Alles Luge
Mar 13 2006, 09:55 AM
QUOTE (ShadoWarrior @ Mar 13 2006, 09:35 AM)

Have you read the FAQ file for my mod?
Ok. Thanks. Found. But why ambidextrous conflicts with L2 Cyborg? It's your or in-game bug?
ShadoWarrior
Mar 13 2006, 10:05 AM
QUOTE (Alles Luge @ Mar 13 2006, 03:55 AM)

Ok. Thanks. Found. But why ambidextrous conflicts with L2 Cyborg? It's your or in-game bug?
The game was never designed to permit what I'm trying to do. Depending on your point of view, it's a game bug or it isn't. Doesn't matter because Altar isn't going to make any changes to Aftershock, so whether you call it a bug or a design shortcoming, it won't be fixed.
Alles Luge
Mar 13 2006, 10:11 AM
QUOTE (ShadoWarrior @ Mar 13 2006, 10:05 AM)

The game was never designed to permit what I'm trying to do. Depending on your point of view, it's a game bug or it isn't. Doesn't matter because Altar isn't going to make any changes to Aftershock, so whether you call it a bug or a design shortcoming, it won't be fixed.
Ok. Thanks for explanation. No more questions about this.
Alles Luge
Mar 13 2006, 02:27 PM
QUOTE (DeludedIllusion @ Mar 10 2006, 08:23 PM)

Also, I've just equiped my rangers with the all new MP7 (with accelerators). Now that is one hell of a weapon!
Heh... It's only beginning! When you equip them with Needlers (with aimpoint finder), then you will see the TRUE HELL, when you with ONE ranger wipe all Cultists in one mission without a serious injures!!! Also with Wargots, but more harder, but not impossible.

2ShadowWarrior: Thanks for this mod. Especially for Wakidzasi.
rman
Mar 13 2006, 06:08 PM
Let us hope I'm not kicking a dead horse now. ShadoWarrior, do you remember that Duralloy Heavy Armor
(equipment id 384) glitch that prevented you from adding helmet add-on slot and armour add-on slot to it simultaniosily?
I beleive I have a solution to it. It is somewhat simple matter, really.
Just change text in strategic/configs/stratgame/equipment/equipment.txt for id 384 from
;receptacle
PTR 1
Receptacle
Recepts RECORD
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 1
INT 15 ;"Armour slot"
END_OF_ListOfReceptPoint
END_OF_Recepts
to
;receptacle
PTR 1
Receptacle
Recepts RECORD
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 2
INT 12 ;"Helmet slot"
INT 15 ;"Armour slot"
END_OF_ListOfReceptPoint
END_OF_Recepts
And (this is a best part, I understand you've tried above about 3 moths ago) make change in
strategic/configs/stratgame/interface/teammanagementwnd_opt.txt, so the game would actually show you
two separate upgrade slots instead of two slots in the same place.
To do so, locate entry for OtherCompose interface
CONTROL "OtherCompose"
then change in CONTROL "Add-on" and CONTROL "Helmet"
CONTROL "Add-on"
PROPERTIES
CONTROL_TYPE CONTAINER
; POSX 71 ;<-- as of unmodified game
POSX 141 ;<-- new value
POSY 401
CONTROL "Helmet"
PROPERTIES
CONTROL_TYPE CONTAINER
; POSX 71 ;<-- as of unmodified game
POSX 3 ;<-- new value
POSY 401
I did a quick test on ordinary heavy armor - and it works as intended (i.e. two separate slots).
Side effects of this hack include
- this change at very least applies to medium armor and helmets
- since strategic/configs/stratgame/interface/teammanagementwnd_opt.txt is about 500k size, it will
considerably increase size of your mod.
Better aproach would be defining new interface group in strategic/configs/stratgame/equipment/inventory.txt,
then adding new group in strategic/configs/stratgame/interface/teammanagementwnd_opt.txt and possibly in
strategic/configs/stratgame/interface/teammanagementwnd_.txt (unsure if the game uses this one), but I
feel it would unnesessary complicate things.
edit: some typos
ShadoWarrior
Mar 13 2006, 06:13 PM
I refuse to apply a change to heavy armors that will also affect medium armors.
rman
Mar 13 2006, 07:39 PM
QUOTE (ShadoWarrior @ Mar 13 2006, 09:13 PM)

