Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I agree the current system allows you to finely tune the cost for each gun, but it also makes ammo management nearly impossible for mid to late game colonies in my opinion.
I can look at a pile of 5000 industrial bullets and have no idea how much ammo I actually have. With 15 pawns each using different guns is 5000 a lot? I have no way of knowing without spending an hour testing everything. (Which will then be useless information as soon as we change guns).
Tiered ammo produces the effect of better guns costing more to maintain ammo without making it confusing as to how much "effective ammo" you have. When I have no idea how much ammo I'm using the only solution is to produce it excessively and hope for the best which kind of defeats the purpose.
(I understand this is quite different than the mod you created, I just wanted to share my thoughts on the problem you wanted to fix. Seriously love the idea of this mod.)
1. It is on top of the Yayo settings.
2. I don't think this mod is popular enough for me to invest effort into implementing that.
3. I actually wanted to avoid many different "types" of ammo. The current system allows for more finely-tuned cost-per-shot. Eg. Guns in similar grade might use 13 and 15 pieces of "industrial ammo" per shot. But in your system would each use 1 piece of "heavy industrial ammo".
1."Changes how much ammo is produced" is a setting you can change in YC3 already. Is the number in Yayo settings multiplied by 3 now, or is that setting simply overwritten by a 3x base value?
2.Possible to add toggles for all the features? Researches and changed recipes without the ammo quantity changes is a nice mod alone.
3.Bit of an idea/request in one here. I'm not sure how difficult it would be to implement but if it would be possible to use that effective damage calculation to "grade" a weapon and make it use an ammo that's more expensive then you could get the same end result without it feeling as "hacky" (by loading copious amounts of ammo into guns)
For example an AK47 might get graded as "tier 2" by its effective damage calculation. Now it uses normal quantity of "tier 2 industrial ammo" instead of loading 300+ industrial ammo. The ammo itself would change nothing in terms of stats.
Thanks!
[HugsLib][ERR] Euphoric.YayosAmmunitionPatch caused an exception during OnDefsLoaded: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
https://gist.github.com/HugsLibRecordKeeper/11313b314176d03aaf64e2f8f18a99d3
Second I'm having the same problem as Alien Xenomorph but it is happening to most primitive weapons from vanilla and vanilla expanded.
Here is the starting part of log.
Invalid count: -2147483648, setting to 1. Job was Reload (Job_69) A=Thing_Bow_Short24197 B=Thing_yy_ammo_primitive24205
Yes. That is main point of this mod.