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Author Topic: [DONE] Weapon reload cost  (Read 2046 times)

Offline hellrazor

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[DONE] Weapon reload cost
« on: November 25, 2019, 12:15:51 am »
Hello there, i was testing out OpenXcom Extended and noticed then when reloading a weapon, the movement cost of the item in the inventory is applied additionally to the 15 TU cost of reloading the weapon.

Would someone mind explaining this behaviour? Since it makes the game nearly implayable with single shot weapons like Grenade launchers, Rocket Launchers and Blaster Launchers.

Vanilla behaviour is reloading a weapon does cost 15 TU, doesn't matter were the ammo is located in the soldiers inventory.

Guess someone was trying to fix a bug, which was never one.

I also researched if this behaviour is somewhat configurable in OpenXcom Extended, but this doesn't seem to be the case.
Nice way of changing a core game mechanic under the nose of players.....
« Last Edit: November 29, 2019, 03:35:35 pm by Meridian »

Offline Meridian

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Re: Weapon reload cost
« Reply #1 on: November 25, 2019, 12:36:44 am »
You're the first to complain about it in over 5 years :) Not joking.

Players are informed about all such differences by a sticky post: https://openxcom.org/forum/index.php/topic,6459.0.html

The reload cost is moddable, see "tuLoad": https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Compatible_ammo_and_Action_Mapping

If you want, I can make an easier global switch to revert to full vanilla reload cost.
« Last Edit: November 25, 2019, 12:51:18 am by Meridian »

Offline hellrazor

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Re: Weapon reload cost
« Reply #2 on: November 25, 2019, 05:40:58 am »
You're the first to complain about it in over 5 years :) Not joking.

Players are informed about all such differences by a sticky post: https://openxcom.org/forum/index.php/topic,6459.0.html

The reload cost is moddable, see "tuLoad": https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Compatible_ammo_and_Action_Mapping

If you want, I can make an easier global switch to revert to full vanilla reload cost.

Well, i am used to fire two Snapshots with the Rocket Launcher.

Was really wondering what was going. But the list explains it.

Such a change to revert to full vanilla reload cost would be much welcomed.

Since the rest of OpenXcom Extended seems awesome.

Anyway were are the craft and soldier templates saved? (Using it on more then one machine)

Offline BlackStaff

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Re: Weapon reload cost
« Reply #3 on: November 25, 2019, 11:39:09 am »
The new way of counting time is much more logical....

Offline Meridian

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Re: Weapon reload cost
« Reply #4 on: November 25, 2019, 12:20:15 pm »
Anyway where are the craft and soldier templates saved? (Using it on more then one machine)

They are saved directly in the saved game file.

Offline hellrazor

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Re: Weapon reload cost
« Reply #5 on: November 25, 2019, 07:30:14 pm »
They are saved directly in the saved game file.

Thanks for this information. Whats the section called under which they are saved? (In case of transferring them from one savegame to another.)

Offline hellrazor

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Re: Weapon reload cost
« Reply #6 on: November 25, 2019, 07:35:22 pm »
The new way of counting time is much more logical....

That maybe the case, but the TU usage of the vanilla weapon is actually designed to allow them to fire two Snapshots and do one reload, in case of the good old Rocketlauncher for example.
Same goes for firing Blaster Launchers.

If you played a lot of vanilla OXC you are so used to this and it actually becomes a essential part of how you play, to maximize the damage output of your Squad per turn.

Also it makes Laserweapons way more powerful, since they usually do not have Ammo (at least in vanilla).

I do like OXCE, since it provides a lot QOL stuff. =)

Offline BlackStaff

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Re: Weapon reload cost
« Reply #7 on: November 25, 2019, 09:13:47 pm »
I don't have enough fingers on my hands and feet to count the number of times I've played all the UFOs since their creation in 1994 (Defense/TFTD/Apoc/Interceptor)!
And despite all these years spent playing UFO Defense I recognize that now thanks to the incredible work of the modellers here present I have even more fun with OXCE....  ;)

Offline Meridian

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Re: Weapon reload cost
« Reply #8 on: November 25, 2019, 10:02:18 pm »
Thanks for this information. Whats the section called under which they are saved? (In case of transferring them from one savegame to another.)

globalEquipmentLayout0 .. globalEquipmentLayout19
globalEquipmentLayoutName0 .. globalEquipmentLayoutName19

globalCraftLoadout0 .. globalCraftLoadout9
globalCraftLoadoutName0 .. globalCraftLoadoutName9

Offline Meridian

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Re: Weapon reload cost
« Reply #9 on: November 27, 2019, 01:14:04 am »
Such a change to revert to full vanilla reload cost would be much welcomed.

The option is ready.
A few more tests and I'll commit by the end of the week.

Offline hellrazor

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Re: Weapon reload cost
« Reply #10 on: November 27, 2019, 08:38:55 am »
The option is ready.
A few more tests and I'll commit by the end of the week.

Much obliged. Looking forward to test it out. :)

Offline robin

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Re: Weapon reload cost
« Reply #11 on: November 28, 2019, 10:09:00 pm »
I'm interested too in an option to make reload cost vanilla (15 flat, fixed).

Offline Meridian

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Re: Weapon reload cost
« Reply #12 on: November 28, 2019, 10:35:33 pm »
I'm interested too in an option to make reload cost vanilla (15 flat, fixed).

It's already on the github.
I'll make an official release tomorrow.

Offline Meridian

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Re: [DONE] Weapon reload cost
« Reply #13 on: November 29, 2019, 03:35:52 pm »
Configuration added.
Default is now same as OXC.

See attribute 'extendedItemReloadCost' under: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Other_Constants