I refuse to apply a change to heavy armors that will also affect medium armors.
Fair enough. There is a alternate way. Did you know devs intended "LegEnchancer" to be used as
Heavy Armor add-on? Currently, in your mod there is one item which uses
inventorypanel STR "HeavyArmour" and it is Heavy Armor itself. It has one additional (and currently
unused) entry for "Leg Enchancer". So, one can take advantage of this fact
(you used this slot for cyborg add-ons anyway) and change it to "Add-on" (armor add-on).
To do so:
1. Change strategic/configs/stratgame/equipment/inventory.txt
Locate name STR "HeavyArmour" and change
name STR "Enhancer" to name STR "Add-on" inside.
2. Change strategic/configs/stratgame/interface/teammanagementwnd_opt.txt
Locate CONTROL "HeavyArmour" and change inside
CONTROL "Enhancer" to CONTROL "Add-on"
TEXT "ID_EQUIP_ENCHANCER" to TEXT "ID_EQUIP_ADD-ON"
END_OF_GUI_COMPONENT "Enhancer" to END_OF_GUI_COMPONENT "Add-on"
Second change is purely cosmetic, as it changes window description, other two are important.
3. Last, change in strategic/configs/stratgame/equipment/equipment.txt
for desired armor
Receptacle
Recepts RECORD
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 1
INT 15 ;"Armour slot"
END_OF_ListOfReceptPoint
END_OF_Recepts
to
Receptacle
Recepts RECORD
inventorypanel STR "HeavyArmour"
ListOfReceptPoint ARRAY 2
INT 12 ;"Helmet slot"
INT 15 ;"Armour slot"
END_OF_ListOfReceptPoint
END_OF_Recepts
Possible side effects will result only in increasing the size of your mod.
As for adding new inventory group - it didn't worked for me now.
ShadoWarrior
Mar 14 2006, 04:54 PM
Anyone who wishes to beta-test the armor changes (implemented per rman's posts) in v3.15 to make sure they work as they are supposed to, please send me a PM with your email address so I can send you the ZIP. I don't have time at present to test them myself.
Xentax
Mar 14 2006, 09:44 PM
This may just be my lack of knowledge of the relevant real-world weapons, but:
Why does the 66mm grenade have higher damage and blast radius than the 85mm grenade? I know bigger isn't always better, but when it comes to rocket-propelled grenades, I figured size would be pretty proportional to damage potential.
Does the 66mm use a more powerful warhead/explosive or something?
BTW, I'm only barely into a new campaign (on Veteran), but so far I definitely like the changes in the mod (a muckstar climbing into a cooling tower and hiding ticked me off though...). Can't wait to get past that initial hump of not being able to make enough ammunition to allow my units to practice recon-by-fire (they're still at the cleanup-via-browning knife stage).
One other unrelated question: Does the taser paralyze in addition to stun damage? I had a capture mission where the guy was paralyzed as well as unconscious, and I was trying to figure out how that could have happened...
-X
ShadoWarrior
Mar 14 2006, 09:53 PM
QUOTE (Xentax @ Mar 14 2006, 03:44 PM)

One other unrelated question: Does the taser paralyze in addition to stun damage?
No.
ShadoWarrior
Mar 15 2006, 04:03 PM
QUOTE (ShadoWarrior @ Mar 14 2006, 10:54 AM)

