Author Topic: Give Chrysallids their weakness  (Read 6337 times)

Offline CthuluIsSpy

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Give Chrysallids their weakness
« on: July 02, 2015, 01:04:47 pm »
Would it be possible to give chryssalids their vulnerability to explosive damage?
They are meant to have it, per the ufopedia, but its not in the code.
That is why they are so tough; you are meant to blow them up, but as they lack the appropriate modifier they can tank explosive rounds with no difficulty.
I think a 150% modifier would be fair, like the sectopods and their weakness against lasers.

Offline yrizoud

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Re: Give Chrysallids their weakness
« Reply #1 on: July 02, 2015, 02:14:41 pm »
I don't think it will go in the default Openxcom because one of its goals is to mimic the original game and its balance, but such change is very easy to do as a ruleset mod. I can't test from here, but this should do it : save as "Chryssalid_xplode.rul"
armors:
  - type: CHRYSSALID_ARMOR
    damageModifier:
      - 1.0
      - 1.0
      - 0.8
      - 1.5
      - 1.0
      - 1.0
      - 0.9
      - 1.0
      - 1.0
      - 0.0

Offline mrxian

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Re: Give Chrysallids their weakness
« Reply #2 on: July 02, 2015, 03:46:21 pm »
Seems to me like it's a pretty obvious bug that the ufopedia mentions one thing while the game plays like something else. So I would say it's fair to consider fixing/changing it.

Offline Meridian

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Re: Give Chrysallids their weakness
« Reply #3 on: July 02, 2015, 05:11:31 pm »
I believe the "bug" is in the UFOpaedia... there are several such mistakes in there, not only this one.

I believe the UFOpaedia articles were written quite early in the development, maybe even in the design process and were not properly updated after the game was ready.

I don't feel the need to update anything... but if you wish to update something, I'd recommend updating UFOpeadia article(s).

Offline DoxaLogos (JG)

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Re: Give Chrysallids their weakness
« Reply #4 on: July 02, 2015, 06:59:19 pm »
In war, truth is the first casualty.
  - Aeschylus

Sometimes the scientists get it wrong :)

Offline Solarius Scorch

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Re: Give Chrysallids their weakness
« Reply #5 on: July 02, 2015, 07:50:21 pm »
Technically it's correct, everybody is vulnerable to explosions. :P

Offline CthuluIsSpy

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Re: Give Chrysallids their weakness
« Reply #6 on: July 02, 2015, 08:35:25 pm »
Well, the ufopedia being wrong is one way of looking at it.
It does say that the sectopod uses a plasma weapon, when in its stats it uses a laser weapon.

Offline CthuluIsSpy

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Re: Give Chrysallids their weakness
« Reply #7 on: July 02, 2015, 08:36:52 pm »
Technically it's correct, everybody is vulnerable to explosions. :P

Except for lobstermen.
But then again, they are OP :P

Offline mrxian

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Re: Give Chrysallids their weakness
« Reply #8 on: July 07, 2015, 10:11:41 am »
I believe the "bug" is in the UFOpaedia... there are several such mistakes in there, not only this one.

I believe the UFOpaedia articles were written quite early in the development, maybe even in the design process and were not properly updated after the game was ready.

I don't feel the need to update anything... but if you wish to update something, I'd recommend updating UFOpeadia article(s).
How would I go about doing that?

Offline Hobbes

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Re: Give Chrysallids their weakness
« Reply #9 on: July 07, 2015, 06:39:43 pm »
How would I go about doing that?

Edit the language files.

Offline mrxian

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Re: Give Chrysallids their weakness
« Reply #10 on: July 07, 2015, 11:52:08 pm »
Edit the language files.
So if I made a really nice edit of the language files, it would stand a chance of being adopted into the game, or would I have to make it a seperate mod?

Offline Hobbes

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Re: Give Chrysallids their weakness
« Reply #11 on: July 08, 2015, 05:32:05 am »
So if I made a really nice edit of the language files, it would stand a chance of being adopted into the game, or would I have to make it a seperate mod?

Separate mod, I'd think. Everyone has its own idea of how the game could be improved, but the devs have kinda made it clear that those should go into mods.