XCOM 2
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Buildable Ammo
 
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0.204 MB
Apr 29 @ 8:54pm
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Buildable Ammo

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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.
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5 Comments
Rest In Peace Aug 4 @ 5:56am 
Just a suggestion... why not make it so that when you build an experiment ammo project and got the ammo for the first time. Said ammo would then appeared in the foundry. Think of it logically, the engineer would have to play around with a lot of materials so they would found the formula at random and have to keep record of it in order to reproduce the same ammo if need be. It is more lore-friendly and made sense in my mind. Just a suggestion, great mod anyway! thanks!
GnaReffotsirk May 2 @ 3:16am 
nice
Out-There Dave Apr 30 @ 9:15am 
Thanks for this!
JM001  [author] Apr 30 @ 6:40am 
@SkySpirit I am looking into that actually. I just need to see how I would go about referencing the item templates for the cut content ammo. Once I figure that out I should be able to include it. I'll have to download that mod and look at the code.
SkySpirit Apr 30 @ 5:57am 
Compability with CutContentAmmo ?