XCOM 2
Cut Content: Ammo
112 kommentarer
Pielord 24. jan. 2018 kl. 12:56 
Damn, i don't know if i did something wrong with the mod, but once i got the 4 ammo types once, now i don't get any kind of experimental ammo at all.
MissingNo 8. sep. 2017 kl. 6:16 
hey mate, would you update this for WOTC? should be fairly straightforward: https://www.reddit.com/r/xcom2mods/comments/6x3lfm/updating_your_mod_for_wotc/
necro55 2. sep. 2017 kl. 14:44 
Any plans to update for WotC, or have items like these already been added?
iriemk 21. juli 2017 kl. 14:47 
I carelessly installed this together with LW2, seems it works just fine for every ammo type, EXCEPT for Falcon rounds...I have all the necessary research, I have a bunch of turret wrecks, but it won't show up in the proving ground project list. All other ammo types do. Does anybody have a idea what the issue is or how to fix it?
Lua 30. juni 2017 kl. 21:37 
darktoto: Long War 2 already adds these ammo types ;)
darktoto 25. apr. 2017 kl. 17:20 
sooooooooo LW2 compatible ? :D
darkzero 28. mar. 2017 kl. 15:54 
Hey Grimy. I'm trying to add your ammo types to this mods ini. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=631889170 that ini.

It should be a quick Copypaste of the console command ID for the item correct?
LightenedDark 15. feb. 2017 kl. 10:58 
Hey Grimy can you make these ammos buildable in engineering (with costs exposed to the ini)? You can disable the option by default for people who like RNG.

I'm using Ultimate Workshop and some other mods so your ammo is the ONLY thing I can't manually build without getting tons of other ammo types I don't want.
Makko 17. jan. 2017 kl. 12:09 
Stiletto Rounds are kind of absurdly OP since they work on Sectopods and other Mechanical enemies.

If they only worked on organics that'd be one thing, but right now they're like an "I Win Button" especially on the Fury since it can fire so many times.
kenanthebarbarian 16. nov. 2016 kl. 12:42 
Finally getting around to trying this out. Does this mod interact in any way with the values for Stiletto and Falcon rounds already included in the vanilla XComGameCore.ini?
mR.MaG0o 6. okt. 2016 kl. 6:17 
@Phantom, I agree!
Phantom 5. okt. 2016 kl. 23:39 
Great mod! My feedback: the ingame description could be improved for example the tactical info of stilleto rounds does not tell me the damage reduction and stun chance. Also maybe 75% stun chance is a little bit high. Maybe it can also be adjusted for the weapon tiers. I think 50% is balanced.
All-a-Mort 22. aug. 2016 kl. 15:37 
I'm surprised they didn't include some sort of Psi round that reduces enemy will to increase the chances of successful flesh hacking.
Quiggsy 8. aug. 2016 kl. 17:02 
nvm, found it. I wish workshop folders were clearly labeled.
Quiggsy 8. aug. 2016 kl. 16:59 
Where is the ini file located?
mR.MaG0o 3. aug. 2016 kl. 13:20 
@GrimyBunyip, based on your mod, is there anyway to change dmg type to make other types of dmg organic-only? Or is not doable via ini edit?

Thanks again, Buny.
ProvokingPerch 24. juli 2016 kl. 10:41 
Ah alright, thanks.
GrimyBunyip  [ophavsmand] 24. juli 2016 kl. 10:41 
No overrides
ProvokingPerch 24. juli 2016 kl. 7:50 
Does this have any overrides?
Coffeecoffee 23. juli 2016 kl. 2:40 
Is it possible to remove singe types of ammo from this mods? For example would
;+AmmoTemplateNames = GrimyNeedleRounds work?
Kyrion 13. juli 2016 kl. 20:27 
I've loved this mod from the moment I installed it. All of the five are useful in situations. Thanks!
Steel 13. juli 2016 kl. 18:26 
There seems to be a bug with the ammo working on pistols. Sometimes it works, sometimes it doesn't.
Syntax 7. juli 2016 kl. 19:53 
fantastic mod, thank you
Zyxpsilon 12. juni 2016 kl. 14:53 
@GrimyBunyip.. Hi partner! ;)

Since these "old Firaxis images" weren't properly calibrated to match with the other Ammo Defaults, i've decided to fix each flaws by creating a proper UPK file for them. Sooooo, check our Nexus PM development thread to get that asset.
Majin Fuu 11. juni 2016 kl. 0:37 
Are you able to update the description text for the individual ammo types? Whether it be through the configuration of the mod or in the default game files?

