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Black_Ninja
Finally I have ended the game with this mod (mod v.3.04, game v.1.1, veteran level).

Here some bugs (may be not???) and misunderstandings:
1. Laser MGs (and such drone weapons) has only 1 automatic load of ammo (not 4) at equipment screen (MG60 can automatically load 100 bullets not 25 each time) - for my people i could manually load 4 load of ammo each time before mission (for drones i couldn`t manually load more then 1 ammo pack) - should be fixed;
2. Accuracy for Flamer in Equipment screen - "155% +-9%" - should be fixed;
3. Leg Chipsets - no image, doesn`t work (doesn`t see real changes in stats and in battle) - am i wrong???;
4. Eye Implants - can be replaced and changed at any time;
5. Needler doesn`t appear in the Energy Weapon Factories List or any other Factories List (Needler Blueprints reseached) - should be fixed (if the technology exist in the game then it`s not in the wish list already);
6. Railgun doesn`t appear in the Energy Weapon Factories List or any other Factories List (Railgun Blueprints reseached) - should be fixed (if the technology exist in the game then it`s not in the wish list already);
7. Spring Rifle doesn`t appear in the Energy Weapon Factories List or any other Factories List (Spring Rifle Blueprints reseached) - should be fixed (if the technology exist in the game then it`s not in the wish list already);
8. Gauss Autocannon doesn`t appear in the Energy Weapon Factories List or any other Factories List (Gauss Autocannon Blueprints reseached) - should be fixed (if the technology exist in the game then it`s not in the wish list already);
9. Group Cloak - in the description "Our Advanced Detection Equipment Factories can manufacture group cloaks" - no such ADE Factories and Group Cloaks produced at Detection Equipment Factories - should be fixed or added such ADE Factories;
10. HUD - in the description "Our Advanced Detection Equipment Factories can manufacture HUDs" - no such ADE Factories and HUDs produced at Detection Equipment Factories - should be fixed or added such ADE Factories;
11. Helmet_Mounted Psi Detector - in the description "Our Advanced Detection Equipment Factories can manufacture HMPDs" - no such ADE Factories and HMPDs produced at Detection Equipment Factories - should be fixed or added such ADE Factories;
12. Psi Absorber - in the description "Our Advanced Detection Equipment Factories can manufacture PAs" - no such ADE Factories and PAs produced at Detection Equipment Factories - should be fixed or added such ADE Factories;
13. Cyborgs armour + Power Shield - Aura doesn`t appear and doesn`t work (doesn`t see real changes in stats and in battle) - am i wrong???;
14. New weapons and equipment appeared at enemy hands only 3-5 times throughout the hole game - i think that should be changed somehow...;
15. Some disbalance - Human in Duralloy Heavy Armour + Power Shield + Duralloy Medium Helmet much tougher then Cyborg (Psionic is the kamikaze in the end of the game with existing suits) - need more new armour for Cyborgs and more new suits for Psionics...

Some suggestions for the future releases of the mod:
1. More machine guns (plasma, rail, needler, warp!!!, maybe some else...);
2. More different eye implants;
3. More third-level implants (for legs, arms, body);
4. Some implants for use with machine guns;
5. More useful equipment and weapons for the Psionics only + ability to compose their suits, collars, circlets, vambraces (like cyborgs do) + prerequsities and tecnologies for such upgrades...
Gastrian
umm, the needler, railgun, etc aren't in the mod yet. They are in the upcoming section.
ShadoWarrior
[quote=Black_Ninja,Jan 5 2006, 02:20 PM]1. Laser MGs (and such drone weapons) has only 1 automatic load of ammo (not 4) at equipment screen (MG60 can automatically load 100 bullets not 25 each time) - for my people i could manually load 4 load of ammo each time before mission (for drones i couldn`t manually load more then 1 ammo pack) - should be fixed;[/quote]
Cannot be changed due to the way the game works.

[quote=Black_Ninja]2. Accuracy for Flamer in Equipment screen - "155% +-9%" - should be fixed;[/quote]
Cannot be changed due to the way the game works. There have been several threads in several forums explaining this.

[quote=Black_Ninja]3. Leg Chipsets - no image, doesn`t work (doesn`t see real changes in stats and in battle) - am i wrong???;[/quote]
Explained in the FAQ file that's in the ZIP -- which you failed to read.

[quote=Black_Ninja]4. Eye Implants - can be replaced and changed at any time;[/quote]
Cannot be changed due to the way the game works.

[quote=Black_Ninja]5. Needler doesn`t appear in the Energy Weapon Factories List or any other Factories List (Needler Blueprints reseached) - should be fixed (if the technology exist in the game then it`s not in the wish list already);
6. Railgun doesn`t appear in the Energy Weapon Factories List or any other Factories List (Railgun Blueprints reseached) - should be fixed (if the technology exist in the game then it`s not in the wish list already);
7. Spring Rifle doesn`t appear in the Energy Weapon Factories List or any other Factories List (Spring Rifle Blueprints reseached) - should be fixed (if the technology exist in the game then it`s not in the wish list already);
8. Gauss Autocannon doesn`t appear in the Energy Weapon Factories List or any other Factories List (Gauss Autocannon Blueprints reseached) - should be fixed (if the technology exist in the game then it`s not in the wish list already);[/quote]
If you'd bothered to read ALL of post #1 before you used the link in that post you would have known I haven't finished making these items, and that the mod is unfinished.

