ShadoWarrior
Jan 19 2006, 11:43 AM
QUOTE (DC- @ Jan 19 2006, 05:18 AM)
Maybe a little cosmetic surgery

Nip & tuck done.
DC-
Jan 19 2006, 01:24 PM
Mailor, the other visor addons aren't of any use for the laser sniper rifle then either, are they? They're all added for accuracy purposes , but why can't I mount a sniper scope?
All my snipers (with lapua rifles) seem to have accuracy below 95% only, if someone is blocking the line of fire, or if the target is out of range (then the percentage is near 0).
It's not that important at all, I was just wondering
ShadoWarrior
Jan 19 2006, 01:33 PM
QUOTE (DC- @ Jan 19 2006, 07:24 AM)
Mailor, the other visor addons aren't of any use for the laser sniper rifle then either, are they? They're all added for accuracy purposes , but why can't I mount a sniper scope?
A motion finder or thermal sight can still be useful. You cannot mount the sniper scope because you cannot improve the accuracy of a laser weapon in the visible spectrum. It is already as accurate as it can possibly be in visible light.
A motion finder uses doppler scanning to track moving objects, and thus it negates the
penalty for hitting moving objects. The IR sight allows you to spot things that are otherwise not visible to you. Neither of these improve your accuracy for things you can already see.
ShadoWarrior
Jan 19 2006, 02:42 PM
Updated the mod to version 3.09!
(please see first post in thread for download link and changes)
Vistar
Jan 19 2006, 06:41 PM
QUOTE (ShadoWarrior @ Jan 19 2006, 01:33 PM)
A motion finder uses doppler scanning to track moving objects, and thus it negates the penalty for hitting moving objects. The IR sight allows you to spot things that are otherwise not visible to you. Neither of these improve your accuracy for things you can already see.
So there really IS a penalty for firing at moving objects? I couldn't really tell.
As for my 'borg, I took the links off his needlers and he is firing at a modified 80% at 44.3 range (Close Range = SH+3) In the field he still is firing at 100% most of the time...high 90's at the limits of his range. With the links he's 100% all the time so far as I can tell. So maybe it's not a bug. I'll try the needlers with links AND UBLS and see if I can reproduce the 0% bug.
Gorre
Jan 20 2006, 12:15 PM
I have an Idea. what about something like a single-handed sawed-off shotgun? so u can dual wield them. of course, they would have to have less accuracy and damage maybe, but it would be awesome, especially if you load 'em with AP Slugs. The only problem I see (if you decide it isn't off balance) is coming up with a model that looks even remotely like a sawed-off shotgun.
Great work on the mod btw, keep it up
ShadoWarrior
Jan 20 2006, 12:33 PM
No. Have you ever fired a shotgun, much less a sawed-off one? If you had you would know how absurd this request is.
Glacialis
Jan 20 2006, 02:05 PM
A sawed-off shotgun has the advantage of the shot spreading further in a shorter amount of time. Extremely short range, and can't do slugs for crap.
The SPAS-15 blows the crap out of any sawed-off shotgun. One or two of them.
ShadoWarrior
Jan 20 2006, 02:11 PM
I also wish people would quit focusing on ideas for more weapons in this mod, as there are plenty already, and shift their attention to other items that might be useful. Admittedly, there are bugs and design considerations that limit what new items can be created, but I don't think we've exhausted the possibilities yet. Which, for weapons, I think we have. Most of the weapon ideas that have been proposed for the past several weeks are either ridiculous, disbalancing, or simply unnecessary.
Red Stone
Jan 20 2006, 03:50 PM
Proximity/Movement-triggered flare grenades?
I'd get back to you on the Charges as soon as I get AS running on this ancient heap of junk.
Cpl. Facehugger
Jan 20 2006, 05:45 PM
How's about a conventional Meson rifle, in addition to the sniper version that we have now? Because, at the moment, the Railgun seems to beat the Meson gun for taking down everything but possibly Starghosts. (Which I haven't fought using your Mod yet.)
