Yeah, and really anything that changes gameplay like TU cost of reloading and what-not. It's not that I'm against many of the changes (which are cool), it's that Extended offers modders a lot of possibilities to tweak the game to their ideals. That's what's really awesome about it and drew me to it. Hardcoding your own mods into it will turn a lot of people off to modding with it.
I think gamechanges like these should have a true/false flag so people can use what they wish and still be able to take advantage of Extended's possibilities. With more mods made using Extended's capabilities, hopefully we could see those capabilities folded into OXC.
Question for other people who use my mod, do you don't have nothing against for reverting default behavior of overkill to default like in OXC (overkill is when using hi damaging explosives & plasma damage, enemy "explode" without corpse left behind)? You can restore it after that by turning switch `IgnoreOverKill: false` in your weapon.
Yankes, I wanted to help you out, and since I can't code, I've fixed the readme file: removed spelling mistakes, fixed the grammar and made the text a bit clearer. The file is attached.
Issues:
flatHunderd: 0.0 #const bonus equal 100.
Is this correct? Shouldn't it be flatHundred instead of flatHunderd?
This part:
ResistType: 1 #what resist on unit use, and if is fire or smoke it spawn that, same values like `damageType`.
Sorry, I have no idea what it means and how to fix it. Can you give the Polish equivalent?
1 yes
2 this is what damage resistance in armor is used when you do damage form that weapon.
Polish: Angielski to trudna jezyka
Ogolnie to ten stat sluzy do wybierania ktory rezist z armoru uzywamy podczas obliczania redukcji obrazen.
`damageType` ustawia to oraz tez inne staty ataku, moza powiedziec ze sluzy do ladowania wartosci domyslnych, ten stat zmienia to jedno tylko.
[ps]
btw thanks for fixes, I will apply them in next update.