notalive
Jan 27 2006, 09:30 PM
QUOTE
Better weapons for enemies is of no use. I have tried it and power weapons for wargots modded. With a little tactical game the enemies are death before they get a shoot.
Alter the HP, that is easy to do - than maybe better weapons.
You are very wrong diferent weapons have diferent stats for example you can have a fast fire weapon with better accuracy and youre life from the start will be much dificult (example:The rail gun in the hands of an enemy sniper is....You don't want to know)
Gastrian
Jan 28 2006, 09:04 AM
After the wargots arrival give the appropriate cultists wargot weaponry. Remove sonic weapons from cultists and replace them with plasma weapons.
I've seen that cultists weapons can be composed, can the same be done for their armour?
ShadoWarrior
Jan 28 2006, 09:07 AM
I like your idea re: Cultists and WG weapons. Thanks. Don't know the answer to your question. Perhaps someone else does?
Gastrian
Jan 28 2006, 09:57 AM
I'd generally like to see more alien tech in cultist hands. Reticulan laser weapons and blasters to start with the occasional launcher. Psionics to use more psionic equipment I can't recall the last time I came across a Psionic using a projector.
As for allies their weapons should be more catered towards their resources. Psionics should be using more projectors but when using human weapons should have to resort to basic versions such as AK-47s and PK90s.
Cyborgs should be using heavier weapons, the mini-mi, RPGs, LAWs M60s where appropriate, if they don't have the training for such weapons then equip them with shotguns using special ammo, due to their tech-savvy nature as the game progresses they should be given more advanced weaponry such as laser machinguns and plasma shotguns.
Humans should generally focus at current tech throughout with the odd exception to give them a chance against later enemies but also focus on rifles and handguns more than heavy artillery.
Glacialis
Jan 28 2006, 04:17 PM
Fought a few psionics with poison projectors. Took down my psi stalker in less thana second.
glacierise
Jan 29 2006, 10:24 AM
Don't you think that gauss weapons are unbalanced? I am playing a normal difficulty game, advanced assault and rebanace modded. I am always outnumbered - four to five times (I don't send full squads, to get more XP) and my men with gauss autocannons and especially twin needlers pummel through anything with annoying ease.
Shouldn't the needler's range be shorter? Now it's easy to use it in a middle range engagement, and it's so fast, that a guy with 2 needlers can gun down a squad of wargots (say 5) before they fire a single shot! And just one burst from the two makes the basic wargot go unconcious. The more armored one gets two, I think.
And the gauss cannon - man this shit is unstoppable at mid range! and it is fast! Which makes my terminator squads be cool, but there is no challenge.
P.S.: Tried the needler - now that's the shit
ShadoWarrior
Jan 29 2006, 10:29 AM
The gauss weapons do to the "improved" Wargots in my mod what the unmodded weapons did to unmodded Wargots. This is intentional.
Gorre
Jan 29 2006, 09:09 PM
The Laser Machinegun has a slower rate of fire than the drone lasermachinegun. I found this out a few days ago but didn't post. I just want to know whether this was intentional or no.
Still got 13 days in my new game (started a few days ago) until the wargots get here... Can't wait

