[WotC] RW Realistic Capacitor Discharge and Bombard

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Author: krumiro

Last revision: 6 Jan, 2020 at 01:28 UTC (3)

File size: 185.34 KB

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Description:

;My Electrical Damage caused by Capacitor Discharge and Bombard doesn’t absurdly get reduced by Armor but instead it realistically ignores Armor exactly like for Combat Protocol and my Electrical Damage caused by Bombard isn’t absurdly identical for any target but instead it has a Damage Bonus against Robotic Units exactly like for Combat Protocol and Capacitor Discharge, yours?

;Donations: paypal.me/krumiro

;FIXING BOMBARD
;Analysing the code it seems obvious to me that Firaxis wanted to conceptualise Bombard Ability as "giving a free grenade to the Sparks" (Explosion Damage instead of Electric Damage, No Robotic/Organic Damage Difference, Random Damage Range of 1, Tier 1 Damage = 3/4, Tier 2 Damage = 5/6,… All characteristics identical to Grenades) but if that was their intention then they have forgotten the Armor Shredding characteristic but apart from that it doesn’t feel realistic to me as a grenade anyway because the BIT isn’t destroyed during the Ability (showing instead an Electric visual effect) and it actually can even function perfectly afterwards (throwing even rockets) and therefore it feels to me more realistic to give Bit’s Bombard the same characteristics of Gremlin’s Capacitor Discharge… šŸ˜‰

;FIXING CAPACITOR DISCHARGE
;Capacitor Discharge being absorbed by Armor was instead obviously an unintentional Firaxis Bug.

;FIXING WHIPLASH
;I later also noticed that Skirmishers’ Electrical Whiplash being absorbed by Armor was also instead obviously an unintentional Firaxis Bug.

;FIXING COMBAT PROTOCOL ON "HACKED" MECHS
;I later also noticed that Hacked Advent Mechs didn’t receive the Extra Robotic Damage of Capacitor Discharge (as they do when they are not hacked)… obviously a developer Bug… Fixed! now you can crispy fry those Hacked Mechs right before the turn in which they regain control of themselves (Mech Hack last 3 turns and Heavy Mech Hack lasts 2 turns)… šŸ˜‰

;CHANGE TO THE DESIRED VALUES IN THE .INI FILE:
CapacitorDischargeAndBombardIgnoreArmor = true
SkirmisherElectricalWhiplashIgnoresArmor = true
BombardDamageAgainstRoboticIsBombardDamageAgainstOrganicMultipliedBy = 1.5
;Capacitor Discharge Ability increases by 50% and therefore I find appropriate to choose the same increase for Bombard Ability

BombardDoesntCauseEnviromentalDamageLikeGrenades = true
ReduceBombardOrganicDamageBy1HP = true
;To preserve the Original Difficulty Balance originally intended by Firaxis I consider appropriate to compensate the Armor-Ignoring Bonus and Robotic-Damage Bonus by removing the Environmental Damage (Capacitor Discharge doesn’t have it either) and by reducing the Organic-Damage by 1HP (The original Damage being for the 3 Tiers: 3/4, 5/6, 7/8) "before" applying this mod’s multiplier for Robotic-Damage.

GiveToBombardAlsoARandomDamageRangeAsWideAsThatOfCapacitorDischarge = true
;Capacitor Discharge has a Random Damage Range of 3 while Bombard of only 1… It didn’t seem coherent to me…

;CLASS OVERRIDES:
;Not a single one.

;INCOMPATIBYLITY LIST
;Please help me to update this list

DONATIONS
Are you so full of gratitude for this Mini-Mod that you will just explode if you don’t offer me a beer?
Need me to add an option you like?
Want to help to keep this mod ā€œsurvivingā€ XCom updates?
You’d like me to make it compatible with your favourite Mod?
Seen a bug and want to help me find the time to squash it?
XCom Modding is fun but doesn’t pay the rent and free time is limited… Donations are NOT mandatory but if you want to "motivate" me to escalate this mod maintenance (or your suggested idea) higher on my free-time priority list… here is the Paypal link and I’ll have a beer (or maybe lunch) in your honour. šŸ˜‰
https://www.paypal.me/krumiro

DETECT CLASS OVERRIDES CONFLICTS BETWEEN MODS
Simply make a quick Harddrive Search for ā€œ+ModClassOverrides=(BaseGameClass=ā€œ
The results will show all the XComEngine.ini files of Mods that make Overrides. Check if any of those files have the same Class name after the ā€œ=ā€œ and kindly ask the Modders to try to avoid that override or cooperate with each other. When 2 mods override the same class the game gets HORRIBLY VERY SLOW and only 1 of the 2 Mods works (randomly).

BIRTH OF ā€œREALISTIC WARā€ COLLECTION
(ALSO KNOWN AS THE ā€œMINE YOURSā€ COLLECTION šŸ˜‰ )
Long story short: One Megamod that rules them all… ā€œMutilatedā€ into tiny little self-functioning Mini-mods šŸ˜‰
Short story long: I always wanted to publish my millionaire Smartphone App super-idea but totally forgot how to program from my first University years. I tried to relearn with Youtube channels and online Tutorials but got bored to death after a week. One day, playing my favorite game ever (and the only one I have the luxury to have time to play) I asked the author of my favourite Mod to please apply a tiny little idea on his Mod for me. No answer… I got struck by the brilliant idea: relearn programming by making your only stress-release game more fun and the way I wished it to be!!! Modding was love at first sight. Not only I didn’t get bored relearning to program from zero, but I actually have became so enthusiast and obsessed by the constant intellectual challenge that it now keeps me literally hypnotised for hours, days, weeks, months… I now have 10 times more fun by reprogramming my only game than playing it! How crazy! Solving programming puzzles turned out to be for me much more fun than solving this strategy-game puzzles themselves! My first XCOM Modification starting from 0 took ages… literally weeks: to interpret the code of other Mods achieving a similar result and to understand what I needed to change (no need of reinventing the wheel, right?), to understand that it wasn’t enough to naively just ā€œpaste/editā€ text inside someone else’s Mod files but that I also had to ā€œrebuild the solutionā€ with a ā€œsolution builderā€, to discover Modbuddy, to find a way to run XCOM Development Kit on a Mac, to find a way to shrink it from 60GB to 2GB ā€˜cause I had only 8GB available (deleting the graphic/sound content), etc… But the gratification and earned experience was way worth it once finished. Then each next Modification, like a university exercise, once solved made me realise that I learned 1 or 2 new important tricks that allowed me to program the next one. An so on, modification after the next I completely changed XCom exactly the way I always wanted it with a SINGLE HUGE MEGAMOD that puts its hands everywhere in the game. Now, I can’t give you the Megamod because it has way too many modifications at once for another single person to have the chance to like them all (and God knows which other Mods it isn’t compatible with). Now I’m simply multitasking between making additional modifications (the hardest ones, now that I have the skill) and simultaneously ā€œmutilatingā€ the Megamod into tiny little self-functioning mods (dozens and dozens of them!!) to share with you guys… but mainly because the mutilation process is an additional superfun and challenging programming exercise (even making these stupid Mod Preview Images. Until yesterday I didn’t know how give a transparent background to pasted images) that pushes my skills every day one step closer to my future millionaire supersuccessful Smartphone App. Wish me luck! šŸ˜‰

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