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OpenXcom Extended (OXCE) / Re: OpenXcom Extended
« on: October 07, 2014, 07:17:54 pm »
Hello! Thanks for the excellent work of giving more options to Open X-Com players and modders!
One question: Which version of the "official" Open X-Com executable is the OXC Extended .exe based on? Is it based always on the last nightly build (I see that both versions are not being updated in synchronicity)
Some requests that I would like you to consider:
1) The possibility to add Accuracy, time units and arcingShot values to ammo clips, which when loaded in the weapon, will override the same values present in the weapon ruleset... Example: To mod a rifle with an underbarrel grenade launcher, it would be good to use the TU and Acc from the weapon if using it with its regular bullet ammo magazine, but when replacing that magazine and loading a grenade(s) clip, the weapon should "use" the TU and Acc from the grenade clip ruleset (which, may be it can have less accuracy, less range, but a high angle trajectory and more HE power than the bullet magazine).
2) Add a system of weapon types (similar to the excellent system added to craft in OpenXcom Extended) for armor suits... This way we can mod heavy infantry weapons that would be only possible to carry and fire when the soldier is using a specific armor suit type. An example: it's not possible for a regular soldier to hold and fire a minigun type machine gun, because of its eneormous recoil forces, but if the soldier is wearing a power suit, this suit can handle such a weapon.
Example: a) Add to armors a "weapon hardpoint" stat, this would have a numerical value...
b) This hardpoint value will be checked against a new "weapon type" stat, or even without needing to add any new stats, to the weapon weight value. If the weapon weight (or type)
value is lower or equal to the armor suit hardpoint value, this weapon is compatible, if the weight/type number of the weapon is higher, that weapon would not be able to be used by
troops wearing that armor suit.
I think such additions will give more flexibility and tactical options, and will not invalidate any current options available to the modders and gamers.
Thanks for your attention!
One question: Which version of the "official" Open X-Com executable is the OXC Extended .exe based on? Is it based always on the last nightly build (I see that both versions are not being updated in synchronicity)
Some requests that I would like you to consider:
1) The possibility to add Accuracy, time units and arcingShot values to ammo clips, which when loaded in the weapon, will override the same values present in the weapon ruleset... Example: To mod a rifle with an underbarrel grenade launcher, it would be good to use the TU and Acc from the weapon if using it with its regular bullet ammo magazine, but when replacing that magazine and loading a grenade(s) clip, the weapon should "use" the TU and Acc from the grenade clip ruleset (which, may be it can have less accuracy, less range, but a high angle trajectory and more HE power than the bullet magazine).
2) Add a system of weapon types (similar to the excellent system added to craft in OpenXcom Extended) for armor suits... This way we can mod heavy infantry weapons that would be only possible to carry and fire when the soldier is using a specific armor suit type. An example: it's not possible for a regular soldier to hold and fire a minigun type machine gun, because of its eneormous recoil forces, but if the soldier is wearing a power suit, this suit can handle such a weapon.
Example: a) Add to armors a "weapon hardpoint" stat, this would have a numerical value...
b) This hardpoint value will be checked against a new "weapon type" stat, or even without needing to add any new stats, to the weapon weight value. If the weapon weight (or type)
value is lower or equal to the armor suit hardpoint value, this weapon is compatible, if the weight/type number of the weapon is higher, that weapon would not be able to be used by
troops wearing that armor suit.
I think such additions will give more flexibility and tactical options, and will not invalidate any current options available to the modders and gamers.
Thanks for your attention!