Nusku
Jan 14 2006, 01:04 PM
Would it be possible to have a "primitive/basic" silencer which is available as soon as firearms technology is acquired? I'm thinking something like noise 0.3, light 0.1, IR 0.9 and accuracy 0.7, damage 0.7. The reason for my suggestion is that it usually takes me around a fortnight to acquire Firearms Accessories Technology, during which time I would like to vary my tactics and do some sneaking around, but my stealth troops aren't really good enough to do their "thing" armed only with melee weapons. I'm not looking to gain any advantage - I'd just like a bit more variety in how I can play missions. Of course, if this is another dumb idea, I'll understand.
ShadoWarrior
Jan 14 2006, 01:06 PM
QUOTE (Nusku @ Jan 14 2006, 07:04 AM)
Would it be possible to have a "primitive/basic" silencer which is available as soon as firearms technology is acquired?
Possible, yes. Will I do it? No.
Nusku
Jan 14 2006, 01:30 PM
Thanks for the fast reply! I'm REALLY enjoying using your mod btw. Any chance of an MP5 with integral silencer (smiles as sweetly as possible)?
ShadoWarrior
Jan 14 2006, 01:34 PM
QUOTE (Nusku @ Jan 14 2006, 07:30 AM)
Any chance of an MP5 with integral silencer (smiles as sweetly as possible)?

The MP5SD3? Perhaps ...
DaRookie
Jan 14 2006, 03:37 PM
would it be possible to make this mod compatible with the german version?
(your mod works, only the descriptions are messed up)
ShadoWarrior
Jan 14 2006, 03:42 PM
QUOTE (DaRookie @ Jan 14 2006, 09:37 AM)
would it be possible to make this mod compatible with the german version?
(your mod works, only the descriptions are messed up)
I am aware of that there are issues with the German version. As has (repeatedly) been explained in this thread, I have asked that my volunteer German translator (kurim) wait until I stop making changes to the localization file before he translates it. Unless you or someone else thinks they can retranslate the mod 3-5 times a week (my average pace of new versions), you'll just have to patiently wait. Same goes for French, Polish, and Spanish.
notalive
Jan 14 2006, 04:55 PM
Can you change the devastator and the resonator to use heavy duty battery tipes?
ShadoWarrior
Jan 14 2006, 05:02 PM
QUOTE (notalive @ Jan 14 2006, 10:55 AM)
Can you change the devastator and the resonator to use heavy duty battery tipes?
Can I? Yes. Will I? No. If I'd wanted the warp weapons to have large capacities I would have given them multiple batteries when I created them. Their limited number of shots is intentional.
notalive
Jan 14 2006, 06:54 PM
Can warp damage splash damage like a grenade exploding?
ShadoWarrior
Jan 14 2006, 06:59 PM
QUOTE (notalive @ Jan 14 2006, 12:54 PM)
Can warp damage splash damage like a grenade exploding?
It could if a modder chose to make it do so.
notalive
Jan 14 2006, 07:06 PM
QUOTE
It could if a modder chose to make it do so.
Hmm i've got a idea that contains heavy duty energon the devastator and the equivalent of a big big hole(warp is about holes and stuff right

)
ShadoWarrior
Jan 14 2006, 07:19 PM
QUOTE (notalive @ Jan 14 2006, 01:06 PM)
Hmm i've got a idea that contains heavy duty energon the devastator and the equivalent of a big big hole
You have neglected to read the last few lines in post #1 in this thread in the past 2 weeks ...
notalive
Jan 14 2006, 07:38 PM
QUOTE
You have neglected to read the last few lines in post #1 in this thread in the past 2 weeks ...
warp mines and implosion torpilos?
Well not exacly what i have in mind
I'm saying about an *updated* version of the devastator that has blast so you can bring down enemys and walls at hte same time(have you ever heard a wargoth behind a wall?I did i had a devastator guess what i did

) so you can shot a wall and posably kill a wargoth +a nice big hole in a wall
PS:Can i yes will i no(predictabale

)
ShadoWarrior
Jan 14 2006, 07:42 PM
QUOTE (notalive @ Jan 14 2006, 01:38 PM)
PS:Can i yes will i no(predictabale

)
If my response to unreasonable requests is so predictable, why do people ask anyway?
shadowkeeper
Jan 14 2006, 07:46 PM
it can't hurt to try SW
ShadoWarrior
Jan 14 2006, 07:53 PM
QUOTE (shadowkeeper @ Jan 14 2006, 01:46 PM)
it can't hurt to try SW

