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> Weapon Rebalance mod v3.17, All things having to do with equipment!
Phoenixwcu
post Dec 17 2005, 09:26 PM
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May be more work then you are willing to do or contrary to game balance but if you might be able to make a second version of the gun in question that requires cyborg training. Give it basically the same stats(cyborg upgrades make it possible to dual wield) perhaps nerf the accurary a little since the upgrades aren't perfect and for balance.
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ShadoWarrior
post Dec 17 2005, 09:41 PM
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QUOTE (Phoenixwcu @ Dec 17 2005, 03:26 PM)
May be more work then you are willing to do

I don't see any point to creating a modified version of the Colt SMG when I have already provided several other -- and BETTER -- SMGs that people can use. It's a colossal waste of time.


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Stratigamo
post Dec 17 2005, 10:09 PM
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I just want to say this MOD is delicious.
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ShadoWarrior
post Dec 17 2005, 10:09 PM
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QUOTE (Stratigamo @ Dec 17 2005, 04:09 PM)
I just want to say this MOD is delicious.

I just want to say "thank you". smile.gif


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cFirefox
post Dec 17 2005, 11:06 PM
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As for the Drone with two different weapons:

It is possible with all weapons that take up only one slot in the drone. Laser, Shottie and light drone gun (5.56).

You can cycle through weapons and firering modes (aka laser) by clicking the fire mode button.
Ammo is shown if you point the Mouse on the weapon-picture in the status screen. But I think the automatic reload in the (strategic) squad screen is buggy. To reload I have to "unload" via button and reload manually.

So much for this one.
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ShadoWarrior
post Dec 17 2005, 11:13 PM
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QUOTE (cFirefox @ Dec 17 2005, 05:06 PM)
But I think the automatic reload in the (strategic) squad screen is buggy. To reload I have to "unload" via button and reload manually.

It is bugged. I can confiorm it. When you return from missions drones do not get reloaded. I, too, do the unload/reload trick. It's annoying.


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Gastrian
post Dec 18 2005, 01:39 AM
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My drones reload as long as there was ammo left in them at the end of a mission.
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Gorre
post Dec 18 2005, 01:39 AM
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Shadow, your first post says "new in V.2.16" but up above it says "V.2.15a". does the "new in V.2.16" just mean what's coming up next? or is it a mistake lol.


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ShadoWarrior
post Dec 18 2005, 01:42 AM
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QUOTE (Gorre @ Dec 17 2005, 07:39 PM)
Shadow, your first post says "new in V.2.16" but up above it says "V.2.15a". does the "new in V.2.16" just mean what's coming up next?

I always list what's coming up in the next release. You just haven't noticed my pattern before. wink.gif


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Gorre
post Dec 18 2005, 01:43 AM
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ah, ok, thx.


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ShadoWarrior
post Dec 18 2005, 01:50 AM
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Let me clarify things a bit further for everyone. When I put something in the "coming up in x.xx" list, it means that I have completed the implementation of that item/change (means it's ready to go), and I'm working on something else.

Just FYI, v2.16 is complete (I do not intend to add anything more to this release) and there are some issues with the flamer that are being looked into by Caelum. When he's satisfied, I'll do a final rebuild, then upload the mod and post the release notice. You'll see v2.16 later tonight (well, it's 19:49 my time) or early tomorrow morning at the lastest.


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Sadist
post Dec 18 2005, 05:56 AM
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2 techs in the advanced weapon factory appear as 514::Name and 513:Name, and oh, yes, again with the dual wield: H&K UMPs can not be dual wielded for some reason tongue.gif . And yes, they are small enough to be DW and should be. wink.gif
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Glacialis
post Dec 18 2005, 06:32 AM
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Hmm. Cyborg only gear? The one thing that springs to mind is a "weapon link" -- plug the weapon into your cyborg for increased accuracy. Works like a very, very nice scope. *shrug* Thought wanted to claw its way out of my brain, so here it is.
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LimXC
post Dec 18 2005, 07:19 AM
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QUOTE (ShadoWarrior @ Dec 17 2005, 02:07 AM)
QUOTE (Variable @ Dec 16 2005, 11:41 AM)
The duralloy light armour and helmet seem broken; the helmet appears too high above the soldiers head and the armour doesnt appear at all. The advanced damage circlet also hovers some distance away from the lady wearing it.

That has to be a problem locally for you as the modded items in no way differ from their base models (non-Duralloy) in terms of graphics. Ditto the circlet. All I've done for the new items is changed stat values. They should otherwise look identical. Unfortunately, it'll be many game days before I have my own to toy around with. (Just advancing the clock doesn't work too well as my track net then gets borked when I ignore the missions, which screws up R&D.)

Got the same problem with the duralloy light armour not showing up but the helmet seems fine. The soldier wearing the armour is shown wearing the cloth uniform. Don't know about advanced damage circlet because I don't have it yet. I checked the equipment.txt file for the duralloy light armour entry and as far as I know there is no mistake.

Edit: Same thing happen with the duralloy medium armour.
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ShadoWarrior
post Dec 18 2005, 01:52 PM
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Updated the mod to version 2.16!
(please see first post in thread for download link)

I've had to link to StrategyCore for downloads as I'm having weird socket error problems trying to upload to my own server.

This version introduces the long-awaited flamethrower (for which Caelum deserves much thanks).

Please take careful note of the changes to the meson rifle and 12-gauge AP ammo.

Enjoy!


PS - now I get to work on the UB flamer and drone flamer ...


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