switch.
Jan 9 2006, 01:41 PM
QUOTE (ShadoWarrior @ Jan 8 2006, 11:43 PM)
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.
Was there any response from Altar? You said you asked them about it.
ShadoWarrior
Jan 9 2006, 01:47 PM
QUOTE (switch. @ Jan 9 2006, 07:41 AM)
Was there any response from Altar? You said you asked them about it.
I said I
would ask them (today, in fact), not that I already had.
Nusku
Jan 9 2006, 07:24 PM
Perhaps this is another dumb question, but I haven't been able to find an answer so far.

Is there a reason why ordinary ammunition takes about 3x longer to manufacture than AP ammunition (eg 0.45, 7.62, 5.56)? In my ignorance I would have assumed that it would be the other way around?
Hellbringer
Jan 9 2006, 11:37 PM
Still hoping still praying ....
Any chance to implement some kick ass pistols into the mod ? I'm talking about 5-10 bulltet burst of fire pistols with 15-20 ammo clips , human tech , that would make Lara Croft freaking jealous...
switch.
Jan 10 2006, 12:25 AM
QUOTE (Nusku @ Jan 9 2006, 07:24 PM)
Perhaps this is another dumb question, but I haven't been able to find an answer so far.

Is there a reason why ordinary ammunition takes about 3x longer to manufacture than AP ammunition (eg 0.45, 7.62, 5.56)? In my ignorance I would have assumed that it would be the other way around?
In my game, AP and normal ammo take EXACTLY the same amount of time to manufacture. Special ammo (Flechette for 5.56 or Explosive for 7.62 NATO take a little shorter/longer to manufacture but even that's under 10%-20%). I've checked .45 JHP/FMJ, .50 Browning/ Browning AP, .50AE JHP/FMJ, 5.56 standard/AP, 7.62 standard/AP, 7.62 NATO/NATO AP. There is NO difference in the amount of time it takes to manufacture the ammunition.
QUOTE (Hellbringer @ Jan 9 2006, 11:37 PM)
Any chance to implement some kick ass pistols into the mod ? I'm talking about 5-10 bulltet burst of fire pistols with 15-20 ammo clips , human tech , that would make Lara Croft freaking jealous...
The MP7 SMG classifies as a pistol for all means and purposes. You can use it in one hand, you can double wield it with Rnager training and you rely on CQ training. And it's human tech and it's got a 20-25 round magazine and it fires long (5?) bullet bursts. So you already HAVE you pistol.
But if you want Lara in AS, I suggest you train a Human (female, duh) to be a Ranger/Stalker/Commando and give her two Desert Eagle .50s. THAT is Lara Croft
notalive
Jan 10 2006, 07:25 AM
Shadow have you seen the seriosly owerpowerd drone heavy machinegun on a fighter core?its does like 8000dmg on a burst
ShadoWarrior
Jan 10 2006, 07:30 AM
QUOTE (notalive @ Jan 10 2006, 01:25 AM)
Shadow have you seen the seriosly owerpowerd drone heavy machinegun on a fighter core?its does like 8000dmg on a burst

I saw your pic in the thread in the General forum. Can you please tell me at what game difficulty you are playing? Because instead of 1300+ per hit I get ~400 per at Superhero using a defender drone.
BTW, 1300+ per hit is what it's
supposed to do. But only against
unarmored targets, not power armors that have very high resistance to bullets and should be immune to being tossed around like a ... ragdoll. Have you been changing (modding) the game yourself?
notalive
Jan 10 2006, 07:36 AM
Im playing on normal(soldier) but it seems that the fighter core has skill that puts another +3000 dmg on it the defender core seems to not add dmg
[repta]Its not 1300 its 2000 unarmored and i didn't mod it it looks like the skill
Ps:Im not talking about the pic the pic is probably a bug
ShadoWarrior
Jan 10 2006, 07:45 AM
QUOTE (notalive @ Jan 10 2006, 01:36 AM)
it seems that the fighter core has skill that puts another +3000 dmg on it the defender core seems to not add dmg
The dmg/rnd in the stats pane shows the correct base amount (1300). But the fighter drone has
Heroic skill. I suspect that's what's making the huge difference. Along with the "very good" mechanical skill which also adds 56% more damage. All of that's combining to completely counteract the Wargot power armor's bullet resistance.
As should be expected, the drone .50cal should do the same amount of damage per bullet as the Barrett, just at shorter range. This seems to work correctly for the fighter drone, but not for the defender.
notalive
Jan 10 2006, 07:55 AM
Actualy the defender has difrent set of skills
[defender]PS:they are AP bullets
ShadoWarrior
Jan 10 2006, 08:26 AM
QUOTE (notalive @ Jan 10 2006, 01:55 AM)
Actualy the defender has difrent set of skills
Yes, a decidedly inferior set compared to the fighter drone.
QUOTE (notalive @ Jan 10 2006, 01:55 AM)
PS:they are AP bullets
That only means that the bullets don't completely bounce off. My mod's power armors are completely immune to normal bullets.
Hellbringer
Jan 10 2006, 09:33 AM
QUOTE (switch. @ Jan 10 2006, 12:25 AM)
QUOTE (Nusku @ Jan 9 2006, 07:24 PM)
But if you want Lara in AS, I suggest you train a Human (female, duh) to be a Ranger/Stalker/Commando and give her two Desert Eagle .50s. THAT is Lara Croft