Anyone who wishes to beta-test the armor changes (implemented per rman's posts) in v3.15 to make sure they work as they are supposed to, please send me a PM with your email address so I can send you the ZIP. I don't have time at present to test them myself.
I forgot to mention that any volunteers must be familiar enough with modding AS to be able to edit savegames, since you'll need to do so to get the new armor slots to show up on any armor you've already built.
Peacegot
Mar 18 2006, 03:23 PM
I started a game using the 3.11a version of this mod. I have tried to install the 3.14 version. Unfortunately the game now crashes when loading a saved game - "A problem has occurred and the program has to close blah blah send/don't send"
Has anyone else had this problem and/or can anyone suggest anything to try?
I did back up 3.11a, and it works when I reinstall that.
I've re-downloaded the zip file in case I got a corrupted version. I've tried several different save files (in strategic game, tactical)
Alternatively can I download a different version (3.12, 3.13)? Maybe one of those will work. I can't see a link to them anywhere though.
shadowkeeper
Mar 18 2006, 03:26 PM
I suggest you read the faq included with the mod, some version changes require you to edit your savegame to be compatible with the changes, not making those alterations will result in the problems you describe
Peacegot
Mar 18 2006, 06:22 PM
QUOTE (shadowkeeper @ Mar 18 2006, 03:26 PM)

I suggest you read the faq included with the mod, some version changes require you to edit your savegame to be compatible with the changes, not making those alterations will result in the problems you describe
Nothing in the FAQs or history to say this would be necessary.
Having searched the forums (before posting, of course

) I know that ShadoWarrior said that going from 3.11 to 3.12 should be OK, as should 3.13 to 3.14 (noone asked about 3.12 to 3.13 though).
Also injunjoe said he successfully jumped from 3.04 to 3.14 without editing the save files (though he may not have been so far into the game as my current save).
Clearly, though, there is something wrong with
my save files, but I haven't a clue what to look for or how to go about fixing it. Can anyone help?
shadowkeeper
Mar 19 2006, 01:13 PM
succesfully jumping a wide versiongap requires you don't have any items in inventory that are changed too much in the version you pass, early game works best in this regard (almost no itmes)
as for jumping from 3.12 to 3.13, there was a namechange on grenades, but I'm not sure if that would need any changes in the savegames (if it does, then you've got your "unable to load save" reason right there)
(ps: I've sent you a pm)
Peacegot
Mar 19 2006, 06:35 PM
On a hunch I cleaned out all my manufacture and research queues and let everything in progress complete (except the "New Spaceship" research), and saved there. Now managed to get 3.14 working!
Probably didn't have to shut down everything, but at least it worked

(and I didn't have to edit the save game).
Now I just have to manufacture some 40mm grenades, as the 20mm ones in my store don't fit any more...
Thanks for the offer of help shadow. Hope this helps if anyone else has the same problem.
DeludedIllusion
Mar 20 2006, 08:20 PM
I've just been reading the FAQ, which mentioned those items that don't work due to some problem with the game, and to remove them until a new patch came out. Can we really expect this?!
shadowkeeper
Mar 23 2006, 12:51 AM
no, those items have become useless, period, no new patches are being made
(ps: sorry for the hijack SW)
psychophat
Mar 27 2006, 04:32 PM
ShadoWarrior: Need your knowledge on how to edit binary .txt file that won't currupt the game. Hex-editor?
I'm modifying your MOD to add more armor variation skins. I've gone passed the adding of new armors but the skin part is still thesame thats why I need to know if this will work may be you know? For I'm also working on the re-skins of several weapons on your mod so that there will be differences when using a different variation of the same weapon.
Tubal
Mar 27 2006, 10:27 PM
I have mentioned it in my topic and hex-editing
does work, but since I don't know how to add new items I haven't been able to try it. Shouldn't be too hard though...
psychophat
Mar 27 2006, 10:39 PM
Well why didn't say so earlier . . . . heheheh . . . joking, I'll go ahead and test it out, currently re-MOD'ing ShadoWarrior's MOD well only to re-skin the other weapons so that there will be differences and to try to add the different armor looks to the game without exiting and replacing the skin MOD. This will be fabulous if I can make it work all of the skins can be used simutaneuosly but that would make a long line of accessories anyway it only would turn the armor section to a closet full of armor to choose from day by day.
Ah, The SIMS for UFO anyone? Hihihihih
Also will try something about fixing the look of the uderbarrel knife thinggy.
Thanks again Tubal you inspired me to try to get involved in this game that I