Actually, it does. Best case it's a waste of time, of which I have a limited amount, despite what some of you might think based on my posting and release pattern. Worst case it annoys me, which discourages me from further work on the mod.
Nusku
Jan 15 2006, 07:55 PM
SW I just read the first page of the thread. You're a star! Many thanks.
Sam Harrison
Jan 16 2006, 12:18 AM
I got what I think is a bug:
It seems that the 20mm EMP Grenade (when I fire it from an underbarrel launcher) has an enormous explosion radius, like, my guy firing the grenade gets hit from the explosion when the grenade hits at the maximun range. Should it be like that? It also does enormous damage, which I take isn't a bug.
A suggestion:
Could you include the instructions to modify savegames with the next mod releases? I can't seem to find it all looking though the thread.
Thanks for your time.
ShadoWarrior
Jan 16 2006, 12:32 AM
QUOTE (Sam Harrison @ Jan 15 2006, 06:18 PM)
I got what I think is a bug:
It seems that the 20mm EMP Grenade (when I fire it from an underbarrel launcher) has an enormous explosion radius, like, my guy firing the grenade gets hit from the explosion when the grenade hits at the maximun range. Should it be like that? It also does enormous damage, which I take isn't a bug.
It's not a bug. The 20mm EMP grenade has a range of 20 and a blast radius of 9. If you cannot launch the grenade out to 20 (or to 10+) then something else is wrong (perhaps a lack of skill).
The EMP hand grenade has a range of 10 and a blast radius of 10. I was given to understand that you could actually throw it further than 10. If this is not so, I need to know.
The damage yield is intentional.
QUOTE (Sam Harrison)
Could you include the instructions to modify savegames with the next mod releases? I can't seem to find it all looking though the thread.
There is an entire modding guide I wrote pinned at the top of this forum.
Sam Harrison
Jan 16 2006, 01:18 AM
Alright. I'll check with the handgrenades with one of my strong soldiers and get back to you.
Come to think of it, I think I stopped having the launcher problem after getting some more skills...
Anyway, nice quick reply.
glacierise
Jan 16 2006, 04:58 PM
First off - thanks for the AWESOME mod!!
Second, a little problem - when I euqip the FN minimi MG, I always get a 0% hit probability displayed in the tooltip by the target name. I do score hits, but it stays 0.
Thanks again!
Nusku
Jan 16 2006, 06:56 PM
Glacierise, despite my otherwise universal ignorance, I do know that this has been discussed previously. The %chance to hit that pops up is the chance for the last bullet in each burst. Since that MG fires bursts of 10 (I think) it is going to show 0% for any targets that are not fairly close. If you have a search back, I'm sure you'll find the relevant posts.
glacierise
Jan 16 2006, 07:53 PM
Sorry, I thought i had read enough of the back pages

