XCOM 2
New Weapon Range Tables WOTC + LWOTC
288 comentarii
ZJwh5S 21 apr. la 23:32 
Is it possible to expose to config all the range tables by tier (i.e. conventional, magnetic, beam)? One problem with this mod is that you lose the ability to assign weapon ranges based on tier.
[Dragunov37] 12 ian. 2023 la 4:29 
Can you add the original Weapon Range Tables WOTC? I don't understand what would be better.
rer1rer1 6 apr. 2022 la 16:49 
@ADVENT Avenger - I am playing LWOTC and there is a problem with LMGs, as they are using standard LWOTC tables. Rest of the weapons work properly with new range tables.
ironboy32 5 apr. 2022 la 9:00 
also @Advent Avenger any cover mod that you know for sure is compatible?
ironboy32 5 apr. 2022 la 8:57 
wait this is compatible with the 5TWO?
sluggiez 15 apr. 2021 la 16:55 
oh hey I' mvery stupid, could I ask what exactly this does? im a little confused
123nick 21 mart. 2021 la 0:33 
Will this support Kirukas ABBA for LWOTC?
Rikimaru 28 febr. 2021 la 4:36 
Thanks for the recommendation!
I went a bit less with the values but I also got Extra HP for everyone (I think it's called).
Think I've balanced my game while still making it Legendary tough. And I get to keep your mod too :steamthumbsup:
Juravis  [autor] 26 febr. 2021 la 10:05 
Use a cover increaser i suggest 60 40
Rikimaru 26 febr. 2021 la 8:42 
Well to answer myself for anyone else who wonders here,
I'd say it is more realistic, longer ranger battles, which is cool. But a lot harder.

Advent are nailing my guys in full cover a lot more often. The stormtrooper aim for early enemies is gone.
I've had more deaths behind full cover in the past few hours than I have in my 700 hours haha

Trying to play legendary no deaths is near impossible now and unfortunately for me, that's how I prefer to play. :hunted:
Rikimaru 26 febr. 2021 la 6:18 
So those that use this: Is the game harder? More realistic?
I'm gonna give it a go later, but I play on legendary. I'd appreciate reading some opinions :steamthumbsup:
Flamingcheesepie 8 ian. 2021 la 14:01 
Yes, it looks good
Juravis  [autor] 6 ian. 2021 la 19:56 
Can you confirm it looks ok in game? You can test by checking point blank bonuses
Flamingcheesepie 6 ian. 2021 la 19:44 
Thanks!
Juravis  [autor] 6 ian. 2021 la 8:44 
It's up now.
Juravis  [autor] 5 ian. 2021 la 10:47 
Will do. Remind me if its not done tomorrow
Flamingcheesepie 5 ian. 2021 la 9:14 
VektorRifle_LS
VektorRifle_CG
Bullpup_LS
Bullpup_CG
SparkRifle_LS
SparkRifle_CG

Could I also ask for Chosen Hero Weapons?

SparkRifle_Chosen
ChosenSMG_XCOM (Bullpup)
ChosenVektorRifle_XCOM
Juravis  [autor] 4 ian. 2021 la 13:57 
Also I can tie his new guns to a table found here. Sawed off to shotguns, etc. as required, just provide what gun gets what table.
Juravis  [autor] 4 ian. 2021 la 13:51 
I need all the template names he will use. Make me a shortlist and its done.
Flamingcheesepie 4 ian. 2021 la 8:15 
Could I ask you to preemptively add support for Iridar's Coil and Laser weapons? He's making Coil and Laser bullpups, vektor rifles, and spark rifles. (Also Artillery Cannons, Sawed Offs, and Autopistols, but those aren't affected by this mod so they don't matter). From what I've seen he's following vanilla/LW naming conventions, so the laser bullpup is Bullpup_LS.
Juravis  [autor] 30 dec. 2020 la 7:31 
Squad sight starts at tile 18
BlazinHothead 30 dec. 2020 la 2:08 
If I wanted to give Sniper Rifles a bonus at long range then I should do the following edits?

NWRT_SNIPER_RANGE[8] = 0
NWRT_SNIPER_RANGE[9] = 0
NWRT_SNIPER_RANGE[10] = 4
NWRT_SNIPER_RANGE[11] = 8
NWRT_SNIPER_RANGE[12] = 16
NWRT_SNIPER_RANGE[13] = 24
NWRT_SNIPER_RANGE[14] = 32
NWRT_SNIPER_RANGE[15] = 40
NWRT_SNIPER_RANGE[16] = 40
NWRT_SNIPER_RANGE[17] = 40

Also, how long is the range for a sniper with squadsight?
Thalioden 22 dec. 2020 la 9:48 
Thank you for your quick help.
Juravis  [autor] 22 dec. 2020 la 9:43 
Also this mod doesnt affect Autopistols as they are not in the base game so its compatible.
Juravis  [autor] 22 dec. 2020 la 9:42 
No no no doing that will make all pistols have +0 to everything.
Thalioden 22 dec. 2020 la 9:31 
Thanks. I think I understand what you are saying.

