XCOM 2
[WotC] RW Realistic One Use Grenades
31 条留言
Rasa 2022 年 11 月 13 日 下午 4:32 
aw, I assumed it would had affected the basic grenades and make them buildable
Loel Lyons 2022 年 1 月 22 日 上午 11:01 
does this apply to basic frag grenades?
Lebowskichild 2021 年 7 月 7 日 上午 3:04 
@krumiro are you no longer modding? If you are, would it be possible to make this beauty of a mod compatible with mods that edit vanilla grenades/add new grenades.

The type of mods I'm talking about would be such as [WOTC] Frost Munitions & [WOTC] Superior Explosives by Hotl3looded.
Red110 2021 年 4 月 25 日 上午 8:07 
@krumiro can you add config list for one use items, for example i want make rockets from rocket lauchers 2.0 one use.
Zigg Price 2020 年 5 月 4 日 下午 10:03 
Is there a way to turn off portions of this mod?

For instance, can I remove the change to Frost Grenade to make them infinite again? Or make it recoverable? I am not keen on just giving myself 99 of them. But I suppose that would be the work around.

Also, is it possible to remove the change to Deep Pockets or Heavy Ordnance? Looking through the comments, it looks like those changes can sometimes create weird bugs. So I would rather just try to avoid them.
ferrata_vi 2020 年 1 月 10 日 下午 3:13 
Seems to conflict with RPGO possibly - I have grenadiers who get a free grenade (frag for example), plus a grenade slot with a bonus use. Should have three frags to use for the mission but after they fire the first they are down an extra grenade, leaving me with one less than expected. Any guidance?
krumiro  [作者] 2019 年 1 月 1 日 上午 8:20 
Just uploaded an Update for better compatibility with RWNonInstantaneousConstructions... ;)
krumiro  [作者] 2018 年 9 月 7 日 下午 1:34 
Just uploaded an Update wich fixes a Bug which was preventing the FrostbombsInitiallyFoundAtScanningSiteOrInitiallyBuilt variable to work in WotC and therefore not allowing to initially achieve more than 1 irreplaceable 1-use Frostbomb... ;)
krumiro  [作者] 2018 年 3 月 1 日 下午 1:48 
Just uploaded an Update which fixes a Bug which was preventing in War of the Chosen to “double equip on Solider Inventory” (and therefore “double remove from Avenger Inventory”) 2 Battlescanners (and 2 Grenades for Grenadiers with DeepPockets/HeavyOrdnance Ability)… ;)
krumiro  [作者] 2018 年 2 月 11 日 下午 12:41 
Just uploaded an Update for improved mutual compatibility with "RW Realistic Non Instantaneous Constructions" making that Mini-Mod always selfinject "before" this one (making that Mini-Mod create construction times "before" this Mini-Mod decreases them)... ;)
PeaceMaker 2018 年 2 月 6 日 上午 5:58 
I always assumed they just made more for you back at base.
krumiro  [作者] 2018 年 2 月 4 日 上午 6:05 
Just uploaded an Update for compatibility with War of the Chosen... ;)
krumiro  [作者] 2017 年 9 月 18 日 下午 12:57 
Uploaded an Update for compatibility with future upcoming Mini-Mods... ;)
krumiro  [作者] 2017 年 9 月 5 日 上午 4:52 
Just Uplodaded an Update for better compatibility with RW Non-Infinite Constructions ;)
krumiro  [作者] 2017 年 9 月 4 日 下午 3:15 
Just Uploaded an Update correcting a Bug appearing sometimes when equipping double Battle Scanner. ;)
Sparrow 2017 年 9 月 3 日 上午 2:06 
Thanks for a great mod. Please let us know if/when it will become fully compatible with lw2.
krumiro  [作者] 2017 年 8 月 29 日 下午 5:59 
Uploaded an Update for compatibility with future upcoming Mini-Mods... ;)
krumiro  [作者] 2017 年 8 月 26 日 上午 1:47 
O_o
Tayron 2017 年 8 月 25 日 下午 10:43 
does this work with medkits
slovejoy1269 2017 年 8 月 24 日 上午 6:04 
I have a correction that I need to make. It is the "More Perks" mod.
slovejoy1269 2017 年 8 月 24 日 上午 5:59 
thanks for the heads-up. Still love the theme of your mods. Believeability is something I can appreciate. Keep up the good work. And yes, now that you've named it, it the Perks Pack.
krumiro  [作者] 2017 年 8 月 24 日 上午 5:53 
I have the impression you are then taking about extra Grenades per Slot given by Abilities not from Standard-XCOM2 but from other Mods (Perk Pack?). Then it seems that this is a compatibility issue with Perk Pack because I didn't know that it had Abilities giving extra Grenades. I only programmed compatibility for the Default-XCOM2 HeavyOrdnance Ability and Battlescanners.

