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Dunno, probably not.
Ah gotcha. Did not know that.
Technically the minus line is not even required, I should remove those.
Hi Iridar,
I would like to report that this line in XComGameData_WeaponData.ini:
-ACIDGRENADEM1_BASEDAMAGE=(Damage=3, Spread = 0, PlusOne = 20, Crit = 0, Pierce = 0, Shred=3, Rupture=0, Tag = "", DamageType="Explosion")
should be
-ACIDGRENADEM1_BASEDAMAGE=(Damage=3, Spread = 0, PlusOne = 20, Crit = 0, Pierce = 0, Shred=2, Rupture=0, Tag = "", DamageType="Explosion")
Also, I think all grenades could be buffed at least +1 damage. I find the damage on grenades to be very weak when playing with Precision Exploves + Grenade Scatter + Iridar's Scatter Mod.
@FreeHK&TaiwanNo.1(13Crusader13)
I don't like Superior Explosives mod, and I don't plan to update this mod with compatibility for it.
For most grenades range is increased by the same 2 tiles, so overall launch range remains the same or longer at higher launcher tiers.
Considering the mod is just a collection of config tweaks, you can always edit the parts you don't like.
In any case, if you don't want to use the mod, that's your business.
With this mod launching range is still the same or greater than without it :shrug:
"Can't launch as far"? With or without this mod, launching has longer range than throwing.
@Ghake
All I can say is that duplicate Launch Grenade abilities are not caused by this mod, since it's merely a bunch of config edits.
Any suggestions?
You should stop going around and telling modders what they should do. It is rude.
When a soldier drops the mine, before the trap is triggered and explodes, it immediately makes a loud noise that attracts the Lost, (when it should NOT have.)
Then, when an enemy triggers the mine, the explosion makes the loud noise again.
Twice, loud noises.
This mod affects grenades from Tier III Grenades mod, if you have it.
I haven't looked, but probably compatible, since I don't touch those things, just the damage/range.
You can change the config of the base game in this mod's config file.
You don't need this mod to include anything in order to edit Proximity Mine's stats. That can be done through configuration files.
All changes are listed in the description.
Blast Padding will still affect it, it's looking at some other thing, not Damage Types.
As you have guessed, weapon and item categories are used to set them as unique equip items.
The exclusion list is global, config order doesn't matter in this case.
To give scatter to all grenades simply remove the weapon category filtering from the scatter config.
Guess I didn't. Did it now, thanks.
I did a similar thing a while back with my configs but didn't think to change the damage type.
I added the necessary config into *this* mod so that if you have my Weapon Skin Replacer mod, it will fix the Tier III Smoke Bomb item and weapon categories.
Not sure what you mean. If you want to give your Frost Grenades larger radius, you're welcome to do that. But it's not possible to make a grenade launcher give bonus radius only to frost grenades, it's not set up like that. It's global radius increase for all grenades launched through that launcher.
I don't believe grenade launchers have any business increasing grenade radius, so you're on your own there.
In that case, is there any easy way to have your changes to grenade launcher behaviour not apply to throwing grenades not effected by this mod (again, like the frost grenade)?
It's ok if there's not, but I'm gonna miss my 3x3 frost grenade AoE.
> Can we add custom grenades to the WeaponData config file on our own?
If you mean grenades from other mods, you don't need to add their config here. Just edit the config of that mod directly.
> how about in the case of an enemy like the Purifier, who uses the same incendiary grenade as XCOM
Naturally if an enemy uses the exact same grenade as XCOM, it will be affected. There is a mod that addresses the Purifier Grenade issue, though.
> enemies that’re normally immune to explosive damage will be affected by the initial blasts of acid, fire and gas grenades/bombs as well as their DoT effects?
That's the intent, though I can't think of any enemy that would immune to explosives other than Chosen with the right trait.
Right.
@Cato
This mod is a simple config change. I don't know what the mentioned LW perks do, but anything that works with base game config should work with this.
The only potential for conflict is with mods that attempt to make changes to the same config values.