Trust me I tried that- that's the whole point. None of the pistols (that actually look like pistols) are nowhere near the firepower I'd love to see. 2 shot bursts are sad , and the powerful .50 eagle has only single fire mode which makes it look like a hand artillery. I'd like to see pistols that pump out several bullets per burst - as I know SW can do that - like he did with mgs.
LimXC
Jan 10 2006, 10:25 AM
Power armors being tossed around like a ragdoll is uncommon but it does happen.
switch.
Jan 10 2006, 01:08 PM
QUOTE (ShadoWarrior @ Jan 10 2006, 07:45 AM)
The dmg/rnd in the stats pane shows the correct base amount (1300). But the fighter drone has Heroic skill. I suspect that's what's making the huge difference. Along with the "very good" mechanical skill which also adds 56% more damage.
Damage listed (and inflicted) is determined by the Enemy skill. Well the Fighter has Heroic Enemy skill (thus a BIG increase in damage) while the defender only has Average Enemy skill (meaning no modification in damage).
The weapon skill (be it Long Range, Rifle, Close Range, Throwing or Mechanical) only determines range&accuracy.
QUOTE (Hellbringer)
the powerful .50 eagle has only single fire mode which makes it look like a hand artillery.
Hand Cannon to be a little more precise.
QUOTE (Hellbringer)
I'd like to see pistols that pump out several bullets per burst - as I know SW can do that - like he did with mgs.
Well the kind of damage you want might be imbalanced in the first place. Twin DE.50s are a real pain in the ass to whoever's on the wrong side of the barrel. So are MP7s. And for a pistol/SMG (read: 1h weapon) to have more DPS than a rifle (remember you can dual-wield them too), you'd have to make it really short ranged or inaccurate or something to offset the obvious advantage. By the way, did you try out the warp pistols?
Glacialis
Jan 10 2006, 02:15 PM
Since when can you hold and fire two rifles, in real life or this game?
ShadoWarrior
Jan 10 2006, 02:17 PM
QUOTE (Glacialis @ Jan 10 2006, 08:15 AM)
Since when can you hold and fire two rifles, in real life or this game?
You mean Arnold doesn't count?
DC-
Jan 10 2006, 02:34 PM
Yeah, dual railguns
LimXC
Jan 10 2006, 05:26 PM
Afew days ago just for fun, I make all weapons becomes one handed. I had one guy dual wielding machineguns. It didn't look too good because the butts of the guns were poking into the arms. But there was no one who could out shot him.
Hellbringer
Jan 10 2006, 06:45 PM
How about dual drone wielding ? O___O; Imagine a cyborg holding a defender on one hand and a fighter in the other shouting "Get it to it boys - frag em till I can see the stuff standing behind em ! And once the holes are big enough to do that plug em up with even more lead! " That would've been something.
ShadoWarrior
Jan 10 2006, 06:48 PM
Guys, please don't use this thread for idle chit-chat. It's long enough as it is with meaningful posts. thx
mailor
Jan 11 2006, 10:12 AM
Sorry if this has been posted already, it has been a long time since I played UFO:AS Weapon rebalance (and your threat is too long for me to read as a whole...).
I found 2 things which probably could be a mistake:
1) The Range of the Minimi is about 17,38 (or so). Isn't that a bit short? I did not try it in combat though.
2) The UMP and the COLT submachine gun (sorry for not using proper names but I can't remember them) are now two handed weapons.
The MP5 is a 2 handed weapon as well, BUT: You can still hold another weapon or a grenade in the other hand when wielding the MP5. This is not possible when wielding the UMP and the Colt SMG (which is the way it should be I suppose).
My question: Is it a bug you can wield 2 MP5s if you want? Again I have not tried it out in combat, if you actually can shoot 2 MP5s (with 2nd ranger level).
And a few other things:
Why is the range of the laser sniper rifle that ridiculously high? This makes this gun a 100% hit weapon in almost EVERY case (even in snap shot)
The range/accuracy of laser weapons in general still seem a little to high I believe, but thats just my personal opinion (I stated this in one of the first pages of this thread, but don't remember your answer).
And last but not least:
Thanks again for this mod. It makes the game a lot more enjoyable.
switch.
Jan 11 2006, 10:29 AM
Now that I think about it, except the good ol' M60, no other projectile-based MG is worth it - not by a long shot. The other 2 MGs are so inaccurate (and short ranged) that you'd be better off using the SPAS 15 on burst with FL slugs. This is especially true for the FN Minimi MG. Range = 17 and accuracy ~50% means effective range of 9. The Spas 15 on FL shells has an effective range of about 10. And deals damage much faster. I'd love to have an alternative for the M60, just the the new HK 7.62mm NATO rifle is an alternative for the XM8.
@mailor
Are you sure the SMGs in AS (w/ or w/o this mod) are two handed? As far as I know, any SMG can be dual-wielded by rangers (tho my knowledge is rather limited