I think this is impossible, but, is there any way you could make a homing rocket for the law or RPG, or perhaps a whole new rocket launcher? That alone would make the trooper training worth the time. (Grenades are real buggy and it's hard to hit stuff with normal rockets).
I realize this may make the game unbalanced, maybe u could lower the damage and rate of fire... well, if it's even possible. I'm asking alot, aren't I?
ShadoWarrior
Jan 29 2006, 09:13 PM
QUOTE (Gorre @ Jan 29 2006, 03:09 PM)
I think this is impossible, but, is there any way you could make a homing rocket for the law or RPG
I'm confident it cannot be done. I wish it could.
Klaflefalumpf
Jan 30 2006, 01:19 AM
Well this didn't show up in the search so I'm going to ask:
Any chance of getting the SA80 added to the mod?
ShadoWarrior
Jan 30 2006, 02:23 AM
QUOTE (Klaflefalumpf @ Jan 29 2006, 07:19 PM)
Any chance of getting the SA80 added to the mod?
No. It is inferior in all regards to the FN Minimi, which is replacing the SA80 in British service.
Excalibur_Bane
Jan 30 2006, 09:36 AM
It's a pity that one can't view weapons statistics without having to go through the trouble of building one of each weapon, it would give me a better idea of what has changed stat wise. Defect of the game though, a bad one at that. Putting all your changes down to every single change would also be time consuming and not worth the effort.
It's also unforunate that it's only a stat mode and doesn't actually change the appearance of weapons or add any new ones. Is this a code issue or is it just going to take time? I could definately go for some new models and revamps of exisiting weapon accessories. I'd love to know who did the artwork for the gyrostabilizer and the accelerator, it sure is terrible. I refuse to use either of them, it cheapens the whole experience when my guns look like Super-Soaker 5000s.

Anyway, good mod thus far. I'm not very far into it. I just started a new game but I like most of the new weapons. I still have many try out though, of course.
Glacialis
Jan 30 2006, 02:16 PM
Is there any reason to use the Meson Rifle after you've produced a Railgun? The description of each weapon's effect is virtually identical, and the damage/ROF of the Railgun is FAR superior. Two shots to the head in rapid succession, each one doing more damage than a meson shot and doing it far more quickly? Yes please.

In other news, my squad is now fully gauss. Guess I need to hurry up and get to the SGs because the wargots are no longer a challenge.
ShadoWarrior
Jan 30 2006, 06:47 PM
Starghost clouds (which are immune to gauss) and Wargot priests & power armors (where the meson does more damage). The SG defender may also be another good candidate for meson treatment.
Gastrian
Jan 30 2006, 07:19 PM
Is it possible to adjust the speed of the missle being fired by a launcher? Not to fast but if the time taken for a missle to reach the point of impact is lessened won't this in turn make it more accurate?
ShadoWarrior
Jan 30 2006, 07:23 PM
The mechanics of missiles is not moddable, since it's a C++ code issue. Which means that modders cannot fix any of the things that are wrong with missiles and grenades.
BTW, flight time has no bearing at all on accuracy (except versus moving targets, of course).
Glacialis
Jan 30 2006, 07:31 PM
It's ludicrous that in slow-mo I can dodge missiles. Grenades I guess I can understand, but I see that poor cyborg cultist with an RPG, wait for him to fire, then dance out of the way.
ShadoWarrior
Jan 30 2006, 07:37 PM
QUOTE (Glacialis @ Jan 30 2006, 01:31 PM)
It's ludicrous that in slow-mo I can dodge missiles.
I agree, but a parameter for missile speed doesn't appear to be in the equipment data record(s). Sorry.
It
might be embedded in the animation gfx, but as I've said, I don't know
anything about gfx and modding gfx. I suggest you repost the question outside this thread in this same forum.
Glacialis
Jan 30 2006, 08:17 PM
Oh sorry, didn't mean to imply that it's moddable.
Anyway, will try to meson rifles vs power armor. I assume the priests are the guys that are completely covered in armor 'cause they still say "Soldier". Just need to have my snipers carry a meson rifle in the backpack then.
Don't suppose a meson MG is possible?
ShadoWarrior
Jan 30 2006, 08:26 PM
QUOTE (Glacialis @ Jan 30 2006, 02:17 PM)
Don't suppose a meson MG is possible?