[quote=Black_Ninja]9. Group Cloak - in the description "Our Advanced Detection Equipment Factories can manufacture group cloaks" - no such ADE Factories and Group Cloaks produced at Detection Equipment Factories - should be fixed or added such ADE Factories;
10. HUD - in the description "Our Advanced Detection Equipment Factories can manufacture HUDs" - no such ADE Factories and HUDs produced at Detection Equipment Factories - should be fixed or added such ADE Factories;
11. Helmet_Mounted Psi Detector - in the description "Our Advanced Detection Equipment Factories can manufacture HMPDs" - no such ADE Factories and HMPDs produced at Detection Equipment Factories - should be fixed or added such ADE Factories;
12. Psi Absorber - in the description "Our Advanced Detection Equipment Factories can manufacture PAs" - no such ADE Factories and PAs produced at Detection Equipment Factories - should be fixed or added such ADE Factories;[/quote]
Noted and fixed for v3.05. Thanks.

[quote=Black_Ninja]13. Cyborgs armour + Power Shield - Aura doesn`t appear and doesn`t work (doesn`t see real changes in stats and in battle) - am i wrong???;[/quote]
I will need someone else to confirm this as I cannot build Power Shields yet in my own game.

[quote=Black_Ninja]14. New weapons and equipment appeared at enemy hands only 3-5 times throughout the hole game - i think that should be changed somehow...;[/quote]
Working on it. As has been mentioned, the mod is not finished.

[quote=Black_Ninja]15. Some disbalance - Human in Duralloy Heavy Armour + Power Shield + Duralloy Medium Helmet much tougher then Cyborg (Psionic is the kamikaze in the end of the game with existing suits) - need more new armour for Cyborgs and more new suits for Psionics...[/quote]
A human in heavy armor is supposed to be tougher. This is intentional. And the wearing of the helmet with the heavy armor is a known bug. There will not be any new cyborg armors or psi suits.

[quote=Black_Ninja]1. More machine guns (plasma, rail, needler, warp!!!, maybe some else...);[/quote]
No.

[quote=Black_Ninja]2. More different eye implants;[/quote]
Been working on it.

[quote=Black_Ninja]3. More third-level implants (for legs, arms, body);[/quote]
No.

[quote=Black_Ninja]4. Some implants for use with machine guns;[/quote]
Weapon Link.

[quote=Black_Ninja]5. More useful equipment and weapons for the Psionics only[/quote]
Already done.

[quote=Black_Ninja]ability to compose their suits, collars, circlets, vambraces (like cyborgs do) + prerequsities and tecnologies for such upgrades...[/quote]
No.
switch.
QUOTE (ShadoWarrior @ Jan 5 2006, 01:10 PM)
First, Cenega is the publisher. Altar (the owners of these forums) is the developer, and they do officially support modding.

Sorry about that. Was a bit confused myself. Actually I never cared which is which (dev/publisher) unsure.gif

Anyway, I found a really small bug... The Barrett light 50 requires level 2 sniper training in this mod (and can only fire from prone, but that's something else). No, that's not the bug tongue.gif

I encountered a cultist psionic with one of those little toys during one of my missions. She was my "capture the leader" target. She proved quite adept at sniping my troops until I actually captured her. I was planning on using her to help clear the map of cultists but to my surprise, the captured cultist could not use her own rifle. The reason was quite simple - she only had level 1 sniper training. Odd seeing as how that rifle needs a little more training in this mod.

I can understand how the game would only check prerequesties for player controlled units and that's just the reason why I'd only call this a superficial bug.

If you look at the matter in a logical way, you'd expect to be able to use this paticular captured unit (cultist sniper w/ barrett) just like any other captured unit (move around and shoot on sight). Then again, it does make me wonder if you should really be allowed to use captured units like that (but that's something I'm going to suggest as a feature for an upcoming sequel... so a tad offtopic).


Also... is it just me or is the Laser MG kinda wierd looking with the model of a laser sniper rifle? I've only played as far as Wargot ETA 2 days so I didn't see every new weapon... but wouldn't the Ultrasonic Gun's model be a little more appropriate? Unless it's aleady used for one (or more) other weapons...



By the way... forgot to say it earlier: GREAT JOB! smile.gif Not much, just two words, but I had to say them. biggrin.gif
ShadoWarrior
QUOTE (switch. @ Jan 5 2006, 06:07 PM)
I can understand how the game would only check prerequesties for player controlled units and that's just the reason why I'd only call this a superficial bug.

