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ShadoWarrior
QUOTE (switch. @ Jan 12 2006, 01:29 PM)
I would've liked to actually understand why was this edit necessary...

The obvious reason is because the tech & item might not work correctly if you don't make the edit. If what the game stores in the savegame file does not match what is in the game data files (such as the localization and equipment files, not to mention the various research files), then bad things may occur.
ShadoWarrior
QUOTE (LimXC @ Jan 12 2006, 02:01 PM)
ShadoWarrior, you forgot to add the Advanced cloak collar to armour_sr.txt.

Oops. Sorry. Thanks. I've fixed it for the next release.
ShadoWarrior
QUOTE (notalive @ Jan 12 2006, 02:02 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

For those that are changing "Spring rifle" to "Gauss rifle", be aware that it is very much case-sensitive. Spell it exactly as I have it above.
switch.
QUOTE (ShadoWarrior @ Jan 12 2006, 08:04 PM)
If what the game stores in the savegame file does not match what is in the game data files...

That's the one piece of information I didn't have. Now I simply can't understand why they didn't index things instead of storing all that data in saves (end rant). Thanks for the answer!
ShadoWarrior
QUOTE (switch. @ Jan 12 2006, 02:18 PM)
Now I simply can't understand why they didn't index things instead of storing all that data in saves (end rant).

The reason is because you can customize the name of your weapons, and those new names are what is stored in the savegame. Even if you don't change the names, the mechanism remains the same, so it's the name that's stored, not the item index number.
notalive
strange tried it again same erorr looks like i cant edit my saves says something about asertion failure and CRC are you sure it needs editing from what i can see in the game its fine the research say i have complited gauss rifle blueprints not spring rifle the only issue i see in the game is that i don't see the weapons in the glossary
ShadoWarrior
QUOTE (notalive @ Jan 12 2006, 02:45 PM)
strange tried it again same erorr looks like i cant edit my saves says something about asertion failure and CRC

Are you updating the MD5 checksum for the savegame after you repack it? Be sure that you have carefully read my modding guide. wink.gif
ShadoWarrior
Grunt wearing Duralloy heavy armor w/Power Shield (notice the blue glowing sphere actually does show up, unlike when added to the cyborg's advanced body implant), and wielding a Gauss Autocannon:



He's using a gyro only because I didn't make enough UBLS. Be sure you take a close look at the gun's stats. wink.gif
switch.
Heavy Armour + Shield + Helm.... this kinda reminds me of the resistances for the SG Cloud.... unsure.gif
switch.
Accidental doublepost.... sorry sad.gif
ShadoWarrior
QUOTE (switch. @ Jan 12 2006, 03:38 PM)
Heavy Armour + Shield + Helm.... this kinda reminds me of the resistances for the SG Cloud.... unsure.gif

I don't "cheat" and add a helm to the heavy armor. But you can see the resists in this screenshot:

switch.
...which basically means nearly immune to all but energy damage. IMO that's a bit imbalanced. At least in theory.
ShadoWarrior
QUOTE (switch. @ Jan 12 2006, 03:51 PM)
IMO that's a bit imbalanced.

You're entitled to your opinion, but you might want to bear in mind that I specifically balanced it against the Wargot power/heavy armor. You may recall that I made the Wargots tougher.
notalive
QUOTE
Are you updating the MD5 checksum for the savegame after you repack it? Be sure that you have carefully read my modding guide. wink.gif

Hmm so that was it anyway is this for saves only or for mods two?
ShadoWarrior
QUOTE (notalive @ Jan 12 2006, 04:28 PM)
Hmm so that was it anyway is this for saves only or for mods two?

I explained all that in my modding guide. Please read it.
shadowkeeper
4 batteries huh? wow, that's gonna be fun with third tier batteries (256 shots before the gun runs empty (going from a ammo usage of 1/shot) )
ShadoWarrior
QUOTE (shadowkeeper @ Jan 12 2006, 04:41 PM)
4 batteries huh? wow, that's gonna be fun with third tier batteries (256 shots before the gun runs empty (going from a ammo usage of 1/shot) )

Do you have any idea how fast it chews through batteries? ohmy.gif

It's like a gatling gun condensed into one barrel in terms of firepower.
shadowkeeper
nope, not a clue (haven't tried it yet tongue.gif)
Gorre
I HAVE!!! IT IS FFFUUUNNN!!!! Dood I like wiped out a whole cultist base with my commando-ranger dude, duel weilding needlers, both with UBLS and thermal imaging thing. fired so fast I could barely hit pause in time to keep him from going back to wait mode after riddling a cultist full of needles lol.

I also tried the Gauss autocannon, and that kicked major butt too. These weps are definately worth the wait.

(I also tried the Gauss rifle and the Railgun, and those were sweet too).