Only in your dreams.
Cpl. Facehugger
Jan 30 2006, 10:04 PM
QUOTE (ShadoWarrior @ Jan 30 2006, 06:47 PM)
Starghost clouds (which are immune to gauss) and Wargot priests & power armors (where the meson does more damage). The SG defender may also be another good candidate for meson treatment.
Wargot priests? Who are those? The heavily-armored green ones? The red ones?
Oh, and is there any chance at all of getting a long-range warp heavy weapon that runs on heavy-duty cells?
ShadoWarrior
Jan 30 2006, 10:22 PM
QUOTE (Cpl. Facehugger @ Jan 30 2006, 04:04 PM)
Wargot priests? Who are those? The heavily-armored green ones? The red ones?
I think they're green, but I'm not sure. The ones that, like the mechs, are immune to non-AP bullets and non-Duralloy blades.
QUOTE (Cpl. Facehugger)
Oh, and is there any chance at all of getting a long-range warp heavy weapon that runs on heavy-duty cells?
I suppose there is some miniscule chance, since if someone offered me a wagonload of money I'm sure I would agree to do it. (Most people have
some point at which they'd allow themselves to be bribed.) However, realistically, your answer is "no".

Folks, you really shouldn't waste your time making requests you know I'm going to say no to. If you are even slightly unsure whether an idea is unreasonable, I assure you that I'll have no such doubts.
Cpl. Facehugger
Jan 30 2006, 11:44 PM
QUOTE (ShadoWarrior @ Jan 30 2006, 10:22 PM)
I think they're green, but I'm not sure. The ones that, like the mechs, are immune to non-AP bullets and non-Duralloy blades.
I think I know who you're talking about. They're the green armored wargots. I've actually always thought their higher resistance was some sort of bug, given that the red Wargots are uniformly better armed, and they look like they're better armored. (They have protection for their arms and legs, for one.

)
QUOTE
Folks, you really shouldn't waste your time making requests you know I'm going to say no to. If you are even slightly unsure whether an idea is unreasonable, I assure you that I'll have no such doubts.

Eh? I'm not sure what you mean. I don't see why it's unreasonable. I just know that you have a habit of rejecting new weapons ideas out of hand.
ShadoWarrior
Jan 30 2006, 11:54 PM
QUOTE (Cpl. Facehugger @ Jan 30 2006, 05:44 PM)
Eh? I'm not sure what you mean. I don't see why it's unreasonable. I just know that you have a habit of rejecting new weapons ideas out of hand.

Actually, that is both untrue and unfair. Many of the weapons in the mod are based on feedback. Would you like a list of them?
Oh, and you think that a long range, very high damage, high-capacity weapon that most enemies have very little resistance to is reasonable? Then I'd hate to see what you do consider "unreasonable" ...
Cpl. Facehugger
Jan 31 2006, 01:01 AM
QUOTE (ShadoWarrior @ Jan 30 2006, 11:54 PM)
Actually, that is both untrue and unfair. Many of the weapons in the mod are based on feedback. Would you like a list of them?
Actually, that was a joke. Hence the

smiley.
QUOTE
Oh, and you think that a long range, very high damage, high-capacity weapon that most enemies have very little resistance to is reasonable? Then I'd hate to see what you do consider "unreasonable" ...

I just want a warp weapon that's bigger than the warp rifle and isn't constricted to a range of 10 squares. Naturally, it would use heavy-duty cells, due to its much greater size.

You know, something that actually has the potiential for use in the face of competition with the gauss autocannons/rifles that you get much earlier?

