these ammos buildable in engineering (with costs exposed to the ini)? You can disable the option by default for people who like RNG.

I'm using Ultimate Workshop and some other mods so your ammo is the ONLY thing I can't manually build without getting tons of other ammo types I don't want.
Makko 17 Jan, 2017 @ 12:09pm 
Stiletto Rounds are kind of absurdly OP since they work on Sectopods and other Mechanical enemies.

If they only worked on organics that'd be one thing, but right now they're like an "I Win Button" especially on the Fury since it can fire so many times.
kenanthebarbarian 16 Nov, 2016 @ 12:42pm 
Finally getting around to trying this out. Does this mod interact in any way with the values for Stiletto and Falcon rounds already included in the vanilla XComGameCore.ini?
mR.MaG0o 6 Oct, 2016 @ 6:17am 
@Phantom, I agree!
Phantom 5 Oct, 2016 @ 11:39pm 
Great mod! My feedback: the ingame description could be improved for example the tactical info of stilleto rounds does not tell me the damage reduction and stun chance. Also maybe 75% stun chance is a little bit high. Maybe it can also be adjusted for the weapon tiers. I think 50% is balanced.
All-a-Mort 22 Aug, 2016 @ 3:37pm 
I'm surprised they didn't include some sort of Psi round that reduces enemy will to increase the chances of successful flesh hacking.
Quiggsy 8 Aug, 2016 @ 5:02pm 
nvm, found it. I wish workshop folders were clearly labeled.
Quiggsy 8 Aug, 2016 @ 4:59pm 
Where is the ini file located?
mR.MaG0o 3 Aug, 2016 @ 1:20pm 
@GrimyBunyip, based on your mod, is there anyway to change dmg type to make other types of dmg organic-only? Or is not doable via ini edit?

Thanks again, Buny.
ProvokingPerch 24 Jul, 2016 @ 10:41am 
Ah alright, thanks.
GrimyBunyip  [author] 24 Jul, 2016 @ 10:41am 
No overrides
ProvokingPerch 24 Jul, 2016 @ 7:50am 
Does this have any overrides?
Coffeecoffee 23 Jul, 2016 @ 2:40am 
Is it possible to remove singe types of ammo from this mods? For example would
;+AmmoTemplateNames = GrimyNeedleRounds work?
Kyrion 13 Jul, 2016 @ 8:27pm 
I've loved this mod from the moment I installed it. All of the five are useful in situations. Thanks!
Steel 13 Jul, 2016 @ 6:26pm 
There seems to be a bug with the ammo working on pistols. Sometimes it works, sometimes it doesn't.
Syntax 7 Jul, 2016 @ 7:53pm 
fantastic mod, thank you
Zyxpsilon 12 Jun, 2016 @ 2:53pm 
@GrimyBunyip.. Hi partner! ;)

Since these "old Firaxis images" weren't properly calibrated to match with the other Ammo Defaults, i've decided to fix each flaws by creating a proper UPK file for them. Sooooo, check our Nexus PM development thread to get that asset.
Majin Fuu 11 Jun, 2016 @ 12:37am 
Are you able to update the description text for the individual ammo types? Whether it be through the configuration of the mod or in the default game files?

Love the mod, however having easy reference for the stats of the rounds would be very helpful.
mutant 29 May, 2016 @ 1:48pm 
thanks for the explanation.

it's ok i'll start another campaign ^^, i lost count anyway
Matikanefukukitaru 28 May, 2016 @ 8:43am 
Yes, this one it was: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=665435869
@mutant, try this mod out, and see, if it helps you.
GrimyBunyip  [author] 28 May, 2016 @ 8:29am 
probably, I think bg made something like that?
Matikanefukukitaru 28 May, 2016 @ 7:56am 
But wasn't there also a mod for reshuffling that deck and adding mods like this mid-campaign?
GrimyBunyip  [author] 28 May, 2016 @ 5:55am 
They are part of the ammo pool, but you probably need a new campaign.
See xcom often works on a deck system, if you add this to an ongoing campaign, your loot deck is probably full of vanilla ammo types.
mutant 28 May, 2016 @ 12:58am 
do we need to add the items from the console or are they automatically added to the exp ammo pool once one has subscribed ? or maybe it needs a new campaign, cause i've done around 15 exp ammo since i subscribe and i have yet to see one of those appear.