). I didn't try it with MP5s or Colts, but my ragers all have MP7s...
Laser Weapons are inheritly accurate. This is offset by somewhat low damage and low rate of fire. As for the Laser Sniper.... 100% accuracy on snap deals less damage per second than a MSG90 aiming for the head. This is not even taking into account the Barret or the L115. So I don't see any problem with those rifles being so inaccurate.
ShadoWarrior
Jan 11 2006, 10:32 AM
Mailor (and everyone else), please do not make comments about the mod unless you have read the entire thread. It wastes my time having to repeat answers, and makes the thread even longer.
1. The FN Minimi is fine. The range displayed is due to the accuracy of the last round in a burst, so it's adjusted (downwards) due to the cumulative recoil from so many bullets. (I have explained this before, and it's been mentioned in other threads by other forum members.)
2. Read the entire changelog.
3. Lasers suffer no decrease in accuracy over distance, because they are unaffected by wind or gravity. I actually considered further increasing the accuracy of all the other lasers in the game. The only reason I didn't is because humans are imperfect firing platforms. As for whether I replied to your opinion earlier in the thread, I may not have. Once I explain my reasons for doing things a certain way, I consider the subject closed, unless someone can make a compelling case otherwise.
4. You're welcome.
mailor
Jan 11 2006, 10:35 AM
Switch. :
In Shadowarriors mod, the UMP, MP5 and COLT SMG are two handed, which is realistic, they should not be wielded "akimbo style". Pistols, The MAC10 and the Uzi still can be wielded with one hand in the mod (which is fine)
ShadoWarrior
Jan 11 2006, 10:37 AM
QUOTE (mailor @ Jan 11 2006, 04:35 AM)
In Shadowarriors mod, the UMP, MP5 and COLT SMG are two handed
The MP5 is one-handed. As I said, please read the entire changelog. Better yet, download the lastest version and actually look at the weapon.
ShadoWarrior
Jan 11 2006, 01:22 PM
Teaser: "The Railgun is the first implementation of the new weapons technology based on our research into creating man-portable mass drivers. This sniper weapon fires a 2.5mm armor-piercing Duralloy flechette at hypersonic velocity, which is able to penetrate all known armor to devastating effect, at an accuracy and range that rivals comparable laser weapons. It is rapid-firing, unlike conventional sniper rifles, and has no recoil, noise, or visual/IR signature due to its non-explosive method of accelerating the projectile. Its only drawback is that it's somewhat heavy. A special sealed canister contains several hundred flechettes (more than enough for a typical engagement), and it uses standard batteries to energize the accelerator coils. It can mount a standard optical sight to achieve even better accuracy.<BR>Our Energy Weapons Factories can manufacture railguns.<BR>Sniper equipment training is required to use this weapon. (wr3.07)"
mailor
Jan 11 2006, 02:03 PM
I read the whole thread since you released the flamer and no one stated this:
The flamethrower causes an effect, quite similar to the effect of a phosphorous grenade (animation-and graphic-wise), only with a smaller radius.
But when the fire is burnt down, there still stays a little flame (one square in diameter), which does not cause any damage and doesn't make any sound.
Did no one ever have this "bug"? It is pure cosmetical, btw.
Glacialis
Jan 11 2006, 02:12 PM
Shado, just to let you know I've been having a blast with the laser machinegun.