Also, I've got two questions:
1. Would it be possible to make the three-barreled Wargot chaingun usable?
2. Also, I know you can't change models themselves, but is it possible to change textures? That could provide enough differentiation to make weapons seem more unique. Assuming it's even possible, of course.
ShadoWarrior
Jan 20 2006, 06:22 PM
QUOTE (Cpl. Facehugger @ Jan 20 2006, 11:45 AM)
How's about a conventional Meson rifle, in addition to the sniper version that we have now? Because, at the moment, the Railgun seems to beat the Meson gun for taking down everything but possibly Starghosts. (Which I haven't fought using your Mod yet.)
The railguns are intended to be the pinnacle of human weapons tech. Also, the meson gun is still better than the railgun against certain targets. And no, I won't be making a non-sniper version. The design (physics) of the device precludes it being made smaller.
QUOTE (Cpl. Facehugger)
1. Would it be possible to make the three-barreled Wargot chaingun usable?
I won't do this. It is not a man-portable, nor man-usable, weapon.
QUOTE (Cpl. Facehugger)
2. Also, I know you can't change models themselves, but is it possible to change textures? That could provide enough differentiation to make weapons seem more unique. Assuming it's even possible, of course.

I'm not an artist. You'd have to ask in another thread.
Glacialis
Jan 20 2006, 06:41 PM
I don't know about AS specifically, but I do have experience with other mods where texturing/skinning is brutally important. Making good looking textures is NOT easy! Even if we had somone that could do it, it's going to be a pretty big demand on their time.
Nusku
Jan 20 2006, 07:45 PM
You might think that this is a daft idea, but how about exoskeletons for the ordinary human soldiers? For example: a +1 strength exoskelton, which would be the equivalent of the basic cyborg strength implant, but completely fill the soldier's backpack. Hence, at the cost of losing the backpack, the soldier gains +1 strength.
Cpl. Facehugger
Jan 20 2006, 07:46 PM
QUOTE
The railguns are intended to be the pinnacle of human weapons tech. Also, the meson gun is still better than the railgun against certain targets.
Fair enough.
QUOTE
I won't do this. It is not a man-portable, nor man-usable, weapon.
It isn't much larger than the Wargot Plasma Gun. The only problems I can see with having a human use it would be the weight of the ammunition and the recoil. But if that's the case, I don't see why a Cyborg decked out in strength enhancing implants and Gunman/Tech training shouldn't be able to use it. It's not like I'm talking about those giant weapons mounted on Wargot power armor, or even the giant missile launchers carried by red armored Wargots.
But meh, it's your mod. And what a mod it is.
QUOTE
I'm not an artist. You'd have to ask in another thread.
Okay.
QUOTE
Making good looking textures is NOT easy! Even if we had somone that could do it, it's going to be a pretty big demand on their time.
I was just thinking of recoloring them. Give the G-11 a little bit of definition compared to the other weapons based off the same model, for example.
Gorre
Jan 20 2006, 09:29 PM
Sry SW, I'm very inexperienced in these kind of things. I'm only 16, so everything I think up is either myth or the few important facts I actually have managed to store in my head.
Sadist
Jan 21 2006, 02:50 AM
I was wondering, is it just me, or is the heavy drone machinegun chance to hit displayed inaccurately?
It consistently shows a lower value to hit, then what's shown in the event box. My guess is that it displayes the _average_ for the shots to hit, but why?
ShadoWarrior
Jan 21 2006, 02:57 AM
This has been discussed quite a few times in this thread, which a simple search would have discovered. This will be the last time I answer this question.
The displayed accuracy of a machinegun is a function of the number of rounds in the burst and the recoil of the weapon, and the number you see displayed is the accuracy of the LAST round of the burst -- which includes the cumulative effects of the recoil from all earlier rounds in the burst.
notalive
Jan 21 2006, 09:26 AM
Cpl.Facehugger
The oficial story about you not using other wargoth weapons is that the wargoth has some extra digits on ther elbows making it impossible to be used by humans
(or atleast thats how i rememberd it)
Firecrak
Jan 21 2006, 10:36 AM
I found a nifty little bug with this mod.
