Heavy ammo??

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Kizaray
Posts: 28
Joined: Wed Feb 08, 2017 6:16 am

Heavy ammo??

Post by Kizaray »

Why doesn't make sense that if I take a different type of bullet for my weapons it lowers my Mobility by one. I feel like this should not be the case. Is there a mod to make different types of rounds not slow you down.?
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Postmaster
Posts: 35
Joined: Thu Jan 19, 2017 2:36 pm

Re: Heavy ammo??

Post by Postmaster »

See "equipment stats including weight" for ini modding

http://ufopaedia.org/index.php/Customizing_LW2
Jackal
Posts: 147
Joined: Mon Jan 23, 2017 2:10 pm

Re: Heavy ammo??

Post by Jackal »

Postmaster wrote:See "equipment stats including weight" for ini modding

http://ufopaedia.org/index.php/Customizing_LW2

awesome! thanks, now I don't feel as bad equiping my guys with ammo... i mean, why would tracers weigh more than reg ammo, sheesh
Last edited by Jackal on Mon Feb 20, 2017 9:04 pm, edited 2 times in total.
Jackal
Posts: 147
Joined: Mon Jan 23, 2017 2:10 pm

Re: Heavy ammo??

Post by Jackal »

NVMD, i was able to find the file
RapidFire
Posts: 35
Joined: Sat Feb 18, 2017 4:05 pm

Re: Heavy ammo??

Post by RapidFire »

Jackal wrote:
Postmaster wrote:See "equipment stats including weight" for ini modding

http://ufopaedia.org/index.php/Customizing_LW2
awesome! thanks, now I don't feel as bad equiping my guys with ammo... i mean, why would tracers weigh more than reg ammo, sheesh
The only problem is that the base weight for small things is one, so it's hard to lower the weight without making it zero.
Jackal
Posts: 147
Joined: Mon Jan 23, 2017 2:10 pm

Re: Heavy ammo??

Post by Jackal »

RapidFire wrote:
Jackal wrote:
Postmaster wrote:See "equipment stats including weight" for ini modding

http://ufopaedia.org/index.php/Customizing_LW2
awesome! thanks, now I don't feel as bad equiping my guys with ammo... i mean, why would tracers weigh more than reg ammo, sheesh
The only problem is that the base weight for small things is one, so it's hard to lower the weight without making it zero.
Yeah, well, that's what i did with all ammo because.. if a soldier isn't being weighed down for "normal" ammo and can't switch from different types of ammo (which implies they are only carrying a single type) why SHOULD ammo weigh anything?

It would be cool if we could micro manage and just bring a few special clips that we would have to load if we wanted to use them... AP, tracer, poison, red screen etc...
Jackal
Posts: 147
Joined: Mon Jan 23, 2017 2:10 pm

Re: Heavy ammo??

Post by Jackal »

Postmaster wrote:See "equipment stats including weight" for ini modding

http://ufopaedia.org/index.php/Customizing_LW2

Hello Postmaster.

I wanted to be able to create an infinite amount of AP rounds, but when I switched

+ItemTable=(ItemTemplateName="APRounds", Slots=0, Starting=false, Infinite=false,

to Infinite=true,

the AP isn't appearing in the loadout screen at all

Could you offer any advice?
Napalm292
Posts: 25
Joined: Tue Feb 07, 2017 6:45 pm

Re: Heavy ammo??

Post by Napalm292 »

Setting an item to infinite no longer works after Ver. 1.1. A workaround is changing the item build cost. You can reduce the build cost, or to simulate infinite, remove all special costs and change normal costs to 0. The cost to build will be zero, but still require clicking once for each item in the menu.
Napalm292
Posts: 25
Joined: Tue Feb 07, 2017 6:45 pm

Re: Heavy ammo??

Post by Napalm292 »

For example, a zero cost to build Coil Assault rifle:

Code: Select all

+ItemTable=(ItemTemplateName="AssaultRifle_CG",	Slots=3,	Starting=false,	Infinite=false,	Buildable=true,	RequiredTech1="Coilguns",			RequiredTech2="",	SupplyCost=0,	AlloyCost=0,	CrystalCost=0,	CoreCost=0,	SpecialItemTemplateName="",	SpecialItemCost=0,	TradingPostValue=25, RequiredEngineeringScore=30, Tier = 170, PointsToComplete=200, InventoryImage="img:///UILibrary_LW_Overhaul.InventoryArt.Inv_Coil_AssaultRifle")
Vitaeus
Terra Invicta Alpha Tester
Posts: 3
Joined: Fri Feb 12, 2016 3:04 am

Re: Heavy ammo??

Post by Vitaeus »

Mod on Steam "Ammo and Vest Slots" works for me.
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