Yet, with every other MG (M60, PKM, Laser) some percentage higher than 0 is displayed. And I am talking about almost point blank range. And with the Minimi, it is always 0.
Gastrian
Jan 16 2006, 08:11 PM
Thats because the minimi has a higher burst. Each shot in a burst gets progrssively less accurate, by the time it hits the 10th bullet the accuracy of the gun reaches 0% and as the accuracy displayed is of the final bullet it will always disply 0%.
glacierise
Jan 16 2006, 08:12 PM
AFAIK, some of the other MGs also fire 10 bullet bursts?
Klaflefalumpf
Jan 17 2006, 11:14 PM
Perhaps we can see the return of the P90?
switch.
Jan 18 2006, 12:03 AM
QUOTE (Klaflefalumpf @ Jan 17 2006, 11:14 PM)
Perhaps we can see the return of the P90?
Just read the first post.
Novalith
Jan 18 2006, 12:21 AM
I do not know if this is possible or not, but can you mod the Reticulan Plasma Weapon so that it does not lob globs of plasma through roofs? I have played several battles where a few Rets from off screen (not even detected in most cases) lob big glowing balls of plasma death onto my characters. I think the only way to do this is to make a direct fire weapon, but I am not sure if that can be done.
I apologize in advance if my post is a bit confusing or poorly worded. I suck at english
Vistar
Jan 18 2006, 01:17 AM
First of just want to give props. This game isn't nearly as much fun w/o your mod. keep up the awesome work.
Just a couple suggested additions, take 'em or leave 'em. I'll probably add them myself eventually.
1. Advanced Duralloy Body Implant: protection comparable with D-Heavy armor (better las/plas/warp protection at least)
use reqs: lvl3 cyborg, maybe gunman or tech training
research reqs: adv body implant, d-heavy armor
2. Duralloy Vibro-Katana/Wakizashi: basically a D-bladed weapon that does energy("Laser") damage (and a more of it). By surrounding the blade with an energy field and causing it to vibrate at an ultra-high frequency, it can actually cut WG power armor and affect starghosts.
use req: commando/stalker training
research reqs: adv bladed weapons, Hyper energy weapons
(just trying to keep my crazy melee guys on par with the advanced tech (like gauss weapons)
LimXC
Jan 18 2006, 10:09 AM
I got a cyborg ranger dual-wielding two needlers, each with underbarrel laser sight and weapon link. Even when the target is close enough to be attacked with a knife, the accuarcy is always 0%. The weapon works normally again after I replace the weapon link with an aimpoint finder for the needler in the right hand, it does not work if the left hand needler is changed. The same thing happens when I the cyborg used MP7s instead of needlers. Just want to let you know this problem for the weapon link.
crispada
Jan 18 2006, 10:38 AM
Hello to the AS community.
Tried reading the whole 82 pages and it is more than likely in here somewhere but I have a little bug.
Upon researching blueprints for rail guns, needlers or spring rifles I can not manufacture them and they do not appear in the glossary.
I can manufacture other modded guns like the .50 cal DE.
Any ideas?
Cheers,
C.
ShadoWarrior
Jan 18 2006, 10:56 AM
QUOTE (crispada @ Jan 18 2006, 04:38 AM)
Upon researching blueprints for rail guns, needlers or spring rifles I can not manufacture them and they do not appear in the glossary.
Welcome to the forums.
You are probably not using v3.07+ of my mod. Download a newer version. If you are using v3.07+, then you are not using the correct factory. They are made in the Energy Weapons factory.
ShadoWarrior
Jan 18 2006, 11:12 AM
QUOTE (LimXC @ Jan 18 2006, 04:09 AM)
I got a cyborg ranger dual-wielding two needlers, each with underbarrel laser sight and weapon link. {snip} Just want to let you know this problem for the weapon link.
It never occurred to me that anyone could/would use two of them. First, is what you are calling the "left hand" the left-side slot? If that is so, it's actually the soldier's right hand. Regardless, it's not a problem I can fix as I cannot prevent the use of more than one. All I can do is put a note in the FAQ about it.
My guess is that it's related to the fact that the item has an ability prerequisite (borg training). When the game checks prereqs for the second weapon (that it can be used by soldier with ambi ability) it finds a conflict (needs/expects ambi prereq and finds borg prereq instead).
crispada
Jan 18 2006, 11:15 AM
Cheers Shado,
must have just missed the recent update as I downloaded it last Friday.
I will update post haste.
Thanks for the great mod. Inspired me to look at making a few little changes my self.
As a quick query are you knowledgeable of the warhammer 40K world?
C
ShadoWarrior
Jan 18 2006, 11:20 AM
QUOTE (crispada @ Jan 18 2006, 05:15 AM)
As a quick query are you knowledgeable of the warhammer 40K world?
Yes, and I will not consider any suggestions derived from WH40K, so please don't bother making any.
crispada
Jan 18 2006, 11:23 AM
Fair enough.
Don't think 2054 is ready for insane weaponry and highly inpractical weapons of WH40K.
Still, thanks for all the great work you've done and keep it up. Read a few of your posts now and you're a 5* hero.
C.
LimXC
Jan 18 2006, 12:59 PM
QUOTE (ShadoWarrior @ Jan 18 2006, 07:12 PM)
QUOTE (LimXC @ Jan 18 2006, 04:09 AM)
I got a cyborg ranger dual-wielding two needlers, each with underbarrel laser sight and weapon link. {snip} Just want to let you know this problem for the weapon link.
It never occurred to me that anyone could/would use two of them. First, is what you are calling the "left hand" the left-side slot? If that is so, it's actually the soldier's right hand. Regardless, it's not a problem I can fix as I cannot prevent the use of more than one. All I can do is put a note in the FAQ about it.
I meant the weapon with the weapon link must be in the person's left hand/right slot.
ShadoWarrior
Jan 18 2006, 01:04 PM
QUOTE (LimXC @ Jan 18 2006, 06:59 AM)
I meant the weapon with the weapon link must be in the person's left hand/right slot.
Which confirms my suspicion that it's due to a conflict with the Ambi ability and the WL requiring Cyborg training (a different ability). Thanks. I've added a note to my FAQ file.
Vistar
Jan 18 2006, 07:52 PM
QUOTE (ShadoWarrior @ Jan 18 2006, 01:04 PM)
QUOTE (LimXC @ Jan 18 2006, 06:59 AM)
I meant the weapon with the weapon link must be in the person's left hand/right slot.
Which confirms my suspicion that it's due to a conflict with the Ambi ability and the WL requiring Cyborg training (a different ability). Thanks. I've added a note to my FAQ file.
I've got the same setup and WL's on each needler. Granted my guy is fully trained but the links work extremely well...maybe too well as I get 100% on stap shots at assault rifle ranges...then again he does have Super Heroic +2 or 3 close range skill so that may be it too *shrug*.
ShadoWarrior
Jan 18 2006, 07:58 PM
QUOTE (Vistar @ Jan 18 2006, 01:52 PM)
I've got the same setup and WL's on each needler. Granted my guy is fully trained but the links work extremely well...maybe too well as I get 100% on stap shots at assault rifle ranges...
The 100% is due to the well-known bug involving two accuracy improvers on the same weapon (the other being the UBLS on your guns).
So LimXC cannot use two Weapon Links, but you can? This isn't the first time someone has reported a problem that someone else doesn't have. sigh
Zelgadis
Jan 18 2006, 10:16 PM
Is possable make armor ballence mod with weapons mod Since armor seems be a bit lacking.
ShadoWarrior
Jan 18 2006, 10:20 PM
Welcome to the forum.
I have already added new armors to my mod for both humans and cyborgs, and explained why I won't be adding any more armors.
Vistar
Jan 19 2006, 12:20 AM
QUOTE (ShadoWarrior @ Jan 18 2006, 07:58 PM)
The 100% is due to the well-known bug involving two accuracy improvers on the same weapon (the other being the UBLS on your guns).
So LimXC cannot use two Weapon Links, but you can? This isn't the first time someone has reported a problem that someone else doesn't have. sigh
AH I didn't know about the bug, that would explain my Human's crazy accuracy who has t-sights and UBLS on his needlers, however the cyborg has ONLY a link on each gun. I just checked. Either it's another bug having to do with dual-wielding linked weapons or he's just that good