Love that thing! Based on feedback and your own experience, do you think it necessary to add in more advanced laser weapons? By this I mean a higher rate of fire or greater damage, but probably not both. Sniper I'm pretty happy with, it's the pistols/rifles/MGs that don't see too much use late game.
ShadoWarrior
Jan 11 2006, 02:20 PM
QUOTE (Glacialis @ Jan 11 2006, 08:12 AM)
Based on feedback and your own experience, do you think it necessary to add in more advanced laser weapons? By this I mean a higher rate of fire or greater damage, but probably not both. Sniper I'm pretty happy with, it's the pistols/rifles/MGs that don't see too much use late game.
Some weapons, such as lasers, are most useful in the early-to-mid game. If I created "advanced lasers" with higher damage yields, would anyone use them, given that they can use railguns, plasma, and warp weapons?
Glacialis
Jan 11 2006, 02:41 PM
For capture missions they are still very useful. As those stupid morelman learn when four people surround it to taser it all at once.
If the laser damagetype is just plain obsolete, then no. I've only barely touched warp weapons, which are useful and all but advancing a proven technology has always seemed more useful and logical to me than entirely new ones. Whether this concept has any application to lasers in AS, I don't know
UFO_Junkie
Jan 11 2006, 04:41 PM
QUOTE (ShadoWarrior @ Jan 11 2006, 02:20 PM)
Some weapons, such as lasers, are most useful in the early-to-mid game. If I created "advanced lasers" with higher damage yields, would anyone use them, given that they can use railguns, plasma, and warp weapons?
Hii, sorry I have not posted in a while, but I have been at my parents over christmas.
Anyway, I don't think that the lasers really need an upgraded version. Currently they are effective VS WG and some types of SG, and you do get plasma and warp weapons later on. The Warp weapons are balanced by having a REALLY slow fire rate, and creating a laser that has more damage might upset the balance here.
However, if you did make them, I would use them as I love laser weapons!
And BTW, I love that little spoiler about the Railguns, can't wait to try them out!
Gorre
Jan 12 2006, 02:46 AM
O.K., I just read the FAQ and didn't see a bug. The gunnery arm chipset doesn't seem to work, and I need some1 to confirm this (so SW doesn't have to take up another post saying that lol) I know the leg implants don't work, but I didn't know if uu knew whether the G A chipset worked.
I don't think I should have expected it to, due to the limitations in modding for this game... but oh well.
P.S. I'm on page 15 of this entire thread... this is tedious!! lol
ShadoWarrior
Jan 12 2006, 02:49 AM
QUOTE (Gorre @ Jan 11 2006, 08:46 PM)
The gunnery arm chipset doesn't seem to work, and I need some1 to confirm this (so SW doesn't have to take up another post saying that lol) I know the leg implants don't work, but I didn't know if uu knew whether the G A chipset worked.
I don't think I should have expected it to, due to the limitations in modding for this game... but oh well.
Unless there already is an item in the game that improves a certain skill, any new item that tries to improve that skill won't work. It's a game bug. I should have known that the GA chip wouldn't work as I'm not aware of any other items that improve Mechanical. I'll add it to the list in the FAQ. thx
ShadoWarrior
Jan 12 2006, 05:31 AM
More railgun teasers.

Compare the damage/sec of the railgun:

to the L115A1:
Yes, the railgun fires in burst mode. All the gauss weapons fire
only in burst mode.
Are you drooling yet?
shadowkeeper
Jan 12 2006, 10:51 AM
very nice sw
now build some third tier energy cells and start blasting away
switch.
Jan 12 2006, 11:28 AM
I'm more interested in the Needler/Spring Rifle/Gauss AC but oh well
Gorre
Jan 12 2006, 12:09 PM
ohhhhh...... *drool*
I got a bit of a question though (not meant to go off topic); Which is better in your opinion (or in actual fact), the Gyrostabilizer or the laser sight?
Gorre
Jan 12 2006, 12:54 PM
A little request. I've read up to page 28 so sorry if i'm repeating something. I was thinking of a "Warp Mine" and "Warp Grenade". And possibly a weapon that lobs something like a rocket, that, when it reaches its destination, implodes... implosion mines! lol.
ShadoWarrior
Jan 12 2006, 01:41 PM
QUOTE (switch. @ Jan 12 2006, 05:28 AM)
I'm more interested in the Needler/Spring Rifle/Gauss AC but oh well

