Pistol arming anomaly
I've been playing the dos version of the game lately, and I've not really noticed the arming anomaly crop up. Come to think of it, I've never seen it occur in TFTD for dos either.
I do remember it happening a lot when I was using CE version of the game. I'm considering the possibility that this arming bug is a CE idiosyncrasy rather than a universal problem in UFO.
-NKF 02:21, 21 December 2008 (CST)
Weapon listing template
Pistol
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"The Standard XCom Pistol is high powered semi-automatic with a 12 round capacity."
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Firing Aptitude
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Accuracy
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Cost
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Aimed Shot
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78%
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30%
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Auto Shot
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-
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-
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Snap Shot
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60%
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18%
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Physical Attributes
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Dimensions:
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1w × 2h
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Weight:
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5
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Grip:
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1-handed
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Cost
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Price:
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$800
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Selling Price:
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$600
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Manufacturing Cost:
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Build Cost:
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n/a
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Materials:
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n/a
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Engineer Hours:
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n/a
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Workshop Space:
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n/a
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Ammo 1
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26 AP
Pistol Clip
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Ammo 2
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n/a
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Ammo 3
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n/a
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Another draft of a proposed standard weapon template for listing all the "official" data. I was wondering if I should include a box under the ammo section for a general ammo description for the alien weapons, since their ammo is separate and have descriptions of their own.
Any ideas on how this template can be improved would be much appreciated. - NKF 06:45, 9 April 2009 (EDT)
Pistol Clip
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"This ammunition type doesn't have an official description, but this is where the description would go if it had one."
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Attributes
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Power:
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26
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Damage Type:
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Armour Piercing
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Capacity:
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12
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Dimensions:
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1w × 1h
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Weight:
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3
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Grip:
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1-handed
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Cost
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Price:
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$70
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Selling Price:
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$52
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Manufacturing Cost:
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Build Cost:
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n/a
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Materials:
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n/a
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Engineer Hours:
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n/a
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Workshop Space:
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n/a
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Alternately, how about an ammo sheet of its own? -NKF 07:11, 9 April 2009 (EDT)