If you equip a medium or light helmet (duraloy or normal) THEN equip a Duraloy Heavy, you can have both on. I am unsure if the effects stack, but it definately gives you an extra head slot, and makes for some interesting colour schemes if you add HUD upgrade.
Sadist
Jan 21 2006, 12:36 PM
QUOTE (ShadoWarrior @ Jan 21 2006, 02:57 AM)
The displayed accuracy of a machinegun is a function of the number of rounds in the burst and the recoil of the weapon, and the number you see displayed is the accuracy of the LAST round of the burst -- which includes the cumulative effects of the recoil from all earlier rounds in the burst.
Actually, it's not the accuracy of the last round - the even window shows different numbers for most hits. Most of the time the accuracy shown isn't a relevant number at all. The number shown is almost always within the range of 22%.
Besides, it's different for every other type of machinegun i've used, even though the _real_ accuracy may be similar.
So what is it, the game's event window bug or what?
Gastrian
Jan 21 2006, 01:00 PM
Shadowarrior, is it possible to include motion sensor mines? A static doppler scanner which sends out a pulse every 5 seconds or so?
DC-
Jan 21 2006, 02:02 PM
Just manufactured my first duralloy heavy armor and was surprised that I couldn't mount any visor addon to it. Is this an intended draw back of the armor?
notalive
Jan 21 2006, 02:03 PM
QUOTE
Shadowarrior, is it possible to include motion sensor mines? A static doppler scanner which sends out a pulse every 5 seconds or so?
Have you heard about mine fueses?They are addons for mines that help to detect the enemy and detonate
Gastrian
Jan 21 2006, 02:16 PM
But expolsive mines are a one use item. I'm talking about a permenant, delpoyable item that is constantly scanning.
ShadoWarrior
Jan 21 2006, 04:20 PM
QUOTE (DC- @ Jan 21 2006, 08:02 AM)
Just manufactured my first duralloy heavy armor and was surprised that I couldn't mount any visor addon to it. Is this an intended draw back of the armor?
The D Hvy armor has a body slot, not a visor slot. You can cheat (use an exploit) and use a helmet with the armor, if you absolutely have to have a visor.
ShadoWarrior
Jan 21 2006, 04:24 PM
QUOTE (Gastrian @ Jan 21 2006, 08:16 AM)
But expolsive mines are a one use item. I'm talking about a permenant, delpoyable item that is constantly scanning.
What you really want is a
remote sensor. It's an interesting idea. I'll see if it's possible to do, though I doubt it can be made to work given the game's restrictions. I'll get back to you; give me a bit of time to study the problem. And thanks for the suggestion.
DC-
Jan 21 2006, 05:39 PM
Nah, don't wanna cheat. Then I'll have to decide wether I take really good armor or stick to the normal heavy armors and use visors.
ShadoWarrior
Jan 21 2006, 05:45 PM
If it's a choice between D Hvy + Power Shield vs. Hvy + HUD, the outcome is a no-brainer.
Firecrak
Jan 21 2006, 06:04 PM
Wouldn't it be smarter to modify the D Heavy to have the same parameters (ie. can't use helmet) as the normal Heavy? Leaving it as is, makes me want to use the helmet too
shadowkeeper
Jan 21 2006, 06:06 PM
the ability to put a helmet with the D-hvy comes from using the medium armor slot (for the shield)
fixing the helmet issue would restrict the armor to using a hvy armor slot giving you a visor slot but no shield
ShadoWarrior
Jan 21 2006, 06:08 PM
QUOTE (Firecrak @ Jan 21 2006, 12:04 PM)
Wouldn't it be smarter to modify the D Heavy to have the same parameters (ie. can't use helmet) as the normal Heavy? Leaving it as is, makes me want to use the helmet too

Being able to use a helmet with the D Hvy armor is caused by a bug related to the slot type.
I really wish people would bother to read the entire thread, or at the very least do a search on it, before they post.
VitorFox
Jan 21 2006, 07:36 PM
Hey ShadoWarrior!