Keep up the excellent work SW, this mod keeps getting better and better biggrin.gif biggrin.gif biggrin.gif
switch.
QUOTE (shadowkeeper @ Jan 12 2006, 10:41 PM)
4 batteries huh? wow, that's gonna be fun with third tier batteries (256 shots before the gun runs empty (going from a ammo usage of 1/shot) )

If you can reload it in the field, please explain how you can do it. I fo one can't reload neither the gauss ac or the laser mg in the field... except up to 25% of their capacity.
ShadoWarrior
QUOTE (switch. @ Jan 13 2006, 03:31 AM)
If you can reload it in the field, please explain how you can do it. I fo one can't reload neither the gauss ac or the laser mg in the field... except up to 25% of their capacity.

{shakes head in wonder} Simple. Carry more than one spare battery and click the reload button more than once. I know it works because I've done it many times.
LimXC
There is a problem for weapons capable of using more than 1 batteries. After using some of the energy, you can reload 10 times and the ammo bar will still not be full. But when you move your mouse cusor over the weapon, a pop up box will show that the weapon has the full energy amount.
ShadoWarrior
QUOTE (LimXC @ Jan 13 2006, 05:18 AM)
There is a problem for weapons capable of using more than 1 batteries. After using some of the energy, you can reload 10 times and the ammo bar will still not be full. But when you move your mouse cusor over the weapon, a pop up box will show that the weapon has the full energy amount.

Perhaps in your game this happens, but not in mine. My gauss autocannons reload and display correctly.

In my last mission my soldier with the gauss autocannon went through about 130 shots (of 144 in his full capacity). I used 3 batteries (all he was carrying at the time) to reload the weapon back up to about 3/4 full, and the yellow ammo bar (under the weapon pic) did correctly display the increasing ammo as I kept reloading.
cb6dba
Perhaps the game takes the ammo capactity from the type of battery that was loaded at the start of the mission.

If so, starting with Energon (sorry if thats the worng name, I have only just researched it in my game) then reloading with a normal battery would produce the situatuin where the gun would appear slightly (or very) empty after reloading.

Just an idea.

I know I wouldnt have come accross this as I use the same ammo, if the gum has Energon in it to start with, the soldier has spare eenergons to reload with.
switch.
QUOTE (ShadoWarrior @ Jan 13 2006, 09:38 AM)
QUOTE (switch. @ Jan 13 2006, 03:31 AM)
If you can reload it in the field, please explain how you can do it. I fo one can't reload neither the gauss ac or the laser mg in the field... except up to 25% of their capacity.

{shakes head in wonder} Simple. Carry more than one spare battery and click the reload button more than once. I know it works because I've done it many times.

If the solution was that simple I wouldn't be asking dry.gif

Whenever I reload a 4-battery gun with at least one partially used battery in it (i.e. one full battery and half of a second one, out of a possible of 4 full batteries of course), the game runs the reload animation, the soldier seems to be reloading but the result is NOT what you'd expect. When displaying the ammo for battery weapons it shows (x)/1 or in this case (x)/4. I *think* the capacity for ONE standard battery is 24... If I remember right, after reloading a 18 unit laser mg the gun had 24 units left in it, something that reloading further would *not* change. Tried reloading about a dozen times - no change. Also had a similar problem with the G. AC a little while ago...

Using latest patch, this mod a a few other minor ones (such as altered music, no intro and no red tracks). I'm guessing there's a problem with battery-powered weapons that can hold more then one battery and reloading while one of the batteries is partially depleted.

I'm off to test this.
Hellbringer
You can try manually putting several batteries into the weapon - one after another- that should allow you put ammo up to the weapon's limit.
ShadoWarrior
QUOTE (switch. @ Jan 13 2006, 06:47 AM)
I'm guessing there's a problem with battery-powered weapons that can hold more then one battery and reloading while one of the batteries is partially depleted.

I cannot replicate this problem because they work correctly for me, regardless of the state (full and/or depleted) of any of the batteries involved. I have tried all possible combos. Bear in mind that I'm also one of those fortunate players who had very very few problems (CTDs, slowdowns, etc.) with the game right from the beginning.

EDIT: aha! I was finally able to replicate the problem. sad.gif Not that there's anything I can do to fix it. Strange that in my last mission it worked okay and in this one it didn't. And I haven't exited the game, or otherwise changed anything. {shrug} huh.gif
switch.
QUOTE (Hellbringer)
You can try manually putting several batteries into the weapon - one after another- that should allow you put ammo up to the weapon's limit.

That doesn't work either.

QUOTE (ShadoWarrior)
I cannot replicate this problem because they work correctly for me, regardless of the state (full and/or depleted) of any of the batteries involved. I have tried all possible combos. Bear in mind that I'm also one of those fortunate players who had very very few problems (CTDs, slowdowns, etc.) with the game right from the beginning.