Elevrai can probably confirm this one way or another, but I do believe you are correct and that checking is only done for player soldiers. Not much I can do about that, unless I went to the extraordinary effort to rewrite the dozens (or perhaps hundreds) of files for the AI units that might contain the Barrett. IMO, it's just not worth the effort to do so.
LimXC
Cyborgs armour + Power Shield does work. There is an increase in stats after the shield is put in.
ShadoWarrior
QUOTE (LimXC @ Jan 5 2006, 10:21 PM)
Cyborgs armour + Power Shield does work. There is an increase in stats after the shield is put in.

Thank you for clarifying that. smile.gif
Black_Ninja
To ShadoWarrior:
QUOTE
If you'd bothered to read ALL of post #1 before you used the link in that post you would have known I haven't finished making these items, and that the mod is unfinished.

Hey, don`t push it! I read all the forum, the readme in *.zip, but the technologies already exists in the game - i spend my resources reseaching them. So tell us when needler, railgun and other weapons would be finally done or remove whose tecnologies from the reseach lists until then. Nothing personal, just my imho...

QUOTE
I will need someone else to confirm this as I cannot build Power Shields yet in my own game.

Ok, may be it works but why the aura doesn`t appear? Could you fix it?

QUOTE
There will not be any new cyborg armors or psi suits.

Why??? And why not for new MGs (there are only 2 really useful MGs in the whole game M60 and Laser MG - i think that isn`t right - especially at the end of the game if you use HeroAssault mod) and third-level implants (as i remember only adv. eye implants are third-level implants)?

QUOTE
Weapon Link.

No, i mean something with +to Mechanical attribute.

QUOTE
Already done.

Psionic weapons existing in the game are really suxx especially at the end of the game. I mean more powerful psionic weapons for the last stages of the game. For example, to more effectively acts against SGots...

Some issues:
1. Laser MG uses rifle skill - may be it should be changed to mechanical?
2. Grenades and launchers in the end of the game are really suxx (both human, alien and WGots too) - most of the enemies have 95-100% resistance to burn. I think that launchers ought to inflict much more damage (like in real life). May be after reseaching armour, plasma and warp technologies or WGots arrival allow player to reseach new types of more powerful ammo for the existing launchers?
3. Cultists, Humans, Cyborgs, Aliens on Earth (on the Moon does), WGots doesn`t use Power Shields and other armour upgrades. May be add such ability for them?
4. In the real life there are two types of hand grenades - for defence (like Russian F1 - with effective range 200 meters) and for offence (like Russian RGD-5 - with effective range 5 meters). May be add new types of hand grenades: 1 type. I could throw them to 25-30 meters from me + they have 15-20 meters damage radius + they inflicts 500-700 points of damage (+ short burning time) + less accurate; 2 type. I could throw them to 7-10 meters from me + they have 5-7 meters damage radius + they inflicts 2500-3000 points of damage (+ long burnig time) + more accurate...
5. I want to loot my enemies for armour, implants, psi + upgrades for those equipment. For example, if i kill 5-7 cyborgs then i get 1 implant or upgrade for the implant (if they had any of cause)...

By the way i fogot to tell: ShadoWarrior you`ve made a great job - keep going!!! And not argue at me so much...
ShadoWarrior
[quote=Black_Ninja,Jan 6 2006, 02:08 AM]So tell us when needler, railgun and other weapons would be finally done or remove whose tecnologies from the reseach lists until then.[/quote]
They'll be added when I'm done working on them, on my own (private) schedule, and I have no intention of removing their prereq techs while I continue my work. You'll just have to wait ... patiently.

[quote=Black_Ninja][quote]There will not be any new cyborg armors or psi suits.[/quote]
Why??? And why not for new MGs (there are only 2 really useful MGs in the whole game M60 and Laser MG - i think that isn`t right[/quote]
Because (1) there's no need for any, (2) it's inconsistent with the design of the advanced energy weapons, (3) it's very unbalancing, and (4) I don't feel like it. If you don't agree with #1, 2, or 3, then #4 should end any argument.

[quote=Black_Ninja][quote]Weapon Link.[/quote]
No, i mean something with +to Mechanical attribute.[/quote]
I've added the Gunnery arm chipset for v3.05. Thanks for the suggestion.

[quote=Black_Ninja][quote]Already done.[/quote]
Psionic weapons existing in the game are really suxx especially at the end of the game. I mean more powerful psionic weapons for the last stages of the game. For example, to more effectively acts against SGots...[/quote]
I'll think about it.

[quote=Black_Ninja]1. Laser MG uses rifle skill - may be it should be changed to mechanical?[/quote]
Fixed for v3.05, thanks for spotting this.

[quote=Black_Ninja]2. Grenades and launchers in the end of the game are really suxx (both human, alien and WGots too) - most of the enemies have 95-100% resistance to burn. I think that launchers ought to inflict much more damage (like in real life). May be after reseaching armour, plasma and warp technologies or WGots arrival allow player to reseach new types of more powerful ammo for the existing launchers?[/quote]
No. Screws up game balance too much.

