ShadoWarrior
Nov 21 2005, 08:26 PM
QUOTE (Saintaw @ Nov 21 2005, 02:20 PM)
QUOTE
added weapon: Satchel charge (one-handed thrown weapon, requires mines blueprints to make and Deployable Equipment training to use) BIG BANG!!
Thank you! Can't wait to try this!
Just be sure to read the in-game description I wrote up before you use it. heh
Inside info: range 10, blast radius 7, damage 3000. Don't toss it too close ...
mailor
Nov 21 2005, 08:31 PM
Burst rate of MGs:
How does the accuracy decrease per bullet in your burst rate (33)? Do you hit anything after the 5th bullet?
And why 33? Why not 30? Looks more professional
ShadoWarrior
Nov 21 2005, 08:42 PM
QUOTE (mailor @ Nov 21 2005, 02:31 PM)
Burst rate of MGs:
How does the accuracy decrease per bullet in your burst rate (33)? Do you hit anything after the 5th bullet?
I don't know. Most things die in 5 bullets or less. I do know that I was still hitting some targets after pumping 10 consecutive rounds into them.
QUOTE (mailor)
And why 33? Why not 30?
Because in real life the ammo for M60s comes in linked belts of 33 rounds. (Or at least it did back in 1984 when I last fired one.) And 33 is almost exactly 1/3 of the 100-round capacity. So you get three long bursts.
mailor
Nov 21 2005, 08:47 PM
1984. Wasn't Big Brother watching you back then?
ShadoWarrior
Nov 21 2005, 08:50 PM
QUOTE (mailor @ Nov 21 2005, 02:47 PM)
1984. Wasn't Big Brother watching you back then?
LOL. I've held a
{*censored*} NASA security clearance in the past. Big Brother's been watching me since 1976. And when you're in the military, Big Brother watches you almost 24 hours a day.
ShadoWarrior
Nov 21 2005, 11:55 PM
Updated the mod to version 1.5!
(please see first post in thread for download link)
Reasons for latest changes:
1. game needed a good one-handed Commando weapon.
2. (by popular request) game needed a good demolition charge. I have not tested this item in battle in the game, so please give me some feedback!
3. game lacked a 7.62x51mm assault rifle.
4. launched grenades & rockets didn't have a requirement, so I fixed it.
5. hover drones needed the fix (was much complained about in other threads). I have not tested this item in battle in the game, so please give me some feedback!
6. HK69 is now a two-handed weapon (by request & it makes sense).
7. XM8 changed by request, and it makes it a bit harder to be able to make your own, forcing you to scrounge more.
8. M82A1 can only be fired accurately (if at all) from the prone stance in real life, plus the added time involved in getting "set up" helps to balance this weapon's damage potential. I have not tested this item in battle in the game, so please give me some feedback!
9. since the M82A1 can only be fired prone now, the restriction I'd previously placed against called shots is no longer as important.
Saintaw
Nov 22 2005, 06:41 AM
I'm out of town till the end of the week... will only be able to test it then. Darn laptop refuses to run the monster.
Thanks again for all the work SW
ShadoWarrior
Nov 22 2005, 07:02 AM
QUOTE (Saintaw @ Nov 22 2005, 12:41 AM)
Thanks again for all the work SW

You're welcome. Stay tuned to this thread. I have a lot more weapons on my to-do list! Next up: the HK G11.
The rest of my current to-do list, for those who are curious:
close-range weapons -
[*] cattleprod
[*] stunrod
[*] Taser
assault rifles -
[*] Steyr AUG
rocket launchers -
[*] MGL-140
pistols -
[*] Colt M1911
[*] Skorpion
SMGs-
[*] Thompson SMG
[*] P90
sniper rifles -
[*] Accuracy International AWM-F
drone weapons -
[*] drone .50cal HMG
[*] drone 7.62mm gatling gun
Humble Warrior
Nov 22 2005, 07:30 AM
Shadowwarrior, I was sceptical of trying any mod, but after reading this thread and your credentials (which appear to hold some truth), I`m installing this mod. It seems you know something of what you`re talking about. I just hope the weapons will be realistic.

