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Found 6 results

  1. If possible, please consider making it so that we can mod the weapon and ammo types, and be able to make our own. I'm helping someone with a mod, currently, which could benefit quite a lot if we could edit or add our own weapon types (we were discussing making it so that alien plasma rifles could set things on fire, but we don't want to make the ammo into rockets, since it would mess up their interaction with cover). Thank you for reading this suggestion.
  2. Hi all, Firstly, and mainly to the developers: I think that having GUI support for multiple ammo types would be awesome, and definitely should happen, if only for the modders to play around with. Everyone agrees that it would be very, very, very nice to have. Because we are having a UI change, before we implement the new UI support for multiple ammo types could be added (if it hasn't been added already ). But, seriously, if you take nothing away from this entire post, please add GUI support for multiple ammo types, even if you don't end up using it in the vanilla game. The entire modding community, and probably a great deal of the normal "non-modder" community, will thank you for it. Secondly, I would actually like there to be multiple ammos in the vanilla, un-modded game. The original X-Com had it, and I liked it a lot. It made the player need to choose what to bring on the missions, and what to leave behind. In this game, it would become even more of an important decision, because there's no equipment storage in the dropships like there was in the OG. So, you will have to choose what to take and what to leave behind, not knowing what'll come in handy, and only having the room in your backpack and belt to fit it all. I think it would add a TON to the ground combat (which is, of course, the main focus of the game; an awesome, immersive, enjoyable ground combat). Because every tier has basically the same weapons in each, just upgraded, I kept all of the tiers ammo types into the following five categories: -Armor Piercing "AP" (standard round, best armor mitigation available), -Hollow Point "HP" (high damage, but very lacking in armor mitigation), -Incendiary "I" (adds incendiary damage), -High Explosive "HE" (small radius explosion, splash damage), -Stun "ST" (deals stun and/or EMP damage in addition to, or in place of, normal lethal damage). Ballistics: Lasers: Plasma: MAG: Some things to note: -Not every type would/should be available to every weapon type. Only the weapons that make sense should get it, otherwise it'd simply feel cluttered, I think, and be a waste of effort. -This would necessitate the moving of various weapon attributes, such as accuracy, effective range, etc. to the ammo itself. Otherwise we couldn't balance the different ammo's properly. This (in my opinion) should happen anyway, even if we don't include multiple ammo types in the vanilla game, since it would make modding multiple ammo types a whole lot easier too. Now, these aren't the only options available. I just wanted my suggestions to be kept simple and useful; remember, I want to create a compelling argument for multiple ammos in the Vanilla Game (meaning not as part of a mod, but included in the actual game). A huge variety of ammo types would get too confusing, and be too difficult to balance. This is why I added that not every gun would, or even should, have all ammo types available for it. Only the ones that actually make sense should be made for it. Also, I limited myself to only five ammo types, and tried to fit each ammo into one of the types. Where it wouldn't make sense for a type to be there (laser incendiary, for example) I cut it. Also, any that didn't fit into one of the five times was cut as well. I made each tier;s ammo types continue to be more or less a straight upgrade from the one before it, because that's what the dev's are pushing for. Anyway, what do you think? Which ones sound the most useful, which ones the least useful, how would it affect balance, is there one you foresee becoming the best out of all in all situations, any that are simply superfluous? Please, discuss. Thanks for reading my long post! PS: If you have additional reasons for multiple ammo types to be in the vanilla game that I didn't cover, please post them below. I want this argument to be as compelling as possible. Thanks!
  3. I realize that there are electric shock and stun grenades as well as stun batons. I guess my question is whether they purposefully ignored one of the most used non-lethal options (ignoring alien tech). Rubber bullets. Even if they were limited to shotguns (substituting rubber bullets for bean-bag rounds, I think that would be a fairly realistic attempt at expanding the non-lethal options. I say this knowing that it's not supposed to be incredibly easy to stun aliens, as that provides additional research. Just a thought.
  4. Hi, just signed up for the forums. I was curious about the possibility of different types of of shotgun shells being included, like slugs, buckshot, white phosphorus, flechettes. love the progress that has been made on the alpha, keep up the good work! Todd
  5. Seeing as how I doubt Chris will add such a thing, maybe we could do it? There's a few questions that need to be addressed, though: 1. Other weapons should be able to use different ammo-types, right? Not just rocket launchers? 2. Can more inventory slots actually be added into the game? That's the most vital thing to get a sort of attachment/accessory system working. -2A. Can items be 'connected' to the weapon? IE: If you switch out the scoped ballistic rifle, the scope also moves out with it? I know at least primary weapons take up both hands, don't know if that's note-worthy at all. -2B. Other than size, are there ways to make it so you can only attach certain items in an inventory slot? 3. Is it possible to make items that effect the stats of the weapon or soldier? If all of this is possible, then we really should be able to add JA2-style weapon customization, allowing you to attach scopes, weapon grips etc.
  6. I'm having quite the struggle trying to get one weapon to a) display 2 ammo types for one weapon on the UI and b) making both ammo types usable in-game. The closest I have got so far is to make the same weapon (in this case, the assault rifle) twice in weapons.xml, one with the normal ammo type, one with the exotic ammo type (which have been properly defined in ammos.xml, items.xml, weapons_gc.xml and strings.xml). I can then assign ammo clips from weapon 1b to a solider carrying weapon 1a, and then when the solider exhausts the clip on weapon 1a, he can then load clips from weapon 1b into weapon 1a. I have tried: Defining the exotic ammo (henceforth known as EA) as a weapon.grenade.EA and assigning it as an ammo type in weapons_gc.xml, but while it shows up on the base and gc UI correctly, it will not load into the weapon Defining the EA as a weapon.EA type (like rockets), but that crashes the base UI Defining the EA as a standalone ammo.ballistic.EA type in weapons.xml, but that crashes the base UI. Someone cleverer than me got any ideas?
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