[quote=Black_Ninja]3. Cultists, Humans, Cyborgs, Aliens on Earth (on the Moon does), WGots doesn`t use Power Shields and other armour upgrades. May be add such ability for them?[/quote]
As I said in my last post to you, it's on my private to-do list. But you won't be seeing this added to my mod anytime soon. Perhaps in a few months.

[quote=Black_Ninja]4. In the real life there are two types of hand grenades - for defence (like Russian F1 - with effective range 200 meters) and for offence (like Russian RGD-5 - with effective range 5 meters). May be add new types of hand grenades: 1 type. I could throw them to 25-30 meters from me + they have 15-20 meters damage radius + they inflicts 500-700 points of damage (+ short burning time) + less accurate; 2 type. I could throw them to 7-10 meters from me + they have 5-7 meters damage radius + they inflicts 2500-3000 points of damage (+ long burnig time) + more accurate...[/quote]
No. In this mod game balance is more important than realism. Please quit making these sorts of requests. I am NOT going to add new items that allow you to slaughter half a map in one toss. Anyone who wants that sort of thing should go play a fantasy game like Diablo 2. And pestering me about it won't get me to agree, it will just annoy the heck out of me.

[quote=Black_Ninja]5. I want to loot my enemies for armour, implants, psi + upgrades for those equipment. For example, if i kill 5-7 cyborgs then i get 1 implant or upgrade for the implant (if they had any of cause)...[/quote]
Cannot be done in the game. This has been mentioned (repeatedly) in the General forum.

For the record, this mod is not a general-purpose "fix everything that's wrong with AS" mod. Please confine your questions and requests to things that specifically relate to my mod and can be modded. If you've read this entire forum (and this entire thread) then you should have a clear understanding of what can and cannot be done, and what I will and will not do.
shadowkeeper
err... (deleted)
switch.
I think I just encountered a bug... I'm pretty sure it wasn't there before installing the mod. Anyway, in the Glossary, Weapons Secion, under Firearms, the Colt model 635 SMG is listed twice. Both entries are absolutely identical. I'm attaching a screenshot.



Only using this mod and another one to alter the music (and as far as I can tell that only contains a few OGGs).

EDIT: I've been told this is not related to the mod and that the bug also exists in unmodded AS. If that's the case... sorry about the extra post.



A suggestion: how about pointing out new contect within the mod? I mean, on every item added by the mod, insert a small "WRM 3.04 item" or similar. I know it's purely cosmetic, but sometimes it might help people spot new content. I know I didn't see the MP7 for quite some time, until I realised I could manufacture ammo for some weapon I knew nothing about. I'd say this could be a useful way to overcome the impossibility to add new graphical content. You can't see a new model, but you can somehow tell it's new... Just a thought smile.gif
Gorre
Ninja's right, the power shield on the cyborg body armor changes the stats, but there is no visual shield. That gunnery chip is a good idea Ninja btw. I love Shadow's flat-out responses laugh.gif

Anyway I'm looking forward to the next version of your mod Shadow smile.gif
shadowkeeper
@switch. that bug is found in unmodded games aswell, composing items creates multiple instances in glossary

@SW I've plowed trough all the files concerning units and their abilities, I can't find any logical reason for the problems with the new skill, I'm afraid you'll have to contact the altar devs on this one (and hope it ain't a hardcoded check of some kind)
switch.
QUOTE (shadowkeeper @ Jan 7 2006, 12:41 AM)
@swith. that bug is found in unmodded games aswell, composing items creates multiple instances in glossary

I see... thanks for the insight. However I don't ever remember modding that weapon. Still...
ShadoWarrior
QUOTE (Gorre @ Jan 6 2006, 04:42 PM)
That gunnery chip is a good idea Ninja btw.

Below is a screenshot of v3.05 with the new item and the version info in the description per switch.'s suggestion:



QUOTE (Gorre)
I love Shadow's flat-out responses laugh.gif

My terse replies are my way of biting my tongue and avoiding the temptation to say things that I shouldn't (but ought to), and a strong hint that I don't wish to debate whatever the point is.
ShadoWarrior
QUOTE (shadowkeeper @ Jan 6 2006, 06:41 PM)
I've plowed trough all the files concerning units and their abilities, I can't find any logical reason for the problems with the new skill, I'm afraid you'll have to contact the altar devs on this one (and hope it ain't a hardcoded check of some kind)

Thanks SK, will do that first thing Monday morning (since I'm pretty sure the devs don't read their email during the weekend). sigh
ShadoWarrior
Updated the mod to version 3.05!
(please see first post in thread for download link and details)
switch.
QUOTE (ShadoWarrior @ Jan 7 2006, 02:38 AM)
Below is a screenshot of v3.05 with the new item and the version info in the description per switch.'s suggestion:

I'd also suggest pointing out techs that don't actually DO anything right now (because the associated items aren't implemented yet). I know I wouldn't want to waste 36 game hours for a tech that will allow me to build weapons only when a new version of the mod comes out tongue.gif
ShadoWarrior
QUOTE (switch. @ Jan 7 2006, 03:37 AM)
I'd also suggest pointing out techs that don't actually DO anything right now (because the associated items aren't implemented yet). I know I wouldn't want to waste 36 game hours for a tech that will allow me to build weapons only when a new version of the mod comes out tongue.gif

Gee, and here I thought that folks might actually appreciate being able to get a head-start on their research. Instead I keep getting grief over it. Silly me.