Does everything go into the localization file? I`ve loaded up and see no weapon changes in the inventory read up...
BattleKnight
Nov 22 2005, 09:34 AM
Now this mod sounds bloody awesome! I haven't played the game yet (waiting for the patch because I hate CTD's), but I have read enough about it and your mod is helping to lift the game to a new height! I hope Altar releases the mod tools soon and allow you to truely start modifying the weapons.

Keep up the great work.
Greyhunt
Nov 22 2005, 10:25 AM
Is it possible to import weapon models and stats from AM to AS?
Because some refresh to shotguns would be good. I forgot the name, in AM the shotgun was a big blue colored weapon. Punched nice. SPAS versions just simply dull.
And P90 is a very good addition, go for it
Humble Warrior
Nov 22 2005, 10:28 AM
Default Shotguns seem good to me in AS. Get close, one shot and down they go - even the Wargots (well maybe 2 shots for Wargots). On medium anyway.
ShadoWarrior
Nov 23 2005, 01:26 AM
QUOTE (Greyhunt @ Nov 22 2005, 04:25 AM)
Is it possible to import weapon models and stats from AM to AS?
From what I gather the format appears to have changed.
ShadoWarrior
Nov 23 2005, 01:30 AM
QUOTE (Humble Warrior @ Nov 22 2005, 04:28 AM)
Default Shotguns seem good to me in AS. Get close, one shot and down they go - even the Wargots (well maybe 2 shots for Wargots).
My experience with shotguns in AS at Veteran and Superhero shows them to be awesome. Most cultists die in one hit from a SPAS 15 at a few meters, and I've yet to have any cultist survive both hits from a SPAS 15 burst. Wargots go down in 1-2 bursts. That's plenty good enough. The SPAS 15 fires fast enough, and does enough damage, that a target almost never gets a chance to shoot back as it's taking damage from you.
ShadoWarrior
Nov 23 2005, 01:33 AM
Has anyone yet tested the "fixes" I made to the Barrett (can only fire from prone now) and hover drones (should be able to climb ladders now), and the new satchel charge I added? I need some feedback, please.
Humble Warrior
Nov 23 2005, 01:42 AM
I`ll try barrett, but not got round to drones or satchels yet. I must say, my female sniper is truly deadly now. The M82a1 she uses kills from a realistic distance in one shot sometimes, she grazes or misses, which is realistic. But man, give her some distance and she slaughters them. Cultists run to a doorway to see what`s going on -BANG! dead. Seems pretty realistic to me. Even the Wargot power armour while tough will eventually give way. You must have modded that weapon cos it`s a one-shot-one kill now.
ShadoWarrior
Nov 23 2005, 01:47 AM
QUOTE (Humble Warrior @ Nov 22 2005, 07:42 PM)
Seems pretty realistic to me. Even the Wargot power armour while tough will eventually give way. You must have modded that weapon cos it`s a one-shot-one kill now.
If you think your sniper is deadly now, just wait until she's L3 and does head shots ...
Humble Warrior
Nov 23 2005, 02:57 AM
Ran into 6 cultists armed to the teeth, after wiping out Wargots -instantly lost 2 men, then had to go into a fighting retreat in which I lost my really good Psi. Made a final last stand with my sniper who was promptly charged and shot!
Oops. the new weapons work for the enemy too. I got overconfident and careless... Defeat can be sudden.
ShadoWarrior
Nov 23 2005, 03:00 AM
QUOTE (Humble Warrior @ Nov 22 2005, 08:57 PM)
Oops. the new weapons work for the enemy too. I got overconfident and careless... Defeat can be sudden.
Heh, I take it that means you like the mod?
silencez
Nov 23 2005, 07:41 AM
drone weapons -
[*] drone .50cal HMG
[*] drone 7.62mm gatling gun
COOL! finally are good reason to use drones. (for their lack of XP)
Humble Warrior
Nov 23 2005, 12:19 PM
QUOTE (ShadoWarrior @ Nov 23 2005, 03:00 AM)
Heh, I take it that means you like the mod?