i'd like to know if there is anything special to do to make them pop up, or if it could be a conflict of some kind that prevents those from coming out.
GrimyBunyip  [author] 24 May, 2016 @ 3:52am 
Alright, ill take a look
Oakeman 23 May, 2016 @ 9:44pm 
The damage from the ammo is bugged. It only applies to normal hits, not crits or dodge. It should apply to crits atleast.
Ser Lancelot 23 May, 2016 @ 12:39pm 
I love these ammo types so much. Thanks!
ChaosMadeFlesh 21 May, 2016 @ 3:26am 
Ok. Excellent. Thanks for the quick reply. :)
GrimyBunyip  [author] 20 May, 2016 @ 6:14pm 
@ChaosMadeFlesh
Looks like the same stats, they probably asked permission for my code at some point, I said yes and just forgot.
ChaosMadeFlesh 20 May, 2016 @ 5:14pm 
Ah, thanks. I thought they were, was just unsure if anything was different (some stats, maybe?). So, all I need is Advent Ascended... Thanks. :)
GrimyBunyip  [author] 20 May, 2016 @ 4:34pm 
oh, they are, huh
GrimyBunyip  [author] 20 May, 2016 @ 4:33pm 
@ChaosMadeFlesh
I actually don't know, lmk if they are.
ChaosMadeFlesh 20 May, 2016 @ 4:04pm 
Just want to be sure, these are on Advent Ascending, right?
GrimyBunyip  [author] 12 May, 2016 @ 11:11am 
released a fix for ruler patch
GrimyBunyip  [author] 4 May, 2016 @ 9:46pm 
@evilerevilhero
Basically yeah, unless they have 200 dodge or something. In which case 100 dodge penetration reduces that to 100
evilerevilhero 4 May, 2016 @ 9:43pm 
Dodge Penetration? Does this mean shots will never be grazed?
Juravis 13 Apr, 2016 @ 7:26pm 
I got it. I overrided CreateIncendiaryAmmo and placed in there, it works fantastically. Thank you for your help, would never have found ApplyChance in the first place.
Juravis 13 Apr, 2016 @ 6:34pm 
Thanks for the pointer, will do.
GrimyBunyip  [author] 13 Apr, 2016 @ 6:33pm 
@ADVENT
so, you realize an override like that, even if it compiled, wouldn't affect dragon rounds right?

Since dragonrounds reference the X2StatusEffects class, not the X2StatusEffects_JFB

You should really look into the ambientnarrative hook:

http://forums.nexusmods.com/index.php?/topic/3839560-template-modification-without-screenlisteners/
Juravis 13 Apr, 2016 @ 6:21pm 
I tried a simple override, like this

http://pastebin.com/Ysaw0YLz
GrimyBunyip  [author] 13 Apr, 2016 @ 6:20pm 
@ADVENT
you can't edit the original .uc files without a highlander mod.
You need to override them or hook into them.

for example:

IncendiaryTemplate = ItemManager.FindItemTemplate('IncendiaryRounds');
IncendiaryTemplate.TargetEffects[0].ApplyChance = 50;

you'd do that, but you'd put it inside some sort of hook. Like an ambientnarrative hook.
Juravis 13 Apr, 2016 @ 6:13pm 
The only change I made (to test if anything works really) is adding BurningEffect.ApplyChance = 50 in :

static function X2Effect_Burning CreateBurningStatusEffect(int DamagePerTick, int DamageSpreadPerTick)

Right below eDupe_Refresh
GrimyBunyip  [author] 13 Apr, 2016 @ 6:07pm 
@ADVENT
pastebin your code to me