Technical support > Feature Requests

Using alien materials to make a better medkit

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AntJam:
Thats actually pretty easy to do. The current medikit heals 2-6 points (actually does -4 damage plus/minus 2) at 20 Tu cost per use. A Trauma kit (for example) might heal 4-8 ( -6 plus/minus 2) at 25 Tu cost. It would just be a case of adding a new model and copying the existing medikit stats with the increase in damage , although here I would suggest the TraumaKit might be 3x3 size as opposed to the 2x2 medikit . Apart from the new model/texture its a 5 min job and in fact you could just keep the existing model and change the scale value for simplicity.


Actually on checking the files the medikit heals 3-5 (-4 plus/minus 1)

anyway made a mini mod as an example here http://ufoai.org/forum/index.php/topic,8012.0.html

TallTroll:
Hooking it into the research tree via "alien materials" has a nice feel. It's still early enough in the game to be useful, and gives your early game engineers something useful to build, and will soak up some scraps of alien materials from scouts etc

AntJam:
To add the need for alien materials for production just add -  require_for_production { item (alienmaterials 5) }  - to the tech entry just above the "provides" part of the traumakit.ufo in my example mini-mod.
   

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