And even were I to reiterate the obvious there's very little point to my doing what you suggest because almost no one reads the FAQ that I went through the trouble to provide with the archive. And anyone who bothers to read this thread won't need it. The same people who are too oblivious to notice that the tech they are researching hasn't had their associated weapons yet added into the mod are equally oblivious (or allergic) to reading.

I'm damned if I do and damned if I don't. So I guess I won't. Leaves me more time to do something truly useful and productive instead of providing yet more warnings that foolish people don't read and wise people don't (or shouldn't) need.
ColdStone
And on more release of the greatest mod for AS biggrin.gif , Thx SW

BtW I think you forgot to reverted the moddel for Duralloy Wakisashi (classical one are modelled as katana again).
ShadoWarrior
QUOTE (ColdStone @ Jan 7 2006, 04:11 AM)
And on more release of the greatest mod for AS  biggrin.gif , Thx SW

You're welcome!

QUOTE (ColdStone)
BtW I think you forgot to reverted the moddel for Duralloy Wakisashi (classical one are modelled as katana again).

Oops. Sorry. I've fixed it for v3.06. Thanks.
roglok
I leave for the holidays and come back seeing SW's mod grow to impossibly large proportions (for a rebalance mod). Good lord SW, do you ever rest? (read the pages I've missed)
ShadoWarrior
QUOTE (roglok @ Jan 7 2006, 04:33 AM)
Good lord SW, do you ever rest?

No. And I very much doubt that anyone prefers that I do. wink.gif
switch.
QUOTE (ShadoWarrior @ Jan 7 2006, 09:54 AM)
Gee, and here I thought that folks might actually appreciate being able to get a head-start on their research. Instead I keep getting grief over it. Silly me.

And even were I to reiterate the obvious there's very little point to my doing what you suggest because almost no one reads the FAQ that I went through the trouble to provide with the archive. And anyone who bothers to read this thread won't need it. The same people who are too oblivious to notice that the tech they are researching hasn't had their associated weapons yet added into the mod are equally oblivious (or allergic) to reading.

I'm damned if I do and damned if I don't. So I guess I won't. Leaves me more time to do something truly useful and productive instead of providing yet more warnings that foolish people don't read and wise people don't (or shouldn't) need.

Yes, some people tend not to read manuals/faqs and the likes. That's the reason you have in-game tutorials, that's the reason you get tons of question asked on the forums that can be answered by a simple "page X paragraph Y of the manual" quote.

I understand and respect your point of view, tho I still believe it would look much more "user friendly" and polished if new things and unfinished things were tagged (i.e. wr31x for upcoming).
Novalith
QUOTE (switch. @ Jan 7 2006, 07:41 AM)
QUOTE (ShadoWarrior @ Jan 7 2006, 09:54 AM)
Gee, and here I thought that folks might actually appreciate being able to get a head-start on their research. Instead I keep getting grief over it. Silly me.

And even were I to reiterate the obvious there's very little point to my doing what you suggest because almost no one reads the FAQ that I went through the trouble to provide with the archive. And anyone who bothers to read this thread won't need it. The same people who are too oblivious to notice that the tech they are researching hasn't had their associated weapons yet added into the mod are equally oblivious (or allergic) to reading.

I'm damned if I do and damned if I don't. So I guess I won't. Leaves me more time to do something truly useful and productive instead of providing yet more warnings that foolish people don't read and wise people don't (or shouldn't) need.

Yes, some people tend not to read manuals/faqs and the likes. That's the reason you have in-game tutorials, that's the reason you get tons of question asked on the forums that can be answered by a simple "page X paragraph Y of the manual" quote.

I understand and respect your point of view, tho I still believe it would look much more "user friendly" and polished if new things and unfinished things were tagged (i.e. wr31x for upcoming).

For Switch

If he were to tag the techs as not yet implemented, who is to say anyone would read the description of the tech to find this information? People are not reading the first post on this thread, which is shorter then the in game descriptions for those techs, so what on earth makes you think they will read that?

For Shadow:

You should get some rest from time to time, a rested mind is a healthy mind. At the very least have some fun with your own mod! You more then deserve it.
switch.
QUOTE (Novalith @ Jan 7 2006, 07:01 PM)
If he were to tag the techs as not yet implemented, who is to say anyone would read the description of the tech to find this information? People are not reading the first post on this thread, which is shorter then the in game descriptions for those techs, so what on earth makes you think they will read that?

Good point there as well. It's his decision and his alone if he were to implement anything. And so far he's given quite a few good arguments as to why he wouldn't implement this minor change.

ShadoWarrior:

I've been playing this game and couldn't help but notice the difficulty increase that followed the Wargot arrival.