I got UFO:AS some time ago and just now I tried your mod. ...needless to say, the fun factor of the game went off the scale. I have an uncontrolable urge to try, experiment and test every single gadget and weapon there is.
The depth and complexity of your mod is just awesome and its sort of sadning Altar didn't take this sort of effort to make a more compeling game right off the bat. But enough patting your back...

I have a fascniation for laser weapons... maybe its all the pwetty lights. I tried to read as much as possible of this forum before posting but... well... 83 pages is quite a bit.

I tried my best though. I dont know how laser weapons work now, if they are still pretty weak or not. But here's a sugestion how laser weapons should work, according to my point of view: Laser weapons fire a short burst of energy in form of a beam of light and focused heat. Considering the diameter of the barrel, being hit by a laser gun would probably feel the same as having a needle through you. Its going to hurt like hell and leave a permanent hole, but the wound would seal immediatly and quite frankly its not going to kill you... but, what if you shot someone in the head with it?
To make it short: A laser weapon should have a very little base damage rating but quite a potential for critical hits.
Unfortunatly, Im not sure how critical hits work here... if they simply use a damage multiplier or use apply an effect like stun or death.
And thats it... Heres hoping I dont get yelled at for touching a subject someone already clarified!
ShadoWarrior
Jan 21 2006, 07:41 PM
You cannot mod a weapon to have an increased chance of critical damage. Also, I think you underestimate the effect that having a hotter-than-white-hot needle shoved into you might have on your innards.
Novalith
Jan 21 2006, 07:47 PM
QUOTE (ShadoWarrior @ Jan 21 2006, 12:24 PM)
QUOTE (Gastrian @ Jan 21 2006, 08:16 AM)
But expolsive mines are a one use item. I'm talking about a permenant, delpoyable item that is constantly scanning.
What you really want is a
remote sensor. It's an interesting idea. I'll see if it's possible to do, though I doubt it can be made to work given the game's restrictions. I'll get back to you; give me a bit of time to study the problem. And thanks for the suggestion.
I was going to suggest the same thing. I was also wondering about 2 other items:
1. Deployable weapons. Sort of like what they used in Aliens (or was it the first on, cant remember)
2. Deployable distractors. Something you would set up that would generate noise and attract enemies to that location. Possibly even something you could toss.
Those 2 ideas stretch the limits of my creativity.....
VitorFox
Jan 21 2006, 07:47 PM
Weeeeell... Its nothing I have tried, really, and I do hope I never do.
Well, no criticals is a let down. I guess if you held the trigger on a laser gun you could literaly slice someone in half... but I guess the game can't accomodate that either and a laser sword would do better at that role and still look cooler anyway.
I would really like to see the laser weapons to be useful just as the rest while being unique. Gaaaah... Thats it, I'm learning how to mod!
ShadoWarrior
Jan 21 2006, 07:51 PM
QUOTE (Novalith @ Jan 21 2006, 01:47 PM)
2. Deployable distractors. Something you would set up that would generate noise and attract enemies to that location. Possibly even something you could toss.
The game already has a flash-bang grenade.
Firecrak
Jan 21 2006, 08:20 PM
QUOTE (ShadoWarrior @ Jan 21 2006, 06:08 PM)
QUOTE (Firecrak @ Jan 21 2006, 12:04 PM)
Wouldn't it be smarter to modify the D Heavy to have the same parameters (ie. can't use helmet) as the normal Heavy? Leaving it as is, makes me want to use the helmet too

Being able to use a helmet with the D Hvy armor is caused by a bug related to the slot type.
I really wish people would bother to read the entire thread, or at the very least do a search on it, before they post.
Thats not going to happen with 86 pages worth of posts. Maybe you should edit the original post to be more concise on bugs/tweaks/exploits/caveats.
ShadoWarrior
Jan 21 2006, 08:29 PM
QUOTE (Firecrak @ Jan 21 2006, 02:20 PM)
Thats not going to happen with 86 pages worth of posts. Maybe you should edit the original post to be more concise on bugs/tweaks/exploits/caveats.
