Author Topic: Pb using "Modular Rulesets"  (Read 3139 times)

Offline Ascadix

  • Captain
  • ***
  • Posts: 84
  • My English is as good as French schools ... :-p
    • View Profile
Pb using "Modular Rulesets"
« on: November 09, 2013, 12:37:35 am »
Hi,

I use  little "Modular Rulesets"  to customize my games.

Like explained here:
https://www.ufopaedia.org/index.php?title=Rulesets_%28OpenXcom%29#Modular_Rulesets

But i have a pb with tanks stats.

I want my tank to have more TU, so i have created a "tank.rul" with only modified values compared to Xcom1Ruleset.rul

units:
  - type: STR_TANK_LASER_CANNON
    stats:
      tu: 140
  - type: STR_HOVERTANK_PLASMA
    stats:
      tu: 140

but with this extra ruleset loaded, my tanks are dead on mission start.

the only way i have found is to had full properties list in the extra ruleset, like this one:

units:
  - type: STR_TANK_LASER_CANNON
    stats:
      tu: 140
      stamina: 100
      health: 90
      bravery: 110
      reactions: 20
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 7
  - type: STR_HOVERTANK_PLASMA
    stats:
      tu: 140

And with this, the laser tank is OK .. but he plasma tank stay dead on mission start

While reading https://www.ufopaedia.org/index.php?title=Rulesets_%28OpenXcom%29#Modular_Rulesets i understand that i only need tu put modified values and there "path"  but not full branch with unmodified values.

I am missing somethingin the modular ruleset syntaxe ? or is it a bug ?