I mean, I know you're making gauss weapons the pinncle of human built weapons, but at the moment, the advantages of gauss over warp weapons in all situations except dealing with clouds are enormous. It makes the warp weapons quite useless. And since they come *after* gauss weapons by any stretch of the imagination, it seems like there's little reason to research them at all.
Actually, the Warp Devestator could probably stand to use heavy-duty cells, too.
ShadoWarrior
Jan 31 2006, 01:06 AM
I assure you that you will have plenty of reason to research warp. I'm not done with the mod, nor have I tweaked Starghosts yet ...
Glacialis
Jan 31 2006, 04:52 AM
By the by, meson rifle criticals a wargot priest for a cool 5k.
In the head.
I take back any bad thing I may have said about exotic particle weaponry. =)
ThePlayer
Jan 31 2006, 12:20 PM
First thing ill say "Way to go ShadoWarrior" very nice and playerabel Mod, even tried it with a few other Mod's, like large landbase's ( that is too overpowered imho ) and the more bad guy mod ( witch imho only servers to get you more XP )
here is my teams:
FireStorm TeamTrooper 2/3 - Gunman 3 - Borg 3
normaly have from 2 to 4 of thos guys,
Assasin TeamScout 1 - Stalker 2/3 - Sniper 3
normaly have 2 but if its a nice outdoor area sometimes 4 if they eint playing poker in officers lounge
only beef i have with this mod is how easy it is to get adv. weps/armor
IMHO you should research medium armour ( as pre. ) for Duralloy medium armour
same goes for Heavy armour/Duralloy heavy armour, way too easy just to skip to the adv. Duralloy armor, I mean if you dont know how to make M/H-armour how can you make D-M/H-armour hehe
ShadoWarrior
Jan 31 2006, 12:35 PM
Medium armor isn't a prereq for the Duralloy med?!! Ouch. That was an oversight. Thanks for spotting that! I will fix that ASAP ...
Klaflefalumpf
Jan 31 2006, 12:43 PM
Same applies to the Heavy Armour.
ShadoWarrior
Jan 31 2006, 12:46 PM
Updated the mod to version 3.11a!
(please see first post in thread for download link and changes)
Glacialis
Jan 31 2006, 05:56 PM
Suggestion: Group Sound Dampener
-- As Group Cloak. Easily done and logical, right?
Suggestion: Group Power Shield
-- If the actual Power Shield effects can't be simulated in an area, perhaps it can duplicate the end result by acting as a basic or advanced Interference Circlet? I'm not so sure about this effect, but it would be handy to have on the melee front lines.
Suggestion: Advanced Psi Suite
-- Same as Psi Suit, but with one armor slot, possible increased protection against the things the suit isn't great at. Materials advances from research into more advanced body implants. I realize you can't have an item require two researches, but this is flavortext damn it!
Clarification: The research for body implants leads me to believe that there are "exoskeleton" items available for production. Could the research that enables their production mention that it enables (Advanced) Body Impants? Also, forgive me because I'm at work, there are only two body implants, and the Advanced has one armor slot. Is this correct? If so, what about the possibility of a Superior body implant? Additional protection against psi, burn and warp? Advanced materials, implementing some of the stuff from psi suits/helmets, etc. I don't know if another slot is necessary, or if power shields stack (gross for a heavy armor/borg to have two of those).
Edited to add:
Suggestion: A new research to introduce improved versions of all Burn-based weaponry. Better phosphor and flamer weapons. Phosor, burn longer or hotter or over a wider area. Flamer, ditto but also possibly improving the range of the stream. Introduced right around the time of gauss proliferation.
Cpl. Facehugger
Jan 31 2006, 11:51 PM
Would it be possible to 'fix' the pillar of death so it's little cloud-radiation wave attack actually does damage? Or does it actually do damage and I've just been lucky enough to dodge it every time?
ShadoWarrior
Feb 1 2006, 12:03 AM
It actually does damage, though it's rare. Did you know that flatsters also have a ranged attack -- which almost never works?
shadowkeeper
Feb 1 2006, 02:25 AM
I liked it better when flatsters came to jolt me