On another note, if I comment out the pistol range tables in this mod (e.g. for compatibility with Autopistol Overhaul ), will that make this mod not change pistols? Or will that cause a problem because this mod would be looking for a configuration that I removed from the file?
Juravis  [autor] 20 dec. 2020 la 12:12 
If you dont think they mesh well, dont use one or the other. If they have different ranges and stats, just making them compatible would not fit well with the other modder's philosophy. It can be done, but it wont work as well as youd think i believe. I need the weapon templates and their tables and i can make the changes if you still require it.
Thalioden 20 dec. 2020 la 10:21 
When you have a moment, would you please consider adding support for Additional Weapon Pack ? It's not merely a cosmetic pack. The weapons are intended to have slightly different ranges and attributes from the base game counterparts. I just don't think the ranges provided by Additional Weapon Pack necessarily mesh well with this fantastic mod. Thanks in advance for your consideration.
Juravis  [autor] 18 nov. 2020 la 21:32 
Your templates are now up, unsub/resub to force refresh
Flamingcheesepie 18 nov. 2020 la 15:01 
Actually, could I ask you to add some guns? The Mercenary Plasma ones specifically, template names

AssaultRifle_MercPlasma
Pistol_MercPlasma
Cannon_MercPlasma
Shotgun_MercPlasma
Sniper_MercPlasma
SparkGun_MercPlasma
Bullpup_MercPlasma
VektorRifle_MercPlasma
Sidearm_MercPlasma
Flamingcheesepie 17 nov. 2020 la 21:19 
Yes, I meant the first, thanks!
Juravis  [autor] 17 nov. 2020 la 21:12 
If you mean if you copy the table for a different gun no it wont you need to give me the gun you want to add a table to.
Juravis  [autor] 17 nov. 2020 la 21:11 
If you mean values farther yes it would work. The table uses the farthest one when it stops for all ramges beyond that.
Flamingcheesepie 17 nov. 2020 la 21:06 
If I manually added range table values for a gun such as the sniper, would that work? That is, if I copied NWRT_SNIPER_RANGE[26] = 3, and so on and so forth, would that function?
Juravis  [autor] 20 oct. 2020 la 15:58 
The values are not going to change.
ZJwh5S 20 oct. 2020 la 14:51 
I know I can change the values. But just wanted to provide feedback on what I thought of the default values so you can improve them if you want.
Juravis  [autor] 20 oct. 2020 la 14:46 
You can change the table in the ini file of this mod no need to write an essay put the values you want
ZJwh5S 20 oct. 2020 la 14:32 
(1000 max char limit so I split up my comment)

The other issue I think is that all weapons seem to drop off (i.e. penalized) too quickly, which doesn't seem too realistic. Seen shotguns at 0% to-hit way too often. Even rifles drop off too quickly. All engagement ranges in the game would actually be CQB range in real life. So the max penalty on all weapons really shouldn't be as high as you placed them.
ZJwh5S 20 oct. 2020 la 14:32 
Thanks for this mod, especially since I couldn't really find another one like it (i.e. one for modifying weapon range tables). Searched for a mod that modified weapon range tables because it always bothered me that Advent doesn't get range penalties/bonuses based on range. But with this mod, they do now.

With that said, I don't really agree with your default values. I find that while you giving each weapon a "sweet spot" can be more interesting in terms of gameplay, it's problematic because it's:

1. Not intuitive/logical. Closer should be more accurate for any weapon.
2. You have to remember sweet spots for every type of weapon as you can't reference them in-game.
nobubblegums 5 iul. 2020 la 17:46 
Thanks for updates
Juravis  [autor] 5 iul. 2020 la 13:25 
You cannot assign a weapon template via script or i wouldnt have made this mod in the first place.
General Disarray 5 iul. 2020 la 12:34 
Sorry if I am mistaken, but would it not be simple to open up the weapon templates to config (instead of adding them in the script)? Would mean you won't have to update the mod every time some new weapon templates pop up
Malek Deneith 5 iul. 2020 la 11:42 
Awesome, thank you.
Juravis  [autor] 5 iul. 2020 la 11:39 
There were no errors. Support is up.
Juravis  [autor] 5 iul. 2020 la 11:38 
I will give them SMG as the devs intended. I'm not embarking on a discussion on that one like my old self, i'll just accept whatever's given.
Malek Deneith 5 iul. 2020 la 10:32 
As a sidenote one of LWotC devs on their discord channel mentioned that LWotC drones apparently use SMG table for range, not Rifle like I put them down as on the list. So whoops, me bad on that one.
Malek Deneith 5 iul. 2020 la 10:00 
Done. Fingers crossed that I didn't botch a copy-paste anywhere, but it doesn't seem so at a glance: https://pastebin.com/CPbePzBQ
Juravis  [autor] 5 iul. 2020 la 9:20 
Malek if you format the list yourself i will paste it directly into this mod. Just use my own mod's code and copy paste it a couple times and change the template names and table. I'll just update it.
Juravis  [autor] 5 iul. 2020 la 9:15 
LWOTC is in. Mod renamed, you will get a warning when loading just check the mod's name back to enabled and off you go.
Malek Deneith 5 iul. 2020 la 7:54 
So, uh, spurred on by the work on LWotC list I decided to also sift through a bunch of raider faction mods I have earmarked for a future playthrough. It ended up being... a lot to be honest, more than I expected. It'd be great if you can put those in too, but I'll perfectly understand if you tell me you won't be doing these. Pastebin with list here: https://pastebin.com/VnNCePVf