XCOM 2
Technical Heavy Weapon Reload
42 条留言
eastpaw 2022 年 6 月 30 日 下午 1:32 
Just tested twice with [WOTC] LW2 Classes and Perks and both times the game completely refused to start.
leopagne 2022 年 1 月 1 日 下午 5:28 
Will this work with [WOTC] LW2 Classes and Perks?
Adam Jensen 007 2020 年 3 月 4 日 下午 7:43 
is this on WOTC?
Terabix  [作者] 2018 年 8 月 28 日 上午 7:30 
Yes, I programmed it so the EXO/WAR suit bonuses ups the reload limit
What's An Airport? 2018 年 8 月 27 日 下午 5:23 
So if your technical operator is using an EXO/WAR suit, can they reload the second rocket / fourth flamer or can they only reload the original rocket / 2 flamers?
Om3ga-Z3ro 2017 年 11 月 30 日 下午 2:00 
Sweet, thank you for the help, this helped me a lot.
Terabix  [作者] 2017 年 11 月 30 日 下午 1:45 
Whichever slot had Fire and Steel, since you're replacing that ability specifically.
Om3ga-Z3ro 2017 年 11 月 30 日 下午 1:24 
Oh that's handy, last question: which skill slot, in the ClassData file?
Terabix  [作者] 2017 年 11 月 30 日 下午 12:26 
If you're creating it from scratch, just add "AutoloaderArmaments" to a skill slot. Doesn't need to be applied to an inventory slot.
Om3ga-Z3ro 2017 年 11 月 30 日 上午 11:51 
Really? Well that makes things simple to one problem but how can I give the class the Autoloader Armament perk?
Terabix  [作者] 2017 年 11 月 30 日 上午 11:47 
The mod adds the reload ability to the gauntlet itself. As long as you're using the gauntlet you should have the ability to reload your heavy weapons.
Om3ga-Z3ro 2017 年 11 月 30 日 上午 11:38 
I am trying to create my own class called an Advent Traitor, basically it has a tree that focuses on the Technicals rockets but I want it to work with this mod so the class can also reload its heavy weapons.
Terabix  [作者] 2017 年 11 月 30 日 上午 10:39 
@Om3ga-Z3ro

Autoloader armaments is coded as a purepassive. First you need this mod installed. Second there might be an issue where classes in LW2 have unix line breaks. That's why this mod has a .uc code skill insertion extension that inserts the code into the technical class. If you're using that method it won't work since the extension is hardcoded to hit the Technical class. I can point you in the right direction if you can show me exactly what you're doing.
Om3ga-Z3ro 2017 年 11 月 29 日 上午 11:41 
This is an awesome mod, I am trying to create my own type of class that uses a Technical's Gauntlet and wondering how I can change the Fire and Steel into that Autoreloader Armaments, when I tried it, it still says Fire and Steel. Care to help?
shiremct 2017 年 8 月 2 日 下午 1:16 
You should consider adding charges and a charge cost to the reload ability as a way to sort of visualize the countdown until the reload is completed.