I'm not obligated to repeatedly answer the same questions, nor cater to people who are too lazy to read the thread or to even use the forum's search function. As for editing the original post, no. I already provide in the mod's archive readme and FAQ files which people are too stupid or lazy to read. I have done as much as is reasonable. The rest is up to players to do.
Novalith
Jan 21 2006, 08:39 PM
QUOTE (ShadoWarrior @ Jan 21 2006, 03:51 PM)
QUOTE (Novalith @ Jan 21 2006, 01:47 PM)
2. Deployable distractors. Something you would set up that would generate noise and attract enemies to that location. Possibly even something you could toss.
The game already has a flash-bang grenade.
Right.... that’s not quite what I meant. I was looking for something that generates noise continuously, or on a pulse basis....
ShadoWarrior
Jan 21 2006, 08:44 PM
I think it's possible to create a device that does zero damage and generates some noise for a while, but (AFAIK) there is no capability in the game for remote triggering. Triggers are all proximity or contact.
Yur_Ko
Jan 21 2006, 09:13 PM
I know that my question is not exactly about weapons but it's related...
I've just found out that dropping weapons to the ground TAKES LONGER THAN PUTTING IT INTO YOUR BAGPACK!!!!! Nothing to say, impossible to explain...
I think that dropping anything to the ground should take
very little time -- 0.1-0.3 I guess, not 1.1 it takes so far. Maybe if there were 2 actions - 1 - simple 'drop down' with noise but fast and 2 - 'put down' slowly but without noise -- it would be more reasonable. But anyway putting smth into bagpack should take longer.
D'you think it's worth putting in the mod. It can make this game a bit more 'realistic'...
ShadoWarrior
Jan 21 2006, 09:18 PM
How long items take to move/drop is not moddable. Also, there is a thread (which you can find by reading Avenger's Guide thread) which goes into detail on the timing of everything. Regardless, please confine discussions in this thread to things specifically dealing with this mod.
shadowkeeper
Jan 21 2006, 11:40 PM
QUOTE (Novalith @ Jan 21 2006, 08:47 PM)
1. Deployable weapons. Sort of like what they used in Aliens (or was it the first on, cant remember)
it was in the extended edition of aliens
but I don't know if deployable weapons can even be modded into the game
ShadoWarrior
Jan 21 2006, 11:43 PM
QUOTE (shadowkeeper @ Jan 21 2006, 05:40 PM)
I don't know if deployable weapons can even be modded into the game
I'm pretty sure they cannot, since there appears to be no game mechanism for operating such weapons.
Glacialis
Jan 22 2006, 02:16 AM
Judging by how D Heavy armor looks and how it looks with a D Med Helmet, I thought it was *supposed* to be able to take a helmet. It just looks so perfect. I haven't bothered making normal heavy armor...
So, heavy armor is never supposed to be able to take a helmet. Correct?
ShadoWarrior
Jan 22 2006, 02:23 AM
QUOTE (Glacialis @ Jan 21 2006, 08:16 PM)
So, heavy armor is never supposed to be able to take a helmet. Correct?
Correct. That it can is because I added a slot the game thinks is only for medium armor and that (somehow) makes the game think that the armor has no head piece. So that I don't overly abuse/exploit the game I restrict myself to using a regular (not duralloy) light helmet with the heavy armor. That's in lieu of being able to add in a helmet slot. Since I was unable to mod in two slots, I don't feel bad about "cheating" and using a light helmet. But that's where I draw my personal line. I won't use anything better than a regular light helm with my Duralloy Heavy armor.
shadowkeeper
Jan 22 2006, 02:24 AM
correct
edit:SW was faster again

, and he typed more
Glacialis
Jan 22 2006, 09:26 PM
Aww man. The graphics look great with a helmet! I've been using D Medium Helmets but I have yet to put anything in any armor or helmet slot -- didn't get started on Detection stuff until relatively late.
notalive
Jan 22 2006, 09:31 PM
Shadow how about making a no model helmet with no protection so you can add addons without cheating(something like what yove done with the foot chipset for borgs)
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