OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Impaler on November 14, 2015, 05:28:24 am

Title: Aircraft aux Fuel tanks and Radar
Post by: Impaler on November 14, 2015, 05:28:24 am
Just a small idea, if a Craft armament could modify the fuel capacity of a craft it could allow us to make some interesting trade offs in equipping craft for particular purposes such as scouting or in managing thouse far-far away UFO's.  While were at it added radar radius would also be a possible effect. 

Naturally this would require programming fuelMax and radarRange as excepted values on craft armaments and to modify the vehicle when attached and removed, I doubt the current code even uses dynamic values for these effects and just reads from the rule files so this would likely be a good bit of work perhaps most appropriate for the OpenXcomEx mod.
Title: Re: Aircraft aux Fuel tanks and Radar
Post by: Roxis231 on November 14, 2015, 07:13:31 am
This has actually been done in X-Pirates. They have a boster, a targeter and a sheald.
Title: Re: Aircraft aux Fuel tanks and Radar
Post by: DracoGriffin on November 14, 2015, 08:06:37 am
X-PirateZ (https://youtu.be/iDuMp2kDxos) has done a lot of crazy things you wouldn't think possible but Dioxine is strong in the way of Ruleset-Fu.
Title: Re: Aircraft aux Fuel tanks and Radar
Post by: Solarius Scorch on November 14, 2015, 10:08:06 am
Actually it was Yankes who coded those things. X-Piratez uses his Openxcom Extended, which has plenty of additional cool mechanics and can be used with normal X-Com games, as long as you edit the rulesets to make them use the new elements.
Title: Re: Aircraft aux Fuel tanks and Radar
Post by: Dioxine on November 14, 2015, 02:22:28 pm
This has actually been done in X-Pirates. They have a boster, a targeter and a sheald.

Aux fuel tank too, but it's disabled for now.