XCOM 2
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Buildable Ammo
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29 Apr, 2018 @ 8:54pm
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Buildable Ammo

Description
This mod makes the ammo items that are normally acquired from the "Experimental Ammo" proving ground project buildable in Engineering. This mod hides the "Experimental Ammo" project from the proving ground and makes separate proving grounds projects for 3 of the ammos. Below is what the tech paths look like for all of the ammos:

Tracer Rounds

Tracer rounds now only require Hybrid Materials be researched. Since this is a super early time to be getting this ammo I suggest balancing out the ammo in the DefaultGameCore.ini file to be balanced out for earlier game usage (as I did I am doing in my setup).

A.P. Rounds

A.P. Rounds now only require the Alien Biotech research to completed to be built. Since this is a super early time to be getting this ammo I suggest balancing out the ammo in the DefaultGameCore.ini file to be balanced out for earlier game usage (as I did I am doing in my setup).

Talon Rounds

Talon Rounds now have their own proving grounds project. The project itself requires the Sectoid Autopsy and Hybrid Materials research to be completed and will cost some supplies, alloys and 3 sectoid corpses. The rounds themselves will cost alloys and an elerium crystal along with a sectoid corpse to build.

Venom Rounds

Venom Rounds now have their own proving grounds project. The project itself requires the Viper Autopsy and Hybrid Materials research to be completed and will cost some supplies, alloys, an elerium core and a viper corpse. The rounds themselves will cost some supplies, an elerium core and 3 viper corpses to build.

Dragon Rounds

The proving grounds now gets an Incendiary Rounds project. The prject itself will require the advent purifier autopsy, hybrid materials and plasma rifles research to be completed will cost some supplies, some alloys an elerium core and 3 advent purifier corpses. The rounds themselves will cost some supplies, 1 alloy, 1 elerium core and 1 advent purifier corpse to build. I made these late game rounds as they are quite powerful.

Note that all of the costs have been balanced around the way I have set things up but can be modified in the ini (it will be the BuildableAmmo.ini file). The time to complete in days can also be set in the ini.

The mod does not seem to work on existing campaigns as it does not seem to refreseh the tech templates on load so it will only work on a new campaign (it won't beak a current campaign, the projects just wont show up).

Credits

Thanks to Hotl3looded for the code that hides the experimental tech from his mod "Proving Ground Overhaul". You should check his mod out if you want everything in the proving ground to be buildable, not just ammo.

Added the mod Reward Decks Refresher as it shoud help with running this mod on a currently existing campaign. Not technically required but will not work properly on existing campaigns without.
Popular Discussions View All (1)
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16 Oct, 2023 @ 4:37pm
Russian Translation
perfect_Prefect
15 Comments
Roytulin 18 Jun, 2023 @ 9:03am 
Aww, would be great but a shame the tech requirements have been changed. Other people here seem to have the right idea, keep the tech and proving ground project, unlock instant build after the proving ground project produced that type.
Babyboi6769 22 May, 2022 @ 4:44pm 
Does this mod still work?
jline 24 Apr, 2022 @ 2:01pm 
does this work with modded in ammo types?
Lampros 13 May, 2020 @ 8:05am 
Does this work for WotC?
Rev 28 Nov, 2019 @ 7:07am 
Why not have A.P. Rounds behind its own Proving Grounds project like some of the other as well? Especially, because it is indeed OP in early game.
Watts 28 Sep, 2019 @ 4:25pm 
Hello, This MOD is a great idea but I also think that the individual ammo projects should only appear after the ammo has already been randomly discovered.
Lebowskichild 16 Feb, 2019 @ 4:34pm 
Excuse me if I'm wrong here, but doesn't the advent purifier autopsy only exist in the War of the Chosen version of the game?

I really love the Buildable series of mods you've made @JM001 however there seems to be a few issues that like this that I'm unsure of.
KT Chong 24 Dec, 2018 @ 10:29am 
Here is a suggestion:

Keep the "Experimental Ammo" project in Proving Gound and hide the individual ammos at first. Then, when an experimental ammo produces/reveals a particular ammo, that ammo becomes available as a separate project for that point forward.

That means: engineers have to "experiment" at first. After an "experiment" successfully produces a particular type of ammo, then engineers should be able to replicate/reproduce that ammo again.
Spotter 24 Nov, 2018 @ 10:37am 
This is as it should be in vanilla. Shame it took a mod to bring it back.
Fonzosh 3 Oct, 2018 @ 3:43am 
Must agree with RIP. Instead of assigning the ammo different techs, let it appear when you have one of those ammos in your store (either by finding or by Experimental). Love the mod, but this feels a bit more logical and also keeps the cluttering of the Proving grounds to amninimum, as when you have many mods, the proving grounds que is crazy.