Just add charges to the reload ability equal to the unit values being set (and reset them once a reload is complete) and add a charge cost of 1 to the reload ability.
Saphy Taff 2017 年 7 月 29 日 下午 8:11 
Hey, great, thanks! Will test it asap!
Terabix  [作者] 2017 年 7 月 29 日 下午 6:57 
@everyone I just rolled out a fix for the after-first-reload issue. It had to do with the class with the config variables never being initialized. I tested it and it should work.
Saphy Taff 2017 年 7 月 29 日 下午 5:21 
Hey there, I had the same issue as Noobih on a new campaign. I love your mod, thanks for your work!
Noobih 2017 年 7 月 29 日 下午 4:49 
Nope, just the basic one, I'm on a brand new campaign.
Terabix  [作者] 2017 年 7 月 29 日 下午 3:04 
@Noobih @Treesurfer were you using a tier 3 blaster gauntlet?
Terabix  [作者] 2017 年 7 月 29 日 下午 3:00 
@Noobih I will investigate. Give me some time.
Noobih 2017 年 7 月 29 日 下午 2:24 
I had the same experience. After the first extra rocket I spammed the reload at least 5 or 6 times and nothing happened.
Terabix  [作者] 2017 年 7 月 29 日 上午 10:16 
@Treesurfer how many times did you activate the reload button? If you only activated it once then that's intended behavior; its supposed to take three (default) reloads to acquire a new rocket.
Treesurfer 2017 年 7 月 29 日 上午 8:45 
I love this mod, but it only seems to work once. My techs will get one extra rocket per mission. After that, the "reload" option is there, but it doesn't matter how many times I click it there will never be another rocket for them to use. Any idea why this could be happening? (It's still really useful... even that one extra use makes them a much more viable class).
Alexandr 2017 年 7 月 24 日 下午 2:29 
By the way, excellent mod, loving it thus far!
Rachel_Wulf 2017 年 7 月 24 日 上午 1:32 
Nevermind, i don't know what went wrong, but i just had to disable and re-enable the mod again.
Rachel_Wulf 2017 年 7 月 23 日 下午 11:18 
Does this work on a campaign in progress, or would i need to start a new campaign?
Terabix  [作者] 2017 年 7 月 23 日 下午 9:22 
@shiremct Unix line breaks. Who knew. Any vanilla project that affects ini settings will not work with LW2. You have to mod the data indirectly via .uc code.
shiremct 2017 年 7 月 23 日 下午 8:49 
Congrats on the release. Glad you got the config issues sorted out!
Garr Incorporated 2017 年 7 月 23 日 上午 12:16 
Good. That's all I wanted to know. Thanks!
Terabix  [作者] 2017 年 7 月 22 日 下午 10:25 
@Garr Incorporated unless you comment out the .ini line that replaces Fire and Steel with Autoloader Armaments, Fire and Steel will be replaced, they'll have Autoloader Armaments instead.
d_valroth 2017 年 7 月 22 日 下午 7:13 
You should keep Fire and Steel. You might also get a free choice of one of the other perks at that rank.
Garr Incorporated 2017 年 7 月 22 日 下午 2:57 
How will this mod affect the ongoing campaign, if I happen to have Fire and Steel on one of my Technicals?
Garr Incorporated 2017 年 7 月 22 日 下午 2:56 
Holy cow this is grand!
Pokefire 2017 年 7 月 22 日 下午 2:38 
Thank goodness that this mod exists, that way the technical soldiers will have more use on the battlefield, thanks for creating this mod!
potential energy nonbeliever 2017 年 7 月 22 日 上午 10:00 
UPDATE: Nevermind.
potential energy nonbeliever 2017 年 7 月 22 日 上午 9:53 
Can we get a version of this for the Juggernaut in the Shadow Ops pack?
Terabix  [作者] 2017 年 7 月 22 日 上午 9:49 
@Belhedler To answer your second question first, rockets are turn ending without Salvo, flamethrowers are turn-ending period. With Salvo and Shock&Awe you could theoretically fire a double-rocket barrage on one turn, then with Autoloader Armaments spend two turns reloading back to full.

Since you're the second person to recommend a cap to prevent cheese I'll consider moving implemenation of a charge-based reload cap higher up in my list.
Belhedler 2017 年 7 月 22 日 上午 8:07 
Great idea, and much needed with the changes in pod management of latest versions, but I suggest a customizable cap to the ability too to not overuse it. Especially, what will happen with a heavy armor? Does that basically grant a heavy attack every turn if not moving?
teh1archon 2017 年 7 月 22 日 上午 7:26 
Fantastic.
Terabix  [作者] 2017 年 7 月 21 日 下午 8:59 
@VertigoJockey follow my workshop profile and check back in a week or so.
VertigoJockey 2017 年 7 月 21 日 下午 8:54 
Will we get a 'Reload sawn off shotgun' mod?