It would be nice if the required ammo for weapons such as the Akan or Cnydocist cannon were displayed in the same line as the power requirements (in MW) and the station damage and mining attribute.
Ammo type could be pulled from the AmmoID line and just listed in the end.
Weapons that support more than one type of ammo could have a new attribute for the ammo which would be displayed instead. This could then be applied to missiles, mines, MAGs etc.
For instance: the missiles for the NAMI heavy launcher already have a +NAMIHeavyLauncher attribute that could be displayed below their yield, and the NAMI Launcher could show a "NAMI Heavy Missiles" entry.
This would leave more space for the descriptions as they are sometimes confusing (like the Tritium cannon which mentions 'firing shells' even though it requires no ammo). And then there are modded weapons...
Suggestion: ammo type displayed as attribute
- ThePrivateer
- Militia Captain
- Posts: 943
- Joined: Tue Oct 12, 2010 5:12 am
- Location: Starton Australia
It does seem like a nice idea, as I think it would be nicer for more weapons to support ammo. Personally I was looking at doing a mod which uses laser "cartridges" for weapons and in the vanilla game I quite like the Raissermesser cannon and Akan cannons.
Obviously this kind of addition would require a change to how the itemPicker subelement displays something in a list.
I have not found where itemPicker resides, and I think it is hard-coded into the engine, which would require George himself to change it, as he alone as the actual "engine" to Transcendence.
Still, if anyone could find a way to mod the weapon display as SiaFu describes, I think it would be a neat idea, and help future ammo-based weapons.
Obviously this kind of addition would require a change to how the itemPicker subelement displays something in a list.
I have not found where itemPicker resides, and I think it is hard-coded into the engine, which would require George himself to change it, as he alone as the actual "engine" to Transcendence.
Still, if anyone could find a way to mod the weapon display as SiaFu describes, I think it would be a neat idea, and help future ammo-based weapons.
Actually, I'm not a big ammo fan. I like having everything abstracted by the all-present energy gauge; not worrying if my clip is nearly empty.
My primary reason for this suggestion was to be able to identify which ammo is needed when, for instance, a new player gets his first Cnydocist cannon, but no ammo. Ammo is an important factor in weapon usefulness and IMO should be prominently displayed instead of buried in the - sometimes ambiguous - fluff text, with lower than average MW consumption as a hint.
In the meantime, I've included the launchers+missiles as a separate group in the ItemGraphics part of my StelliFer mod so I'll probably update it this week.
P.S. All missiles for launchers supporting multiple types of ordnance already have an unique Attribute tying them to said launcher.
My primary reason for this suggestion was to be able to identify which ammo is needed when, for instance, a new player gets his first Cnydocist cannon, but no ammo. Ammo is an important factor in weapon usefulness and IMO should be prominently displayed instead of buried in the - sometimes ambiguous - fluff text, with lower than average MW consumption as a hint.
In the meantime, I've included the launchers+missiles as a separate group in the ItemGraphics part of my StelliFer mod so I'll probably update it this week.
P.S. All missiles for launchers supporting multiple types of ordnance already have an unique Attribute tying them to said launcher.