[WotC] RW Realistic Hunter Axe

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Author: krumiro

Last revision: 18 Nov, 2019 at 20:36 UTC

File size: 312.32 KB

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Description:

[RWRealisticHunterAxe.RWRealisticHunterAxe]
;My Axe, once thrown, doesn’t "magically" reappear on the Soldier once he’s back at the Base (flying back like Thor’s Hammer???) but is realistically lost if not recovered from the floor (but if recovered it then can immediately be thrown again, why not?) and my Rangers are not absurdly incapable of throwing also their second Axe (but they obviously can’t melee-attack until they have 1 back) and they don’t magically stop time when throwing but realistically need 1 Action Point of time to grab/aim/throw (and it ends their Turn as any other attack), yours?

;Donations: paypal.me/krumiro

;YOU CAN CHANGE TO YOUR DESIRED VALUES IN THE .INI FILE
BothEquippedAxesCanBeThrownButMustAfterBePickedUpNotToBeLost = true
ThrowingAxeNeedsOneActionPoint = true
ThrowingAxeEndsTheSoldierTurn = true
ThrowingAxeCoolDownTurns = 0
HunterAxesInitiallyFoundAtScanningSiteOrInitiallyBuilt = 3

PICK’EM UP!
;Yes! This Mini-Mod does exactly the same (plus something more) that "RW One-Use Grenades" does for the other "non-explosive throwables" (Mimic Beacons and Battle Scanners): Once thrown it will appear as loot (with no timer) at the landing position. You want your Axe(/BattleScanner/MimicBeacon) back after throwing it? Then go there to friking pick it up as normal people do instead of expecting it to magically reappear at the Base… 😉 Any of your Soldiers can obviously pick’em up as loot, but if it is your Axe Renger to recover it from the landing position, then it will be immediately reequipped on his shoulder ready to be used again… but they can also be recovered by winning the mission "securing the area" (therefore by "not evacuating" abandoning them behind on the floor). In fact, these Axe modifications were initially all included in RW One-Use Grenades as one single Mini-Mod but I then decided to separate them into 2 different Mini-Mods for complexity reasons (didn’t want to confuse you guys by throwing too many options to your face with one single Mini-Mod ;)…), for debugging reasons (since Hunter Axes involve some extra modifications than BattleScanner/MimicBeacon/Grenades, it’s easier to identify/correct bugs separately) and, why not, also for syntactic reasons of the Title (Axes are not exactly non-explosive grenades)…

;EQUIPPED IN "DOUBLES"
;Exactly as RW Realistic One-Use Grenades does for double grenades of HeavyOrdnance Grenadiers and double BattleScanners, this Mini-Mod takes double equipped Axes into consideration: if you equip the Hunter’s Axe (like a Battlescanner or a Grenade in the GrenadeSlot of a HeavyOrdnance Grenadier) then 2 of them will disappear from the Head Quarters inventory and 2 will appear inside the Soldier’s slot (even though his slot only shows one despite having 2 on his shoulders). If you only have 1 Axe left to equip then only 1 will appear on the Soldier’s shoulder. When the Soldier comes back from battle alive and you "unequip" the Axe from its slot, then in the Head Quarters inventory will be added "only the amount of Axes that you have not lost in battle" (2 or 1). If the soldier had lost both then there will obviously be nothing to unequip since that slot (and his shoulders) will show as empty. 😉

;DIFFICULTY BALANCE
;Losing them if abandoned on the battlefield and throwing during 1 Action Point of time makes them more realistic (and ending the Soldier’s Turn makes them more coherent with any other offensive action) but, in order to preserve the difficulty balance originally intended by Firaxis, these disadvantages had to be compensated somehow… It felt like not only as an appropriate balance but also as a very realistic one to allow to throw both axes and to throw again the recovered ones (although no Melee attack when with no Axes, as is natural to expect)… This way you may throw both AND pick up and rethrow them BUT at your own risk! now you can’t simply "throw and run" anymore (to the extraction zone) but: throw ending your Soldier’s Turn, then have the guts to walk in front of the raging wounded Berserker (with no melee attack), then "Excuse me… ehm… this Axe… ehm… it’s mine… it’s a rare collectible, you know… they don’t make it any more… ehm.. if you don’t mind… I’ll pick it up… thanks.. 😉 bye… ehm.. now I’ll go to hide behind that tree if you don’t min..ghhacckkktt (sound of his skull being handcrashed)"… Losing an Axe because it wasn’t worth (or totally impossible) to pick it back up is MUCH MORE common than you might expect and that is why I added the additional balance advantage of finding more than 2 initial Axes… 😉
;To choose the appropirate number of irreplaceable Axes initially available just ask yourself: "Without this Mod how many times did I usually throw the Hunter Axe before losing it by Soldier death?". Personally:
; 4-1=3 Axes (minus 1 now recoverable from the floor)
;If the previous solution isn’t enough for you to restore the Difficulty Balance originally intended by Firaxis, then add some Cool Down Turns as well… 😉 Personally: I don’t. Losing Axes forever just because I evacuated without them is for me penalty enough…

;HUNTER’S AXES UPGRADE
ReduceHunterAxeUpgradingCostAccordingToRemainingAxes = true
;You can later upgrade the "remaining" HunterAxes that you haven’t abandoned on the battlefield. If you initially had 3 conventional Axes and when deciding to upgrade you have, for example, 2 left then when upgrading to Magnetic Axe it feels realistically appropriate to me to pay only 2/3 of the original upgrade cost… 😉

;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 “surviving” 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. 😉
https://www.paypal.me/krumiro

DETECT CLASS OVERRIDES CONFLICTS BETWEEN MODS
Simply make a quick Harddrive Search for “+ModClassOverrides=(BaseGameClass=“
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 “=“ 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).