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The most of your content is new, but the ability "FalconRounds" is in the game yet (even the related item is not in the game). The ability in your mod has the same (template) name and will override the base game ability. Do they nearly the same, so that i can override the base game functionality without changing gameplay?
AFAIK, mechanical units cannot be stunned.
Riot - RNG but strong. I think what makes it strong is it seems to be applicable to any enemy and the chance is absurdly high. Maybe nerf the chance slightly 40->35%. Or make its effect as widely applicable. Also consider giving it something that's non-RNG in addition to the RNG, so it can be more reliable.
Redscreen - I think this could use a slight buff (whether to damage or hack def or chance to shut down) because Bluescreen (kill robots/spectre/codex way faster)/Falcon (kill everything faster) are still way better than it. Also make it bypass shields like Bluescreen.
Acid - Balanced enough I think.
Dragon/Venom/Tracer/AP - Would be nice if they could be rebalanced to be competitive with the Cut Content Ammos.
Bluescreen - I personally nerf to +4 dmg. Arguably could be nerfed more (whether adding organic minus damage or reducing robotic damage further).
Quick review:
Falcon - Probably the strongest round overall simply because it does +2 dmg to any enemy (that also makes it the most boring or "dummy proof" round). I wonder if it's possible to nerf this round without making it too weak? Giving it only +1 instead of +2 dmg would definitely make it too weak.
Needle - Strong (but not too strong) and tactically interesting. I think no change needed here
Flechette - Weak. Base +2 dmg to organic + chance for more damage doesn't compare to Falcon +2 dmg to any type of enemy. I suggest buff base to +3 dmg (to organic).
I would just uninstall Corrosive Rounds instead (unless there's something special Corrosive Rounds can do that Acid Rounds can't)
Main reason here is because some mods like RPGO adds perks that makes certain effects stronger, like +1 dmg to fire attacks (which the character can equip dragon rounds to benefit from) or +1 dmg to acid attacks, so I'm curious if your acid round would work with 'em.
I think "Proving Ground Overhaul 2.0" supports this mod.
No. The description says "This mod adds 6 new ammo types to the game" rather than "This mod replaces the existing ammo types in the game"
Thank you for your Timely reply!
It doesn't look like that's possible without amending the code. There's nothing in the code specifying what to do with the new variable you've added into the .ini so it's not referenced and has no effect.
For example - could it be compatible with the mod [Ultimate Workshop Reloaded WOTC] which does this with the normal (non cut) ammo types?
I've been using that mod since it came out for the base game, and never had a crash I can attribute to it. How do you know it's what's causing your crashes?
I am able to get RiotRounds & AcidRounds in LWOTC (through Console Command). The FalconRound gives Shredder Round instead & Needle, Flechette & Redscreen Rounds give me the LWOTC version of the ammo. Any suggestions on how to override those with this mod? Thanks.
For example: it is redundant to add the "Redscreen Round" when the game already has a very similar Bluescreen Round.
having 5 of the same bullet type would not increase any stats
what would be useful for you would instead be a way to change ammo types, like how in classic XCOM you could have AP and HE rounds and you would just switch out the clip, although having infinite ammo (not a bottemless clip) in modern XCOM makes it slightly unbelievable you could have infinite ammo of 5 different types of ammo