Yes, yes I do.
mailor
Nov 23 2005, 01:11 PM
I love the mod btw.
But one question I have: how do you want to implement the cattle prod in Version 1.6 (which is a good idea), when you can not include models and textures?
ShadoWarrior
Nov 23 2005, 03:32 PM
QUOTE (mailor @ Nov 23 2005, 07:11 AM)
But one question I have: how do you want to implement the cattle prod in Version 1.6 (which is a good idea), when you can not include models and textures?
Same as I have for the G3KA4, Wakizashi, G11K2, and Satchel Charge: I reuse the model of some other item in the game. Same model, different name and stats. In the case of the G3 and G11, I reuse the G33 model. The Satchel Charge uses the frag mine model. The Wakizashi uses the Katana model. Of these, only the Wakizashi looks close to correct.
ShadoWarrior
Nov 23 2005, 06:43 PM
Has anyone else noticed that with any added weapons (such as the Wakizashi, G3, etc.) that hits on enemies often (but not always) do not get logged to the message window?
PS - still waiting for folks to give me feedback from their in-game experiences with the revisions & additions I made in v1.5 ...
csebal
Nov 24 2005, 10:20 AM
bump.
coz its worth it.

Sadly i have other projects for a while, meaning im not playing UFO:AS lately, so can't test the changes you've made recently.
BulletSix
Nov 24 2005, 03:01 PM
first and most important: keep up the great work!
its awesome, that someone is puttin such a big heap of work into this!
i havenīt tried your mod yet (due to lack of playing time :/) so my contributions may be minimal and my questions may be silly *g*
-first question: the only weapons that ca be fired "akimbo" ("Ranger-Mode" or simultanely

) are the DEīs and the micro-uzi, am i right?
-second q. : if i already have the prereq. for buliding the added stuff (e.g. .50 ACP-ammo), will it pop up in my production-list automatically?
its sad, that itīs not possible to import new models to the game (yet), because the H&K G33 model is somewhat inapropriate for a G11 (which i am really looking forward to

).
Another fine addition with a new model would be the H&K MP7 (it did exist in AM ...) or an OICW like weapon ...
One last thing for now, that seems rather important to me:
The H&K G36 is an 5.56 caliber weapon! Please donīt add it as an 7.65 caliber type.
If i misread some earlier post and you meant the H&K G3, then forget the "rant"

anyway *thumbs up* for your mod!
greets
BS
ShadoWarrior
Nov 24 2005, 03:43 PM
QUOTE (BulletSix @ Nov 24 2005, 09:01 AM)
-first question: the only weapons that ca be fired "akimbo" ("Ranger-Mode" or simultanely

) are the DEīs and the micro-uzi, am i right?
AFAIK, that's correct. Which is why I'll be adding the M1911 and Skorpion.
QUOTE (BulletSix)
-second q. : if i already have the prereq. for buliding the added stuff (e.g. .50 ACP-ammo), will it pop up in my production-list automatically?
Yes. (BTW, it's .50AE -- Action Express)
QUOTE (BulletSix)
its sad, that itīs not possible to import new models to the game (yet), because the H&K G33 model is somewhat inapropriate for a G11 (which i am really looking forward to

).
More than inappropriate, but any other model would be worse yet. The XM8 actually is a closer fit, but many people use the XM8 and fewer use the G33, so at least folks can pretend that it's the G11 when they're looking at a G33 model. I'll have a similar problem when I add the Steyr AUG and other guns.
QUOTE (BulletSix)
The H&K G36 is an 5.56 caliber weapon! Please donīt add it as an 7.65 caliber type.
If i misread some earlier post and you meant the H&K G3, then forget the "rant"

I'm aware of that. On some websites it's mislabelled as 7.62mm, which is what may have led the poster to his erroneous understanding. The weapon I have already modded in to v1.5 of my mod is the G3KA4.
1000Ninjas
Nov 24 2005, 06:33 PM
why add new weapons that do the same thing?
btw is the satchel just a large grenade?
Gastrian
Nov 24 2005, 08:39 PM
For choice, some of us are getting a bit tired of the standard MGS90, XM8 and M60 combo.
ShadoWarrior
Nov 25 2005, 02:36 AM
QUOTE (1000Ninjas @ Nov 24 2005, 12:33 PM)
why add new weapons that do the same thing?
Please define "same thing". If you mean spit out bullets, then yes, there's still room for more weapons. Oh, and even if I didn't have good reasons, it'd be perfectly valid to add more weapons just for the heck of it. Some people like variety, even if the variety is cosmetic.
QUOTE (1000Ninjas)
btw is the satchel just a large grenade?
No. The only similarity is that both are tossed and go BOOM.
kurim
Nov 25 2005, 09:34 PM
big thanks