Love the mod, however having easy reference for the stats of the rounds would be very helpful.
mutant 29. maj 2016 kl. 13:48 
thanks for the explanation.

it's ok i'll start another campaign ^^, i lost count anyway
Matikanefukukitaru 28. maj 2016 kl. 8:43 
Yes, this one it was: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=665435869
@mutant, try this mod out, and see, if it helps you.
GrimyBunyip  [ophavsmand] 28. maj 2016 kl. 8:29 
probably, I think bg made something like that?
Matikanefukukitaru 28. maj 2016 kl. 7:56 
But wasn't there also a mod for reshuffling that deck and adding mods like this mid-campaign?
GrimyBunyip  [ophavsmand] 28. maj 2016 kl. 5:55 
They are part of the ammo pool, but you probably need a new campaign.
See xcom often works on a deck system, if you add this to an ongoing campaign, your loot deck is probably full of vanilla ammo types.
mutant 28. maj 2016 kl. 0:58 
do we need to add the items from the console or are they automatically added to the exp ammo pool once one has subscribed ? or maybe it needs a new campaign, cause i've done around 15 exp ammo since i subscribe and i have yet to see one of those appear.

i'd like to know if there is anything special to do to make them pop up, or if it could be a conflict of some kind that prevents those from coming out.
GrimyBunyip  [ophavsmand] 24. maj 2016 kl. 3:52 
Alright, ill take a look
Oakeman 23. maj 2016 kl. 21:44 
The damage from the ammo is bugged. It only applies to normal hits, not crits or dodge. It should apply to crits atleast.
Ser Lancelot 23. maj 2016 kl. 12:39 
I love these ammo types so much. Thanks!
ChaosMadeFlesh 21. maj 2016 kl. 3:26 
Ok. Excellent. Thanks for the quick reply. :)
GrimyBunyip  [ophavsmand] 20. maj 2016 kl. 18:14 
@ChaosMadeFlesh
Looks like the same stats, they probably asked permission for my code at some point, I said yes and just forgot.
ChaosMadeFlesh 20. maj 2016 kl. 17:14 
Ah, thanks. I thought they were, was just unsure if anything was different (some stats, maybe?). So, all I need is Advent Ascended... Thanks. :)
GrimyBunyip  [ophavsmand] 20. maj 2016 kl. 16:34 
oh, they are, huh
GrimyBunyip  [ophavsmand] 20. maj 2016 kl. 16:33 
@ChaosMadeFlesh
I actually don't know, lmk if they are.
ChaosMadeFlesh 20. maj 2016 kl. 16:04 
Just want to be sure, these are on Advent Ascending, right?
GrimyBunyip  [ophavsmand] 12. maj 2016 kl. 11:11 
released a fix for ruler patch
GrimyBunyip  [ophavsmand] 4. maj 2016 kl. 21:46 
@evilerevilhero
Basically yeah, unless they have 200 dodge or something. In which case 100 dodge penetration reduces that to 100
evilerevilhero 4. maj 2016 kl. 21:43 
Dodge Penetration? Does this mean shots will never be grazed?
Juravis 13. apr. 2016 kl. 19:26 
I got it. I overrided CreateIncendiaryAmmo and placed in there, it works fantastically. Thank you for your help, would never have found ApplyChance in the first place.
Juravis 13. apr. 2016 kl. 18:34 
Thanks for the pointer, will do.
GrimyBunyip  [ophavsmand] 13. apr. 2016 kl. 18:33 
@ADVENT
so, you realize an override like that, even if it compiled, wouldn't affect dragon rounds right?

Since dragonrounds reference the X2StatusEffects class, not the X2StatusEffects_JFB

You should really look into the ambientnarrative hook:

http://forums.nexusmods.com/index.php?/topic/3839560-template-modification-without-screenlisteners/
Juravis 13. apr. 2016 kl. 18:21 
I tried a simple override, like this

http://pastebin.com/Ysaw0YLz
GrimyBunyip  [ophavsmand] 13. apr. 2016 kl. 18:20 
@ADVENT
you can't edit the original .uc files without a highlander mod.
You need to override them or hook into them.

for example:

IncendiaryTemplate = ItemManager.FindItemTemplate('IncendiaryRounds');
IncendiaryTemplate.TargetEffects[0].ApplyChance = 50;

you'd do that, but you'd put it inside some sort of hook. Like an ambientnarrative hook.
Juravis 13. apr. 2016 kl. 18:13 
The only change I made (to test if anything works really) is adding BurningEffect.ApplyChance = 50 in :

static function X2Effect_Burning CreateBurningStatusEffect(int DamagePerTick, int DamageSpreadPerTick)

Right below eDupe_Refresh
GrimyBunyip  [ophavsmand] 13. apr. 2016 kl. 18:07 
@ADVENT
pastebin your code to me