1. If you look at post #1 you'll see that they are already implemented,
2. I haven't posted teasers for those because I haven't built any in my own game (yet). The Gauss (formerly Spring) Rifle is next.
ShadoWarrior
Jan 12 2006, 01:45 PM
QUOTE (Gorre @ Jan 12 2006, 06:54 AM)
A little request. I've read up to page 28 so sorry if i'm repeating something. I was thinking of a "Warp Mine" and "Warp Grenade". And possibly a weapon that lobs something like a rocket, that, when it reaches its destination, implodes... implosion mines! lol.
A warp mine is a great idea ... except there is no appropriate graphic effect I could use. Same goes for an implosion torpedo. Regardless, look at post #1 ...
PS - the gyro.
Gorre
Jan 12 2006, 02:47 PM
sweet, thx alot

. (I hate school)
ShadoWarrior
Jan 12 2006, 03:23 PM
Another teaser:

Note that with gauss weapons a gyro isn't necessary, so the UBLS is the preferred add-on.
ShadoWarrior
Jan 12 2006, 05:31 PM
Updated the mod to version 3.07!
(please see first post in thread for download link)
Please note that the name of one of the weapons has changed from "Spring rifle" to "Gauss rifle". You must manually edit your savegames, doing a global search & replace on "Spring rifle" and changing it to "Gauss rifle".
Snakeye
Jan 12 2006, 06:13 PM
Hi there,
First of all thanks for that awesome mod. I'm already pretty impressed, though I started the game recently with the mod, and still am at the beginning (researching basic weapons). The G3KA4 already did a fine job out there; can't wait for all the rest.
Two minor things came to my attention concerning the glossary (though I'm not completely sure they were caused by your mod)
1. MP5A5E SMG description say "equipped with a 20-round magazine" though the MP5 has 30rd ammo capacity.
2. I have an entry in the "weapons/ammo" section that says "under-barrel shotgun" and has a .50cal ammo box as picture; the text description seems to be the one of standard .50cal ammo (would attach a screenshot if I actually knew how to do). It's the last entry before "weapons attachments". I'm not yet able to manufacture the UBSG.
I'm using Patch 1.2, German Version of the Game, and the AlienAssault and IntroMod in addition to your mod.
Sorry if any of this has already been mentinoned, I actually read most of the thread and didn't find it mentioned.
Thank's again for your great work.
Snakeye
ShadoWarrior
Jan 12 2006, 06:21 PM
QUOTE (Snakeye @ Jan 12 2006, 12:13 PM)
1. MP5A5E SMG description say "equipped with a 20-round magazine" though the MP5 has 30rd ammo capacity.
2. I have an entry in the "weapons/ammo" section that says "under-barrel shotgun" and has a .50cal ammo box as picture
1. Fixed for v3.08, thx!
2. The name of the weapon was changed to XM26. Unless the savegame is edited you'll have problems.
switch.
Jan 12 2006, 07:08 PM
QUOTE (ShadoWarrior @ Jan 12 2006, 05:31 PM)
Updated the mod to version 3.07!
(please see first post in thread for download link)
Please note that the name of one of the weapons has changed from "Spring rifle" to "Gauss rifle". You must manually edit your savegames, doing a global search & replace on "Spring rifle" and changing it to "Gauss rifle".
Stupid question: why?
ShadoWarrior
Jan 12 2006, 07:14 PM
QUOTE (switch. @ Jan 12 2006, 01:08 PM)
Stupid question: why?
Why did I change it, or why must you edit the savegame?
BTW, it's a
really bad idea to tempt me with such a question. Most people wouldn't like the answers I could give.
switch.
Jan 12 2006, 07:29 PM
QUOTE (ShadoWarrior @ Jan 12 2006, 07:14 PM)
Why did I change it, or why must you edit the savegame?
BTW, it's a
really bad idea to tempt me with such a question. Most people wouldn't like the answers I could give.

Why edit of course... Like I said, a stupid question. I only asked it because I obviously have less knowledge in modding UFO than you have and because I've no idea as to why the savegame has to be edited for a change implemented in the latest version. It might be obvious to you, even for a noob modder, but not for myself (call me stupid if you want). I would've liked to actually understand why was this edit necessary... Anyhow, nevermind
LimXC
Jan 12 2006, 08:01 PM
ShadoWarrior, you forgot to add the Advanced cloak collar to armour_sr.txt.
notalive
Jan 12 2006, 08:02 PM
strange i've tryed to edit the save and changed the only reference that was something like researchTemplateStringId STR "Spring rifle blueprints" in start game and it didn't work saying that it had enconterd an error when it was loading at about half then i tryed the unedited files and it worked fine gauss rifle and everithing thou i didn't manufacture them yet
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