do you think it will change anythink if i use german version? or should i retranslate anything?
ah shit happens i will give it a try

btw. what do you change your version to original?
shadowkeeper
Nov 25 2005, 11:50 PM
using the mods localizationpack.vfs will change ALL written text ingame to english (not spoken since those are in a separate file)
ShadoWarrior
Nov 25 2005, 11:56 PM
QUOTE (kurim @ Nov 25 2005, 03:34 PM)
btw. what do you change your version to original?
If you did not (as was recommended in the warning text file included with the mod) create a backup copy of LocalizationPack.vfs prior to overwriting it with the LocalizationPack.vfs file from my mod, then the only way for you to go back to your original is to reinstall the game.
ShadoWarrior
Nov 26 2005, 12:43 AM
QUOTE (ShadoWarrior @ Nov 23 2005, 12:43 PM)
still waiting for folks to give me feedback from their in-game experiences with the revisions & additions I made in v1.5 ...
*Bump*
It's discouraging and frustrating when someone asks (repeatedly) for a satchel charge to be added to the game, I do it, and then no one will give me feedback on how they like (or don't like) it. Ditto the Wakizashi. People complained that they couldn't wield two katanas, so I made Wakizashi to fix that, and no one has said anything. Then there's the changes to the Barrett.
Sigh.
There've been over 130-150 downloads of v1.5, so someone must have tried some of these changes by now ...
tom3d
Nov 26 2005, 01:11 AM
Hey Shadow Warrior (sorry about my english --- brazil)
Iīm a 3d modeler / animator and if you want to construct new models or animate something ...talk to me...if you need...
I like to make a REAL ARMY MOD ....modeling soldiers, Ats, ....I dont know if this is possible....but..... heeheh Itīs just a wish hehe!
cya !!!!!
ShadoWarrior
Nov 26 2005, 01:15 AM
QUOTE (tom3d @ Nov 25 2005, 07:11 PM)
Hey Shadow Warrior (sorry about my english --- brazil)
Iīm a 3d modeler / animator and if you want to construct new models or animate something ...talk to me...if you need...
My Portugese is non-existent, so your English is fine with me.
One of my biggest problems in modding AS is that, so far (and AFAIK) no one has yet figured out how to create models for AS. The AS model format is not the same as for AM.
BTW, I'm a software designer, not a graphics designer. I can twiddle code, but twiddling pixels I leave for others to do. As soon as people can start creating AS-compatible models I will have a long list of ones I'll need for this mod.
Slaughter
Nov 26 2005, 01:41 AM
There's word from Martin on the models
here.
ShadoWarrior
Nov 26 2005, 01:48 AM
QUOTE (Slaughter @ Nov 25 2005, 07:41 PM)
There's word from Martin on the models
here.
Thanks for that link! I wish Martin would hurry up with publishing that spec. If we knew the revised file format it might be possible to create a conversion program to adapt AM models to AS (sans shader info, assuming leaving the "new keywords" out doesn't cause a CTD or something).
PointandShoot
Nov 26 2005, 03:51 AM
Hi all!
Ok. I am playing your mod. Shado Worrior and i like it.
I tryed two Wakizashi each hand one and my 2. level Ranger was only useing one, but still very use full since its takes less space
I realy like the 0.50 cal Mag two handed.
Sorry, that is all, because i got not yet the other stuff.
What, I would like to see:
That all sniper guns, heavy Machine Guns, and rocket lunchers can not be shoot at standing position, preferable sniper only in prone pos. ( like you did with the big GUN

) and the other ones in crouch pos.
Also, even I know, I have to wait, but what do you think about a
Flame-Thrower.
Or is there one?
Thx.
DC-
Nov 26 2005, 04:10 AM
hi,
I just downloaded your mod SW, the changelogs sound VERY promising. especially the prone-only shooting with the barrett and the high ROF for the machine guns are nice

I also agree with pointandshoot, weapons like machine guns should only be fired while crouching.
Only being able to shoot a sniper rifle from prone may be a good way to enhance balancing, they're pretty powerful if you can run - shoot - run, like using a handgun or maybe submachine gun