the ranged flatster attack is a joke...
why they decided it should be used in a patch is beyond me ;p
Space Voyager
Feb 1 2006, 08:52 AM
These weapon rebalance mods can be upgraded without any hassle, right?
ShadoWarrior
Feb 1 2006, 09:00 AM
QUOTE (Space Voyager @ Feb 1 2006, 02:52 AM)
These weapon rebalance mods can be upgraded without any hassle, right?
Depends on your definition of "hassle". It also depends (a lot) on what version you are upgrading from, and may also depend on what items you have built and may already have partially built.
Glacialis
Feb 1 2006, 02:43 PM
The Atoll attacks are also a joke...can they be modded? Uncommon and immobile, they should be dangerous.
ShadoWarrior
Feb 1 2006, 06:03 PM
The atoll has a nasty poison gas attack. The "problem" is that the range is only 10 and the atoll itself is immobile, so it's easy to kill while remaining safely outside its range. I'm open to suggestions on how to fix it. I don't think I can change its immobility, which leaves range.
Glacialis
Feb 1 2006, 06:09 PM
Range sounds good to me. As it is, SMGs kill it quickly, melee kills it with little risk. Should it hit at rifle range? Sniper?
ShadoWarrior
Feb 1 2006, 06:23 PM
See post #1 for preview.
mightydan
Feb 2 2006, 04:56 AM
In your FAQ, you said:
Q: The katana is a 5x1 item now, but it still shows up in my backpack as 5x2?
A: You must edit your savegame. Instructions on how to do that were posted on the UFO:AS forums.
Q: Why doesn't my gun have the underbarrel slot that it's supposed to have?
A: You must edit your savegame. Instructions on how to do that were posted on the UFO:AS forums.
Q: Why doesn't my armor have the slot that it's supposed to have?
A: You must edit your savegame. Instructions on how to do that were posted on the UFO:AS forums.
Can you please let me know where to find the instructions? I really can't find it anywhere on the forum. Many thanks for the MOD.
ShadoWarrior
Feb 2 2006, 05:04 AM
mightydan:
1. please read your PMs.
2. please learn to use the forum's SEARCH, as the relevant post is very easy to find using the keyword "katana".
3. please don't post the same questions in PMs to me and in this thread. Once is enough.
Konradius
Feb 2 2006, 11:39 AM
Actually I have an alternative way of fixing items without underbarrel slot.
You can take the item with you on a mission, drop it on the map and it will be found again as the latest updated item.
Also: if you pick up e.g. an uzi from a NPC you will notice it doesn't have an underbarrel slot. Keep it in the inventory and it will be added to your stores as the original weapon.
That is the way I got one in my newly started game.
Also this is a way to remove unwanted items. Take them on a mission, drop them and abort the mission.
ShadoWarrior
Feb 2 2006, 12:22 PM
Great tip, Konradius! thx!!!
shadowkeeper
Feb 2 2006, 05:30 PM
I must say SW your new wg's can be quite painfull (I just started playing again, so I'm only now seeing the effects against low level units with unfinished techs)
I had only just created AP-ammo for my people when the countdown finished and the wg forced themselves onto the laputa, they honored me by sending me close to their strongest units (including a mech of all things ...

) suffice to say the battle lasted long enough to put me almost out of bullets (no energy weapons at hand) and almost cost me a psi sniper (lucky for me, I had allready managed to get myself a lvl 3 medic) but I still got them all eventually
suffice to say: I loved the challenge

ps: keep up the fantastic work
PlacidDragon
Feb 2 2006, 06:43 PM
QUOTE (shadowkeeper @ Feb 2 2006, 07:30 PM)
ps: keep up the fantastic work

Seconded

The amount of time, work and effort that SW is putting into this is really awe inspiring
Phoenixwcu
Feb 2 2006, 09:30 PM
QUOTE
ps: keep up the fantastic work
Thirded
The changes/additions you have made in weapon rebalance and advanced assualt have taken a game i would have only played because it is the only XCOM type game to be released recently and made it really fun. I think my enjoyment of this game stems more from your work than that of the original coders
ShadoWarrior
Feb 2 2006, 10:11 PM
I feel a serious bout of ego-inflation coming on ...
PlacidDragon
Feb 2 2006, 10:49 PM
hehe
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