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For instance after completing Gatecrasher with rookies, I may get a Ranger class squaddie yet would I have one shotgun already available or would I be forced to use an assault rifle until I have built my first shotgun? Likewise if I gained a Sharpshooter I would need a Sniper Rifle available or I would not be able to arm them as they cannot use any other primary weapon.
I'd love to make them finite but am unsure of the possible issues. Could anybody give me any advice?
Sadly, I looked into the code changes and porting will be quite a mess since it looks like the way people modify templates and deal with difficulty variants has changed.
If anyone wants to take my code and port it, be my guest! Don't hold off on my account. I will thank you, lol.
I have 300+ mods enabled, so there is must be some interfirence, but there is that.
AssaultRifle_LS_Schematic
SMG_LS_Schematic
Cannon_LS_Schematic
Shotgun_LS_Schematic
SniperRifle_LS_Schematic
All my weapons that are built in finate numbers and have weapon mods/upgrades turned to it´s equvelent in LW Laser pack weapons with the custom name and the attachments. but in my inventory it still says those weapons are gauss/rail weapons when im looking at the numbers of wepaons I constructed in the workshop. on top of it I can´t dump the weapon or sell it once it turned to laserbased wepaon.
then you can just copy & paste the vanilla finite code and put in your weapons schematic name
I've overhauled my config.
It includes Spart's Kitbashes, Kab's XCOM EU/EW Tier 1 Weapon Ports, Alternate Weapon Techs, as well as the original Reach weapons.
The build time & costs are suited for LEGENDARY, and are copied from the Long War Primary/Secondary values, generally with -10 supplies and -10 alloys shaved off since we get a lot less. I haven't tested it with this lot so far (been spending all night making all these weapons into the separate ones from LW etc.) but here you go:
http://pastebin.com/rbGfQQ9q
Now, I could make it so you just build the item directly, and it would work fine, and fix that 'bug'. But the schematic's graphic is a lot better looking, so it would make things significantly uglier.
The current behavior also makes it easier to know how many items you have most of the time. If it worked the other way, equipped weapons wouldn't count towards the built number either. So you'd have to yank weapons away from your troops to get an inventory :)
https://m.reddit.com/r/Xcom/comments/4j3rus/how_to_fix_your_class_mods/
Finding the mod download location is a true joy. Not relevant to your mod Anisotropic (which is excellent) but I thought if anyone wanted to fix their soldier's armor up :)
This mod doesn't change any of that stuff, fortunately!
Thanks guys I'll look into it
Making a shotgun a secondary wouldnt be that hard honestly, theres a couple lines where it tells the game if its a primary or secondary.
Do you think that this mod's function overrules the need to even fix the original mod's weapon issue, since, well.. it generates one more every purchase anyway? (I think the issue more was the fact that it occurred at T1 though)
If I do, some listener code from Escalation will instantly take them away from you as soon as you build them.
However, once you build a single Cannon of a given tech level, I believe you should get infinite HMGs for free. So it's not, like, totally incompatible, I guess. :)
Be warned that Steam nukes config files sometimes (like when mods get updated) so it's good to have a backup, plus others can use them.
If HMGs share upgrades with cannons, that actually might be a conflict - I'd have to check how that's implemented. You might not be able to get advanced HMGs with this mod. I think it should probably be fixable with new tricks, though.
Works fine! Exactly what I was looking for. I'll have to see how the mod interracts with Lucubration/-bg-'s Minigun & HMG by default, since they don't come up as separate purchases, and are supposedly added alongside purchase of normal cannons.
I was also looking for the names of required corpses, but found them in other files. They're "corpsesectoid" and "corpsegatekeeper", and they should go under Artifacts requirements.
I think it would be great if you included the samples for other items as well, or at least for the PSI Amps to save your subscribers the digging around, but that's just my opinion.
Overall I am infinitely grateful for this mod. I've been using the outdated Finite Armory for a while, saddened by the fact that it can get broken by the upcoming update and will never get fixed. Apart from that it broke my Advanced Explosives research, not allowing me to build experimental bombs instead of grenades.
Your version fixed this. Again, thank you SO much! I just don't have enough suspension of disbelief to take infinite armor and weapons for granted.
My balancing approach is (roughly):
1. Divide costs by the number the average squad will use
2. Check whether the numbers "feel right" relative to other costs and adjust to taste
3. Err on the side of increasing resource (alloy/elerium) use slightly to compensate for the flexibility
As you change the INI, everything changes immediately - you don't have to start a new game. So if you want, you can do this for items in your compaign as you get access to them, instead of doing it all at once.
For costs, look in the XComStrategyTuning.ini file. There will be blocks like:[code][Pistol_MG_Schematic_Diff_3 X2SchematicTemplate]
Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=70), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=10))[/code]
(That represents Legend cost, BTW)
I did try searching for costs manually on XCOM wikia but I have no idea how to add requisites like the sectoid and gatekeeper corpses needed for the Psi Amp.
Thank you!