It's all fine at first: while mutants pose no threat at all once you go beyond level 4 and even missile launching reticulans are pretty much a joke after levels 5-6, cultists are no longer a match by level 9-10. Sure, the occasional Berrett sniper you don't notice in time might inflict some damage but other than that, they're far too stipid and fall far too easily. Still there is an exception: extremely armored Cultist machingunners in earlygame. They spawn almost all the time and if you encounter them too early you have little means tyo combat them (I'm assuming you don't have AP ammo and a ton of laser rifles in every mission after the first week). Even this exception can be handled (criticals, anyone?).

But 21 days pass and the Wargot ship arrives. OK. Before I used to AP them 'till there was nothing left. First time (having read some of the things in the changelog/faq/this thread) I tried the old AP combo, to see how ineffective it is. Gruesome result, I must say. 7-2 frags for the Wargot team. Next up I tried a 2xLaser MG + 3xLaser R/ub Shotgun (Slug shells)+2xL115 snipers. To my surprise, without ambusing the Wargots, I stood little chance.

A few days and missions later, I came to realise that what I had just didn't deal enough damage. Lasers worked but for the most part, they did their job over far too long periods of time. A 1250 HP soldier with med armour/helm was wiped out before shooting a second time. I enen tried going for the WG's plasma toys, but they were of little use. Damage was dealt, but over long periods of time. Judging from the gamefiles, the only thing the bastards really ARE weak to can only be accessed usually AFTER the Wargots are dealt with. A bit dissapointed here. sad.gif

I'm not saying it's impossible - because I know it isn't - but it defenetly comes a long way from fighting a mob of cultists...

Now this might just be me ranting, but the difficulty of the missions jumps up 5 points on a scale of 1 to 7 ... The "new and improved" Wargots are a bit TOO improved IMO. Extreme resistance to anything but the low-damage laser weapons? Extremely accurate plasma rifles? Reason is lategame balance I guess but what about the critial fourth week of the game? Is there any way you could (or more importantly, would) alter the difficulty somehow to allow a smoother increase in game difficulty? I agree that the old Wargots were a joke but this new guys make my lvl 14 guys look like jokes themselves... huh.gif




And... I hope you don't mind me speaking my mind about what I find in this mod... unsure.gif
ShadoWarrior
Switch, I don't mind when anyone speaks their mind, so long as they don't insist (persist) in telling me what I "should" do. Someone states their point of view, and if I agree I'll make a change (such as I did when I added the revision info to the Glossary) and if I don't then I won't make any change (such as not putting in warnings about techs). Asking once is sufficient. Anything more than once is simply annoying.

With regards to your impression that the WGs are too tough, please bear in mind a few things:

First, some people have trouble playing this game on the easiest setting, while others (such as myself) find it too easy on the hardest. I play and test the mod at the hardest difficulty. If I can defeat the wargots, so can others. The point is that they should make you sweat and worry. They do now. They didn't before.

Second, the WGs come in several flavors. The priests and power armors (especially the PAs) are quite heavily armored, and thus very dangerous. The PAs are immune to knock-down, which makes them uber-hard to kill, but they are slow-moving. The priests move quicker, but can be easily knocked down by sniper shots. The regular WGs can be taken down without any problem by XM8s and M60s, even when a pack of them charge at you. The difficulty comes when there's a priest or two mixed into the pack. Then things get ... interesting.

Third, the mix of WGs you get on a mission is randomized. So if you are having too much trouble with that first mission, the WG invasion of your Laputa, reload from a save before the mission happens and try for an easier mix.

Finally, by the time the WGs show up you should have all your soldiers at L10-12, and you should have at least 2 snipers with laser sniper rifles or L115A1s, and 1-2 soldiers with M60s, the rest with XM8s. For the Laputa mission, everyone should also have a SPAS 15 with AP shells. The SPAS 15 works quite well against WGs in close quarters. But if you run into PAs or priests you will need to adopt a tactic of hit & run, using corners and walls to advantage.

If you are having too much trouble with WGs I suspect that your tactics aren't flexible enough and you need to both change the way you engage them, and the weapons you're using. Also, once you get meson rifles the WGs become readily manageable.

As for the jump between Cultists and Wargots, remember this: you just got invaded by new aliens. It's supposed to be a rude shock.
switch.
QUOTE (ShadoWarrior @ Jan 7 2006, 09:16 PM)
As for the jump between Cultists and Wargots, remember this: you just got invaded by new aliens. It's supposed to be a rude shock.

And a rude shock it is. smile.gif Guess my problem is that I expect to get away without having to revive (revive, not resurrect, although that may be the case at times) one soldier per WG encounter in close quarters on hard difficulty.

Oh and 400 damage is not my definition of "works quite well". By the time I can knock the bugger out, my guy already took at least one plasma blast. And that's at least 1/2 the HP of a regular soldier (of course a ranger/gunners might take a bit more punishment). ...but this is already going into stategy discussions so I guess I'll stop here.


