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Different enemy weapon choices[message #321290] Sun, 02 June 2013 15:05

Registered:February 2011
Location: Berlin - Ger
Hi, how are you doing?

This is my second attempt on an improved EnemyGunChoices.xml.

Before I start I'll just define a couple of terms real quick so that I don't confuse you:
small range: <20 tiles
medium range: <40 tiles
long range: >40 tiles

As it has been quite a while since I played with the vanilla 1.13 xml, I can't really remember what was wrong with it in the first place. I had and still sort of have a little difficulty with the way coolness works.
I was trying to increase difficulty by changing the weapon options. The first attempt was oriented around the range only...
That didn't really work. The AI has a lot of trouble with being shot at from long range, as well as returning fire to opponents out of regular(non scoped) sight range.

With this I return to a more balanced setup in the hope of it being better (it certainly will be better than my last attempt^^).

So who is this for?
It would be my prediction, that this file would be more suitable for players of the Bobby Ray "awesome" setting. I have taken no consideration of coolness whatsoever.
As for "live off the land"... probably not a very good idea, since you'll be, more than anything else, live off your enemy...

You may also notice, that progression of weapon classes is fairly steep, compared to the original, but that will hopefully achieve the desired increase in difficulty.

How to use this?
Well, if you have no experience with modifying your .xml files, then here is a short description:
Open your EnemyGunChoices.xml in your "install dir"\Data-1.13\TableData\ folder ("install dir"\Data-1.13\TableData\Inventory\ in case of recent unstable version) with a normal text editing tool, and copy the following content over it.
Please note, that for this file to work with the current unstable, you need to disable individual gun choices for admin/elite/regular soldiers.

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[Updated on: Sun, 02 June 2013 15:51] by Moderator

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