aliens

Author Topic: Ruleset change, mod needed, or static Vanilla  (Read 1802 times)

Offline mark617

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Ruleset change, mod needed, or static Vanilla
« on: April 10, 2020, 08:06:13 pm »
1) I want to change the thermal shock launcher to have an ammo capacity of three, but instead of changing the ammo clip size to provide three shots, is there a way I can make it so I have to load the ammo three times with the (clip size: 1) thermal shock bombs? Adjusting clip size of the weapon doesn't do anything, as I can only load the weapon one time. Adjusting the clip size of the ammo gives me the correct number of shots, but not in the way I would like. This was an easy change when I did it for the PWT Displacer, but not so much with standard weapons.

2) I assume this would take a mod as I see nothing in the various .rul files to change. But, is there a simple edit I can make somewhere so on alien base missions if you succeed in part one but fail / evacuate part two, when you come back to said base, you start on part two? Probably not, but thought I would ask.

3) Is there a way to turn off bug hunt mode for aliens? I know (https://openxcom.org/forum/index.php/topic,4997.msg73330.html#msg73330) there are changes I can make for myself, but I want to turn off the alien's ability @ turn 20 to know your position. Changing spotter / sniper / intelligence AI values as a possible fix? Or bughuntMinTurn?

Seems cheatTurn should be what I change for #3. Do I add this to every subsection in the deployments ruleset (e.g., under the STR_SURVEY_SHIP section, then again under the STR_ESCORT section, and so on all the way for each mission type)?


Cheers  :)
« Last Edit: April 10, 2020, 08:54:56 pm by mark617 »

Offline Nord

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Re: Ruleset change, mod needed, or static Vanilla
« Reply #1 on: April 12, 2020, 06:42:19 am »
1. No direct way exist. Maybe you can use ammo slots:
Code: [Select]
- type: STR_RIFLE_WITH_A_GRENADE_LAUNCHER
   confAimed:
     shots: 1
     name: STR_AIMED_SHOT
     ammoSlot: 0
     arcing: false
   confSnap:
     shots: 2
     name: STR_DOUBLE_SNAP_SHOT
     ammoSlot: 0
     arcing: false
   confAuto:
     shots: 1
     name: STR_LAUNCH_GRENADE
     ammoSlot: 3
     arcing: true
   confMelee:
     name: STR_PUNCH_IN_THE_FACE
It will allow you to load gun with three DIFFERENT ammo types.
Or, if you need single ammo for something else, you can make two types - x1 and x3, and allow using both of them in launcher. Then gun loaded with x1 ammo will need more recharges, but use non-specific ammunition.

Offline mark617

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Re: Ruleset change, mod needed, or static Vanilla
« Reply #2 on: April 12, 2020, 07:48:37 am »
1) Yeah, I have no issue with different ammo, but the same seems a no go. Clip size adjustment it may have to be.

2) Doesn't seem to be a easy way to do this, and I do not want to simply eliminate part one.

3) CheatTurn, it was was stated in another thread, needed to be added to each alien rank, so i did - 134 times  ;D. Should have done it globally, though.

Thanks!

Offline Bobit

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Re: Ruleset change, mod needed, or static Vanilla
« Reply #3 on: April 12, 2020, 07:45:51 pm »
You can use quickdraw slots for ammo only to simulate a similar effect. Or energy costs, then stims become your ammo. But this doesnt match with the theme so I agree it might be a good idea for OXCE to allow multiple ammo slots of same type.