Aight... just came up with a saved game. Screenshot below. Try to reload either the Laser MG or the Gauss AC, see if it works. I know I have - to no result. Both of the guys have inventories full of either batteries or e-cells.


QUOTE (ShadoWarrior)
EDIT: aha! I was finally able to replicate the problem.  Not that there's anything I can do to fix it. Strange that in my last mission it worked okay and in this one it didn't. And I haven't exited the game, or otherwise changed anything. {shrug}

Edit: So you were able to replicate this too. Oh well, I pretty much thought there was nothing you could do, seeing as how reloading is an engine problem. You could get around this by making separate a ammo (4-packs of batteries) but I can't tell if it would be worth it.
ShadoWarrior
QUOTE (switch. @ Jan 13 2006, 07:19 AM)
QUOTE (Hellbringer)
You can try manually putting several batteries into the weapon - one after another- that should allow you put ammo up to the weapon's limit.

That doesn't work either.

I just confirmed that manual reloading doesn't work either (by reloading the save I made when I replicated the bug). Damn. What's really puzzling is that normal (reload button) reloading worked just fine in the mission right before this one. Very strange.

As for creating a custom "4-pack" battery, it's a good idea, but I'm going to think on it a bit. Thanks for the suggestion.
ShadoWarrior
This was the summary screen for the mission where I (sadly) discovered that I, too, am affected by the "multiple battery reloading" bug:



The reason I posted this is so that you can see the effects of using my Heroic Assault mod. This was an attack on the next-to-last Cultist base (in eastern Australia) by my squad of L15-18 soldiers, on May 10 (roughly 3 weeks past the Wargot arrival at Earth).

2 psi snipers w/railguns
2 borg commandos w/gauss rifles w/adv implant+shield
2 human techs w/gauss cannon & d-heavy armor+shields
1 human medic w/gauss rifle w/d-med armor+shield

The only reason one sniper was scratched was because I wasn't paying close enough attention and a scuttlebug snuck up behind her, before her guardian medic obliterated it.
Glacialis
For those that have them, how do railguns compare to the meson weapons? Meson guns are only sniper rifles, yes?
ShadoWarrior
QUOTE (Glacialis @ Jan 13 2006, 09:24 AM)
For those that have them, how do railguns compare to the meson weapons? Meson guns are only sniper rifles, yes?

Both are sniper rifles. Railguns are better overall than meson rifles. They fire almost twice as fast, and the net damage (after adjusting for even the best armor resistance) slightly favors the railgun. Against moderately-armored or weakly-armored opponents, the railgun is much better than a meson rifle. Further tipping the balance is that the railgun is more efficient at battery consumption. (A 2-shot railgun burst eats the same amount of charge as one meson shot, but often all you need is one rail shot -- if you are in slow speed and can prevent the second shot from firing, which isn't easy as the railgun is very fast.)
switch.
QUOTE (Glacialis @ Jan 13 2006, 03:24 PM)
For those that have them, how do railguns compare to the meson weapons? Meson guns are only sniper rifles, yes?

I'd say the railguns are better, unless your target is visibly more succeptible to energy weapons (question for ShadoWarrior: what's the damage type for the Menson Rifle? Laser?).

Edit: If SW says Railguns are better then I can't say otherwise smile.gif Still My question stands. Yeah, I'm slightly too lazy to look it up in the mod pack.
ShadoWarrior
All gauss weapons are "Hard", and the meson rifle is "Warp".
ShadoWarrior
Updated the mod to version 3.08!
(please see first post in thread for download link)

Workaround for the man-portable energy machineguns. Be sure you have a full load in your machineguns before you apply this update! The update does not unload your weapon, but you won't be able to reload them until you make some of the new batteries.

The good: the new batteries only take up 2x2 space, which is half as much as what you needed before for the same capacity.

The bad: they take up 2x2 space, which is bad for borgs. They are also heavier, costlier, and take more time to make than 4 regular batteries.
Glacialis
Eeeek! Warp sniper rifle = teh sh1t. Must research. Now.
switch.
QUOTE (ShadoWarrior @ Jan 13 2006, 03:51 PM)
The bad: they take up 2x2 space, which is bad for borgs. They are also heavier, costlier, and take more time to make than 4 regular batteries.

Bad for Psionicss as well. I know I pro'lly am the only guy that uses psionics to carry big guns around, but I've a wide range of psionics, basically enough to send a psionic-only mission smile.gif

But enough comments. SW, you've added a lot of new guns&stuff, but little if any actually useful Commando equipment. Now, correct me if I am wrong, but isn't a Katana-wielding soldier next to useless compared to an untrained fellah using a Needler to say the least? And for that matter, what is stalker lvl 3 good for, since it doesn't really add anything useful. I've been thinking a bit about abilities and I've a few suggestions:

- remember how adding a new ability doesn't work? Well, can you add an existing ability to a certain level of training? Such as Scout equipment for a level 3 Commando? Reasons for giving commandos access to some scout equipment (cloaks mainly) were discussed before. Do you think it would tilt the balance so much if lvl 3 commandos could use any scout equipment?