And could we use the Barrett light 50 to sniper Power Armours? laugh.gif I mean, you said it's more for anti-vehicle use and the PA is the closest thing to a vehicle... tongue.gif
ShadoWarrior
3-4 snipers with laser sniper rifles putting a total of 8-9 headshots into a Power Armor should bring one down. If you have fewer snipers than this, well that's part of what I meant by adjusting your tactics. If you cannot take out the heavily-armored WGs from a distance then you must be prepared to either get the crap shot out of you when you fight them within range of their own weapons, or you're going to have to become much more sneaky and maneuverable.

The key to winning wars is to fight the enemy on your terms, not his. You are playing by the Wargot's rules. Never let the enemy dictate the location of a battle or the method of engagement. You'll lose that way.
JSLfromBx
First thanks for your hard work. You're gonna be happy I took the time to read extensively all the txt file included in the zip file.

You won't be so pleased I spotted some important missing information.

you list the change made to wargot resist but for heavy armor wargot and power armor the list is incomplete. Laser, plasma and warp resistance value are missing. the weird thing thing is they're listed for medium armor wargot. Now that I think about it, maybe you didn’t include them them because you didn’t mod them, but still would be nice to have all resistance together, so we can compare them better tongue.gif

I completed the game easily on soldier and I wanted to start again on veteran, but after reading this thread maybe i' ll stay on soldier difficulty.
ShadoWarrior
QUOTE (JSLfromBx @ Jan 7 2006, 08:48 PM)
you list the change made to wargot resist but for heavy armor wargot and power armor the list is incomplete. Laser, plasma and warp resistance value are missing. the weird thing thing is they're listed for medium armor wargot. Now that I think about it, maybe you didn’t include them them because you didn’t mod them, but still would be nice to have all resistance together, so we can compare them better tongue.gif

I didn't include the info because, as you have guessed, those values are unchanged. Remember, the file is called a changelog. wink.gif And being able to compare the armor of regular wargots to heavy wargots is spoiler information. I'm not going to provide any more of that than is absolutely necessary. tongue.gif

QUOTE (JSLfromBx)
I completed the game easily on soldier and I wanted to start again on veteran, but after reading this thread maybe i' ll stay on soldier difficulty.

You should play on at least Veteran.
JSLfromBx
If you don’t want to give spoiler, that’s ok. But it would nice if you could fix some of altar screw up and game incoherence.

Why the hell are we given such precise number on armor than mean absolutely nothing?
45% energy resistance is useless to me, there is no energy damage type.
There are soft and AP bullet, plasma et laser, warp, etc, I SHOULD be able to have access to that information once I have researched the armor. It’s basic logic . If the technician who designed the armor can’t tell me if it resist plasma fire more than laser shot, then he’d better find a new job.

I also read than you plan on adding gauss weapon to the game . By “gauss” I suppose you mean weapon that use electromagnetic accelerator instead of gun powder to fire projectile.

That’s a great idea, but I can see one problem, what kind of damage type will you use? A custom one? I heard I’d a pain to add a new damage type to the game. You can’t use the standard AP damage type . Maybe warp damage type? Since both technology are designed to be paragon of armor beater it would work , but warp and gauss weapon don’t use the same method at all for overcoming armor.

PS: I would like to add that railgun and gauss gun are too different technologies both being actually researched my military around the world, and the railgun one seem to be wining
ShadoWarrior
QUOTE (JSLfromBx @ Jan 7 2006, 10:43 PM)
Why the hell are we given such precise number on armor than mean absolutely nothing?
45% energy resistance is useless to me, there is no energy damage type.

Please read my post: Damage Types.

QUOTE (JSLfromBx)
That’s a great idea, but I can see one problem, what kind of damage type will you use?

Hard (AP).
JSLfromBx
Thanks for the link, but I already figured it out on my own that projectile and energy were a mix of different damage type. What I said was It would be nice if you could mod the glossary and other “info page” in the game . when I look at an armor I need to see the resistance damage type by damage type, get rid of the category all together, it should have been that way at release.

Really, my researcher can tell me that this weapon deal 398 point of damage and not 397 but they can’t tell me if this armor is 50% resist to flame and plasma or if it’s 75% resist flame and 25% resist plasma. Really it makes no sense at all. The game need to be coherent. The info available on armor should be of the same quality as the info available on weapons.
ShadoWarrior
I'm sorry, JSL, but the armor info you'd like to see cannot be modded in. It requires a coding change in the .exe to rearrange the screens with more data fields, and to use a smaller font.

I can change the contents (text) of any screen element (such as I did when I changed "dresses" to "armor"), but I cannot remove, add, or reposition elements.
DC-
I don't know if this is possible, but it would be very nice imho.

So you cannot mod in new screen elements and such, but you're able to add/change glossary descriptions.
Is there a way to make armor/resistance information available in the glossary, after you researched the item/autopsy? It would finally make the medical lab useful.
I loved the autopsies in UFO: Enemy Unknown, getting to know the enemy's weaknesses.

