Page 1 of 1

Heavy ammo??

Posted: Fri Feb 10, 2017 9:16 pm
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.?

Re: Heavy ammo??

Posted: Fri Feb 10, 2017 11:04 pm
by Postmaster
See "equipment stats including weight" for ini modding

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

Re: Heavy ammo??

Posted: Mon Feb 20, 2017 8:32 pm
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

Re: Heavy ammo??

Posted: Mon Feb 20, 2017 9:03 pm
by Jackal
NVMD, i was able to find the file

Re: Heavy ammo??

Posted: Mon Feb 20, 2017 9:30 pm
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.

Re: Heavy ammo??

Posted: Tue Feb 21, 2017 10:30 pm
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...

Re: Heavy ammo??

Posted: Wed Mar 01, 2017 5:03 am
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?

Re: Heavy ammo??

Posted: Tue Mar 28, 2017 2:16 pm
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.

Re: Heavy ammo??

Posted: Tue Mar 28, 2017 2:22 pm
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")

Re: Heavy ammo??

Posted: Tue Mar 28, 2017 11:09 pm
by Vitaeus
Mod on Steam "Ammo and Vest Slots" works for me.