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XCOMUFO & Xenocide

Add Variety.


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One thing I never liked in the original game was that there was so little variety in the weapons. The Rocket launcher/Heavy Cannon/Auto Cannon each had three ammo types meaning that the three weapons were essentially nine weapons. Add in the pistol and rifle, you have 11 such weapons. then you have a choice between laser and plasma weapons. What I would propose is adding more variety to the mid range weapons.

 

Earth weapons.

 

Eliminate laser weapons in favour of true gauss weapons (projectile weapons propelled by magnetism)

 

The Rail Pistol would be identical to the laser rifle except it would require ammuniton.

 

The Rail rifle would have three ammo types. Convetional AP, frangible (lower armour penetration, but much higher health damage - good against sectoids) and tracer (sets wooden strcutures or dry grass on fire)

 

The Heavy Railgun would have both AP and frangible ammo, but would have the more conventional HE and Icendieary ammo.

 

The Rail Cannon would be a very accurate and powerful weapon restricted to aimed shots using the same four ammo types.

 

 

Add a "full-auto" to the rifle, autocannon, and Rail rifle, and Heavy railgun. This would fire ten very innacurate shots, blanketing an area rather than a controlled burst at a single target. In this scenario, the secondary ammo for the autocannon would become much more useful for causing very large fires instead of small areas.

 

Alien weapons:

 

Add a chance for Plasma weapons to ignite some strucutres.

Add full auto to plasma rifle and Heavy Plasma. Add a Plasma sniper rifle similar to the Rail cannon.

 

Add an explosive ammo for the Small Launcher.

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...And a massive stun round for the blaster launcher. :)

 

I'm rather against elimating laser weapons. However, maybe Guass weapons can be a result of researching both laser and plasma? (Laser pistol tech + plasma pistol tech = rail pistol tech, etc)

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...And a massive stun round for the blaster launcher. :)

 

I'm rather against elimating laser weapons. However, maybe Guass weapons can be a result of researching both laser and plasma? (Laser pistol tech + plasma pistol tech = rail pistol tech, etc)

Gents, Xenocide is being designed so that it's easily to mod. So, if you want to add a new weapon, then the basic steps are.

1. Add a new entry to items.xml. (Clone one of the existing weapon entries, and change the details.)

2. Add the weapon to the tech tree by adding an entry to research.xml.

3. Add an xnet entry (to xnet.xml)

4. Get a 3D graphic for the item, and add to graphics.xml

5. Update the appropriate language.xml file with the name of the item.

 

And you're done.

Of course, this assumes your new weapon behaves in a similar manner to the weapon you've cloned. If you want new behavior (e.g. A self targeting fire and forget blaster bomb, or a remote detonated directional mine) you'll need to make code changes.

Also, at the current point in time, you can't just add items to items.xml. I need to update the parser to handle new types. It's on my todo list, but I haven't done it yet.

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