Keep up the great work!
I'll soon start a new game with your mod and I'll let you know of my thoughts about it.
/edit
Oh yeah, and the flame thrower idea is a good one
ShadoWarrior
Nov 26 2005, 04:41 AM
Thanks for the feedback, PointandShoot & DC.
The M60 MG in real life can be fired from standing. Just not very well, especially with the ammo belt hanging down from the weapon. Medium MGs like the M60 and PK are meant to be used by a pair of soldiers: one is the gunner and the other feeds ammo. The devs made a major mistake IMO by using the M60 and PK, rather than the M249 and other such light MGs. Since MMGs really need 2 soldiers to properly use, what I think I'm going to do is restrict them to prone-only firing. Guess I'll need to add in the M249 to balance that.
As for the sniper rifles, I have not found a means to tie special attacks, like Target Body Parts, to a stance. I do not wish to (and will not) restrict the regular firing of these weapons to a stance because they can be fired in real life (though not with called shots) from any stance.
Regarding flame throwers, sorry, can't do that until someone volunteers to do all the fancy flame visual effects.
@PointandShoot: are you saying that your Ranger is not getting the benefit from using 2 Wakizashi at the same time?
PointandShoot
Nov 26 2005, 06:12 AM
Hi ShadoWorrior
Ok, I just tested that again and yes my ranger is only swinging his right hand und for each time he hits, I get a dmg-hitpoints report.
I tried it with both quick shoot and aimed shoot settings no change and if I would know how to make a screenshot, I would show you.
So, how do I make one?

Back to the sniper guns:
If you ever tried to shoot unsupported a sniper gun with a scope you will find out how hard it is to keep track at a moving target and hit it. Yes it is possible. But to come back, to this game, to make it more real. I would still like to have the shooting position to prone restricted.

To the Flame-Thrower:
I know, we dont have yet the possibility to implement graphics.
But, how about to use exhaust gas stream from the rockets as trail and the fire from the phosphor grenade when it hits the ground.
As gun/ Thrower a energy weapon or so and batteries as ammo.
I know I like fire.
Thx
ShadoWarrior
Nov 26 2005, 06:17 AM
Okay, I have tested the "fire only from prone stance" functionality and it works. I issue a fire command to my M60 gunner (yes, I've changed the MGs for the upcoming v1.6 release) and what happens is this: he first drops to prone (from whatever other stance he was in) and then he fires. The peculiar thing (a new bug) is that while the soldier is now in the prone stance for firing, and the 3D model in the tactical game shows the soldier dropping to the ground, the soldier's stance indicator on his picture at the bottom of the tactical UI still shows whatever his pre-firing stance was.
Now I need a volunteer to test my v1.6 mod before I release it. Specifically, I need someone to test dual-wielded Wakizashi to verify (or not) if you get the damage from both. So anyone who wishes to test this for me, and can accept an email from me with a ~312Kb attachment, please send me a PM ASAP. The sooner I can get the Wakizashi tested and working as intended, the sooner I can release v1.6 to everyone who's been eagerly waiting for a new release of my mod!
ShadoWarrior
Nov 26 2005, 06:25 AM
QUOTE (PointandShoot @ Nov 26 2005, 12:12 AM)
If you ever tried to shoot unsupported a sniper gun with a scope you will find out how hard it is to keep track at a moving target and hit it. Yes it is possible.
I know it's possible because in my youth I used to do competitive rifle shooting. I was also rated "expert marksman" in rifles (and a few other weapons) in the US Army. And I know very well that holding a rifle while standing is very difficult, uncomfortable, and not particular conducive to accurate shooting even under the best of circumstances.
As I said, though, if I restrict all sniper rifles to prone, then you cannot even snap-shot one from the shoulder, which is just as unrealistic (actually more so) as shooting using a scope while standing. Until Altar informs me of how to mod special attacks (Target Body Parts), we'll be stuck with the current situation, however unsatisfactory it is. Sorry.
antony_ace
Nov 26 2005, 11:35 AM
I agree with ShadowWarrior. Even with assault rifles, especially the G3A4 which i used when i had to do my military service in Greece (we all men do 1 year military service in Greece) you cant fire 3-shot volley standing so easy. I remember the vice-colonel backing his body to a wall so that he could shot 3-shot with a G3A4 lol.
But we shouldnt forget UFO AS is not meant to be so realistic.
Because i cant accept that the NPCs and PC can see just a few meters around them in daylight, especially trained soldiers ? Thats even more unrealistic, but as i said this game is not made or sold for realistic combat game.
And thats something noone has discussed. Well someone could make ability to see further like normal human beings O_O and weapons harder to hit/aim/or shoot under certain stances. And maybe thats the reason the weapons are like this and visibility is like this as default.
Not knowing easily where the enemy is, even few meters ahead in daylight gives you a spice in the gameplay and that is balanced with easy to fire weapons . I think
hratgard
Nov 26 2005, 12:59 PM
QUOTE (antony_ace @ Nov 26 2005, 11:35 AM)
you cant fire 3-shot volley standing so easy. I remember the vice-colonel backing his body to a wall so that he could shot 3-shot with a G3A4 lol.
But we shouldnt forget UFO AS is not meant to be so realistic.
But I'm super heroic'ly strong, so shouldn't be a problem to hold a littlegun giving off some recoil.