The day when I will start my first LongWar2 Campaign (which has Perk Pack included) I will certainly make this Mod compatible to those extra Grenades Abilities... but for now free-time is limited and I only have time to program changes that I personally want/need to use in the immediate future in my own 15min/day Campaign...

but... if enough people "votes" for it... I may push this compatibility-fix up into my daily free-time priorities-list... ;)
slovejoy1269 2017 年 8 月 24 日 上午 5:35 
@krumiro Thanks for the update. Yeah, had my grenadiers specced-out with double grenades using the "Heavy Ordinance" and "Full Kit" selections. I am also using a mod that allows me to select the ability I don't want (thereby, choosing the two I do want to keep). I cannot recall the name as of yet, but I will look it up.
krumiro  [作者] 2017 年 8 月 23 日 上午 4:27 
Just pushed an update that now makes this Mini-Mod self-activate also as soon as you load a saved-game in the tactical battlefield and not just loading a saved-game in the strategic base-ship as before. Sorry, I just realised this now... ;)...
krumiro  [作者] 2017 年 8 月 22 日 下午 12:56 
@slovejoy1269 I made a few tests and everything seems to work fine...

Your XCOM2 "shows" 2x grenades per slot? XCOM2 always "shows" 1 Grenade per Slot and even for the cases of Heavy Ordnance Ability and of Battlescanners... I don't understand your described issue, could you explain again with more detail please?

The only case in which XCOM2 allows 2 Grenades per slot is with (any Grenade in) the Grenade Slot of a Grenadier/Gunner with the "Heavy Ordnance" Ability (in XCOM1 it was called "Deep Pockets" Ability) and with the Battlescanner (in any Slot)... in any other case XCOM2 only allows 1 Grenade per Slot. I retested now both cases and it seem to work as intended with this Mini-Mod...
slovejoy1269 2017 年 8 月 22 日 上午 10:36 
I am experiencing an issue with this mod and disabled it. While the game shows 2x grenades per slot, I only get to use each slot once for the whole mission.
space is cool 2017 年 8 月 21 日 上午 11:04 
Loool now for the unlimited reloads! xDDD
krumiro  [作者] 2017 年 8 月 20 日 下午 1:52 
Just uploaded an update for compatibility with Proximity Mines and with Grenades from other Mods... ;)
krumiro  [作者] 2017 年 8 月 20 日 下午 1:51 
thanks!
mmmh... doesn't convince me... I wouldn't personally use it...
slovejoy1269 2017 年 8 月 19 日 下午 1:39 
@krumiro, great work! Believable, but not crippling. I do like @thinkbomb's thoughts on the subject... Initial cost for set up plus low cost for reproduction. Your thougts, sir?
thinkbomb 2017 年 8 月 18 日 上午 8:34 
a) good design on this one
b) possible alt would be treating the grenades as "supply lines". Meaning that when you invest in the grenade you're setting up the costs needed to keep a soldier equipped in the field (i mean, they cost half as much as a building facility in vanilla).
- what this approach would fix is "this soldier has been chucking mimmics all campaign, but now that they're dead and not retrieved nobody else can toss mimmic beacons" nonsense
- so dead soldiers don't equal lost equipment
- obviously, the trade off might be higher cost for balance
- same could apply for special munitions (Which i found super odd).

just my two cents