- consider modding or adding a few more commando-gadgets. What we have so far is a fair amount, but really - is the Airgun any good? Are throwing knives deadlier then rifle bursts or - at that range - shotgun bursts? Only useful items are the melee weapons. I was thinking about making the airgun a sniper-like weapon, with slightly more range/accuracy and the possibility to mount a scope. Then it might be oif a little mroe use. New darts might be in order as well. Advanced versions, if nothing new.

That's about it. If you like either idea, I could elaborate a bit.
Glacialis
I'll correct you: You're wrong. Have you used duralloy weapons? Dual wielded them?
TheDeepDweller
Just wanted to add my thanks to SW et al for all the hard work they are putting in to this.
ShadoWarrior
QUOTE (switch. @ Jan 13 2006, 10:29 AM)
Do you think it would tilt the balance so much if lvl 3 commandos could use any scout equipment?

Yes.
Gorre
Lol.

Actually I kind of like the upgraded airgun idea. It would help on capture mission if the stun darts actually worked... and at a fair distance. It stinks to get into shotgun range just to have a 75% chance of disabaling him, and then there's like a 5% chance of him getting stunned once you fire... which really stinks. Improved darts would be awesome... like duralloy darts!!!
ShadoWarrior
QUOTE (Gorre @ Jan 13 2006, 12:40 PM)
Actually I kind of like the upgraded airgun idea.

Noted. See post #1.
Gorre
Awesome. Thanks man smile.gif
Glacialis
This may sound cheesy, but what about a knife thrower? In many vampire roleplaying games, hunters apparently love to use stake throwers: shotguns modified to shoot hardened wooden rods etc etc. What I'm thinking about is a weapon that's Commando only because of the difficulty of and close range necessary to use it...

Shotgun-range Commando weapon that launches a fantastically sharp duralloy device at/into a target. When it detects it has entered a target, it triggers. Whether it explodes or simply shatters and cuisinarts from the inside, I don't know. The result is that many duralloy shards/blades are released from a hypercoiled spring, or perhaps <insert alternate technobabble here>. Against unarmored targets it's goodnight. Not sure what this would do to power armor, but if there's a pilot in there biggrin.gif he's going to be a little messed up.

Sort of like a burrowing fragmentation grenade, although I was really thinking a "propelled knife that gets inside armor and shatters".
switch.
QUOTE (Glacialis @ Jan 13 2006, 08:10 PM)
What I'm thinking about is a weapon that's Commando only because of the difficulty of and close range necessary to use it...

Wouldn't be much of a problem if our commandos were actually a little stealthier.
PrimeTime
ShadoWarior, I think, what name "Dragunov SVD sniper rifle" is incorrect.
Because SVD is abbreviation for
(S)Снайперская (V)Винтовка (D)Драгунова - Dragunov's Sniper Rifle.
(-8
ShadoWarrior
QUOTE (Glacialis @ Jan 13 2006, 02:10 PM)
This may sound cheesy, but what about a knife thrower? In many vampire roleplaying games, hunters apparently love to use stake throwers: shotguns modified to shoot hardened wooden rods etc etc.

OT: the katana was my weapon of choice in Bloodlines. But I don't wish to discuss that game on these forums.

As for your other request(s), I'll refer you to post #1. I'm not going into specifics, so please don't ask. Savor the surprise when it comes.
ShadoWarrior
QUOTE (PrimeTime @ Jan 13 2006, 02:24 PM)
ShadoWarior, I think, what name "Dragunov SVD sniper rifle" is incorrect.
Because SVD is abbreviation for
(S)Снайперская (V)Винтовка (D)Драгунова - Dragunov's Sniper Rifle.
(-8

Please give me a break. The description is for the vast majority of players who may not know what a "Dragunov SVD" is. I know full well what the 'SVD' stands for and you'll just have to trust me to get it right when I get around to adding it.
PrimeTime
QUOTE (ShadoWarrior @ Jan 13 2006, 08:28 PM)
Please give me a break. The description is for the vast majority of players who may not know what a "Dragunov SVD" is. I know full well what the 'SVD' stands for and you'll just have to trust me to get it right when I get around to adding it.

Sorry, no offence meant.
Russian is my native language, that's all (-8
ShadoWarrior
QUOTE (PrimeTime @ Jan 13 2006, 02:35 PM)
Sorry, no offence meant.
Russian is my native language, that's all (-8

No problem. Sorry for snapping at you. I get cranky when I don't eat.

BTW, my browser has an extension that translates 11 languages, including Russian. wink.gif
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