Um.. yeah.
But I agree. Used AG3, which is a slight difference version of the G3A4 (I think, very old guns at least

) when I did my service in Norway. We too got one year of mandatory military service.
DC-
Nov 26 2005, 01:18 PM
Good idea to make the existing MGs prone weapons. It would also be nice to have a M249 minime added for standing and/or crouching.
just thought about the mp5K, maybe as another akimbo weapon?
I'm a little sad about the mp5 and colt SMG being two handed weapons, although it's propably the better way two go.
what brings me to another question:
when you're firing two MPs, the soldier fires 'em simultaniously. Now if you take, let's say a Colt 1911 or any other semi automatic handgun, the soldier will propably fire the same way, always two shots at the same time. wouldn't it be cooler if he rapidly fired them left-right-left-right ? almost like burst fire

is that in any way possible?
and my last question/ idea for now:
I've read somebody asking about changing the starting equipment. I think it's quite OK (it's kinda the other way round than in aftermath, first laser rifles, then real weapons) but what about the 4 soldiers. I was pretty disappointed when i recognized them being the same as in my other UFO AS game

Is there any posibility to randomize their stats? (maybe not in this mod, but in another one)
thanks for hearing me out
Saintaw
Nov 26 2005, 01:26 PM
Sort version of feedback:
I had one bug, after applying the mod (used a geosphere save), I went to the manufacture screen, and they were all gone, except for one unusable one (called DATA & other special chars). When I exited the manufacture screen, and came back in... ALL WAS FINE (pfew!). I could then proceed to manufacture all the new goodies.
Recoil dampener: I don't know if it's only a visual bug or not... but it still shows that it's decreasing accuracy like in the non-modded version.
Sachel: I could manufacture & throw them. one didn't blow up (game bug) the other one did, but didn't do any damage at all on the terrain (was next to a factory wall I wanted to get in 'discretely').
Barret: Maybe I missunderstood, but I thought that I needed to have a Mech to be able to aim for specific body parts? I have a LVL3 Sniper/Lvl 1 Mech... and I can't aim for body parts. The unit goes prone as planned... and the damage is devastating. I might have missunderstood your instructions, could you please clarify?
.50AE DE (manufactured, but not used yet)
G3A4 -> my new fav gun, simply smashing

These are the weapons I have tested in game so far. As far as I'm concerned, I realy like it
Saintaw
Nov 26 2005, 01:28 PM
QUOTE (ShadoWarrior @ Nov 26 2005, 02:43 AM)
It's discouraging and frustrating when someone asks (repeatedly) for a satchel charge to be added to the game, I do it, and then no one will give me feedback on how they like (or don't like) it.
Sorry SW.
I am the one who asked for the sachel charges, but as I stated in one of my replies earlier this week, I was away during the week and could not test before the week end. I still have to work for a living, unfortunately.
Saintaw
Nov 26 2005, 01:36 PM
Please, before applying the prone only position for Mgs, think about this: It's about the only class than can use the heavy armor ... and one cannot go prone with the heavy armor.
One thing about the Mgs... now that the volley is 33 rounds... it's devastating (there is no pause between shots... as you will most certainly kill your target with less than 33 bullets.)... I haven't tested/suffered one used on me yet. I guess it will be as devastating
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