(probably the former, I'm pretty sure it's always either 100% or 0%)
but yea other than that he's a dual linked needler killing machine.
Glacialis
Jan 19 2006, 03:23 AM
Scanned equipment.txt, this thread and pack.txt -- didn't see any new armor for cyborg. Unless you meant implants?
ShadoWarrior
Jan 19 2006, 03:25 AM
QUOTE (Glacialis @ Jan 18 2006, 09:23 PM)
Scanned equipment.txt, this thread and pack.txt -- didn't see any new armor for cyborg. Unless you meant implants?
Well, since the body implant
is armor ...
Glacialis
Jan 19 2006, 03:38 AM
Huh. Okay, I'm totally missing something. You've added *new* body implants? *searches more* Advanced now holds one add-on slot, and I saw an entry for a Medium body implant. Is the Medium the old Advanced?
ShadoWarrior
Jan 19 2006, 03:45 AM
Er, um, oops. You're right. My bad. I didn't add a new implant, I changed the existing one.
EDIT: with the ability to add a Power Shield to the cyborgs, it essentially counts as a new armor.
LimXC
Jan 19 2006, 06:33 AM
QUOTE (Vistar @ Jan 19 2006, 08:20 AM)
QUOTE (ShadoWarrior @ Jan 18 2006, 07:58 PM)
The 100% is due to the well-known bug involving two accuracy improvers on the same weapon (the other being the UBLS on your guns).
So LimXC cannot use two Weapon Links, but you can? This isn't the first time someone has reported a problem that someone else doesn't have. sigh
AH I didn't know about the bug, that would explain my Human's crazy accuracy who has t-sights and UBLS on his needlers, however the cyborg has ONLY a link on each gun. I just checked. Either it's another bug having to do with dual-wielding linked weapons or he's just that good

(probably the former, I'm pretty sure it's always either 100% or 0%)
but yea other than that he's a dual linked needler killing machine.
So Vistar's cyborg only has weapon links on his guns. My cyborg has weapon links and UB laser sights on his guns, thus my cyborg have the accuracy problem.
DC-
Jan 19 2006, 11:18 AM
I wonder why the laser sniper rifle cannot be equipped with a sniper scope, only normal rifle addons work. Does this have a certain reason/explanation? If not, maybe you could do something about it SW?
Another (unimportant) thing, I noticed that the advanced body implant spells 'Advanced Body Implants' instead of 'Advanced Body Implant' in the manufacture screen.
Maybe a little cosmetic surgery
mailor
Jan 19 2006, 11:20 AM
DC: Why would you equip a laser sniper rifle with a scope. That would be purely cosmetical, because you usually have 97+ chance to hit even with snapshot (at least I never had less than 97% ever).
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