@RandomCommander
I gotta tell you that "a" was giving me fits. .... yeah, in the commendations ufopedia ruleset for the images, I spent hours trying to get it to work. Guess how the ruleset section was spelled. Yup, with an "a"
ufopaedia:
- id: STR_MEDAL_MERIT_STAR_NAME
type_id: 7
section: STR_WEAPONS_AND_EQUIPMENT
image_id: MERIT_STAR_MEDAL_IMAGE
text: STR_MEDAL_MERIT_STAR_UFOPEDIA
text_width: 158
listorder: 3000
As for the Magnum.... When I set my mod pack up, I looked at a lot of mods and pulled things from all over, combat knife, scout drone, fusion torch (not yet seen), incendiary grenades, etc. I looked at some of the other pistols out there, and didn't come away with any compelling reason to go beyond the standard service issue hardware. If anything, I've been so impressed with these pistols. With aimed shots they are far more accurate than I imagined, and have been working for scout and snipe tactics in the early game fairly well. Getting back to other modded pistols... I didn't want to add any more to the series, just for flavor sake if they didn't add a compelling distinctive. I also wanted to avoid any incredibly OP or out of balance items.
Beyond the service pistol, the next big thing is the plasma pistol, for more stopping power. I'm not sure how well it will compare, really. I am not incredibly thrilled with laser pistols at this point. Auto shot it their only attraction and that is only really good for up close in the UfoExtender accuracy model. And when I get up close, there are other appealing things, like zappers, rods, knives, etc.
That said, I'm not beyond being convinced that the magnum is awesome, and I gotta have it.
What is its actual stats? How does it compare with the others?
My fond anticipation is for my version of the Toxi-gun from Apocalypse.
My dart gun will have increasing levels of potency, that I really want to try against late game foes.
Its going to be a ton of fun with those things, but I need a good manufacturing base to keep them fed.
Cheers, Ivan