I'm playing my first game with your MOD installed, and I gotta say: It's pretty great!
You really do a good job, keep it up! smile.gif

p.s
Wargot arrival is still 8 days away, maybe after that I'll post again, cursing and whining wink.gif
ShadoWarrior
QUOTE (DC- @ Jan 8 2006, 07:43 AM)
Is there a way to make armor/resistance information available in the glossary, after you researched the item/autopsy? It would finally make the medical lab useful.
I loved the autopsies in UFO: Enemy Unknown, getting to know the enemy's weaknesses.

It's easily done, just a matter of editing all the "subrace" entries in the localization file. The bigger question is whether I should. That'd be adding some serious spoiler information and would reduce the usefulness of L3 scouts.

BTW, the most heavily-armored Wargot type, the priest, is not autopsied.

QUOTE (DC-)
Wargot arrival is still 8 days away, maybe after that I'll post again, cursing and whining wink.gif

You're in for quite a treat ... or a rude awakening. blink.gif ohmy.gif
Klaflefalumpf
'That'd be adding some serious spoiler information and would reduce the usefulness of L3 scouts.'

I'm sure they would still be useful, especially against enemies you haven't autopsied yet. Something I would like to see is the toxigun returned - Anti-Reticulan clip, Anti-Mutant clip, Anti-WG clip etc.
DC-
You may be right on the lvl 3 scouts Shadow, didn't think about that.

But a lvl3 scout does not help you, when planning your equipment before a mission.
I imagine it would be very nice, to look through the glossary and check the resistances of the upcoming enemies.

And it isn't for free, you'd still have to build medical labs and spend some time doing the autopsies.

Thanks for opening that poll, I hope it works out the way I hope smile.gif
switch.
QUOTE (ShadoWarrior @ Jan 8 2006, 02:04 PM)
BTW, the most heavily-armored Wargot type, the priest, is not autopsied.

That is just a matter of adding in a new tech now, isn't it?

QUOTE (DC- @ Jan 8 2006, 05:47 PM)
But a lvl3 scout does not help you, when planning your equipment before a mission.
I imagine it would be very nice, to look through the glossary and check the resistances of the upcoming enemies.

And it isn't for free, you'd still have to build medical labs and spend some time doing the autopsies.

That's a pretty good point. Also a level 3 scout can do little except tell you just about how well is your opponent armored. For instance you'll know your target is a preist or not once you start shooting him (if you don't actually 'SEE' him that is). A l3 scout can give you that info slightly earlier, allowing for a better choice of engagement (i.e. use the laser MGs/SRs and not the projectile versions.
ShadoWarrior
QUOTE (switch. @ Jan 8 2006, 12:30 PM)
That is just a matter of adding in a new tech now, isn't it?

No. The changes are in the subrace section, not the techs section. I don't think I can add an entry for WG priests.
switch.
QUOTE (ShadoWarrior @ Jan 8 2006, 10:40 PM)
QUOTE (switch. @ Jan 8 2006, 12:30 PM)
That is just a matter of adding in a new tech now, isn't it?

No. The changes are in the subrace section, not the techs section. I don't think I can add an entry for WG priests.

You CAN add a tech conditioned by other techs, right? For instance, by Laputa techs Wargot Culture and Wargot Phisiology (spelling?) and by a dead corpse - any Wargot corpse (I'm, asuming there is such a trigger that allows you to research autopsies for creatures only after you encountered/killed them in combat). This techs would appear under Med Labs as Wargot Soldier Study, Wargot Priest Study and so on. And researching them gives you some intel on how to handle those particular Wargots. Is this impossible to code?
ShadoWarrior
It might be possible. I'll have to do some (pardon the pun) research into it. But, based on my experience in modding AS thus far, even if I do find that it's "possible" it might not actually work when modded. After all, I tried to add a new ability and that didn't work, nor did adding new damage types. Don't get your hopes up.
Gastrian
Shadow warrior, as a compromise could you just add a summary of the wargot's armour. Admitedly stating the obvious but saying they are extremely resistant to standard rounds with AP ammo offering some benefits but that if you are serious about taking wargots on your best bet is energy weapons or weapon types that would negate their armour like the experimental particle weapons. No specifics just some hints and a general quide.
ShadoWarrior
Please see post #1 ... wink.gif
ShadoWarrior
Updated the mod to version 3.06!
(please see first post in thread for download link and details)
DC-
You are the man!

Unbelievable, this afternoon I'm thinking "Wouldn't it be nice if..." and the same day it's realised and implemented!

Thanks very much, well done!
ShadoWarrior
You're welcome.

mailor
Very good. Now I finally understand the resistance of enemies.
ShadoWarrior
QUOTE (mailor @ Jan 9 2006, 01:47 AM)
Question: What does the "protection" the developers include mean anyway? Is "Energy" for example composed of plasma, laser, warp and sonic resistance?

First, this is not a Q&A thread for any game questions. If you don't understand something, please make a post in the General forum. Second, I answered your question in a reply to JSLfromBx 17 posts ago (on Saturday). Go back and read it.
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