.
But this lessens my playing time though . . . sob* . . . heheheheh
rman
Mar 28 2006, 05:40 AM
ShadoWarrior, do you aware your mod was adopted to russian version of aftershock?
Just wandered was that made with your permission or not.
link hereThey kept all copyrights as far as I can tell.
psychophat
Mar 28 2006, 05:43 AM
Geez, . . . that's rude or maybe they've asked him or maybe not . . . err
ShadoWarrior
Mar 28 2006, 06:12 PM
QUOTE (rman @ Mar 27 2006, 11:40 PM)

ShadoWarrior, do you aware your mod was adopted to russian version of aftershock?
Just wandered was that made with your permission or not.
link hereThey kept all copyrights as far as I can tell.
No, I wasn't aware (before your post), and no, they did not ask me. I would appreciate it if someone could post an English translation of the Russian readme file.
shadowkeeper
Mar 28 2006, 07:10 PM
open the file with firefox and use a translation tool?
edit: made a rough translation trough an online translator, it's not even close to being readable but it gives you an idea of the actuall contents of the russian readme file
link
Nusku
Mar 28 2006, 08:01 PM
If you download the file it actually has an English readme.txt, which is largely the same as the one in SW's mod.
shadowkeeper
Mar 28 2006, 11:21 PM
not just largely, exactly the same, the 2 included english files are the faq and the history that are now allready included with shadows mod, the actuall readme file is in russian (unless you got another archive than I did)
Nusku
Mar 28 2006, 11:58 PM
My apologies if I've misunderstood you and so caused confusion. It wasn't intentional (btw, my Russian is pretty dodgy, but the Russian readme seems to refer to a different mod?).
psychophat
Mar 29 2006, 01:27 AM
ShadoWarrior: Bro can you answer my PM . . . heheheheh need to ask you a lot of stuff regarding your mod. I'm getting confused on making alternative links to the models so that your custom weapons and armour additions would reflect my skins and not the original skin. I'm making an addon-skin mod to your mod.
I understand that my mod will not be compatible with your mod if its placed together thats why I need your help in re-modding your mod (like named weap...3.14+ with skinned stuff) so that the original model skins would be thesame and your additions would reflect my skins.
Gorre
Mar 29 2006, 02:14 AM
That russian readme doesn't even mention SW, or the fact that it is HIS mod. He also changed a few things in the mod. That's just wrong. The guy's taking all the credit for himself!
(Besides the fact that it has the english readme in it, but not all russian-speaking people know english...).
rman
Mar 29 2006, 05:19 AM
QUOTE (Gorre @ Mar 29 2006, 06:14 AM)

That russian readme doesn't even mention SW, or the fact that it is HIS mod. He also changed a few things in the mod. That's just wrong. The guy's taking all the credit for himself!
(Besides the fact that it has the english readme in it, but not all russian-speaking people know english...).
Not to mention that fact there are some other mods on that site that looked like Tubal's reskining mods for me.
There is one good thing in this. 1C (Russian publisher) intentionaly made its' localization incomatible with all others. I mean, it was not the best idea to translate labs' names in research.txt to Russian. So, at least, this 'mod' is surely incompatible with US one, for example.
ShadoWarrior
Mar 29 2006, 05:40 AM
QUOTE (Gorre @ Mar 28 2006, 08:14 PM)

That russian readme doesn't even mention SW, or the fact that it is HIS mod. He also changed a few things in the mod. That's just wrong. The guy's taking all the credit for himself!
As (very roughly) translated:
"
Change log: 3.14.1 are added starting spare parts for 2 robots, repair kit, fowling-piece for the robots and starting with the small set of grenades is simplified the process of experiment and building of light and average robots. The time of building robots is reduced, the cost of building is substantially increased. 3.14.2 antigravity platform of robots is added in the studies LRT. Plans: * the final transfer LocalizationPack.vfs. * the formation of the connected structure of experiment, production and repair of robots. (3 times it passed, not to time repair kits on the missions they proved useful) * changes in the rocket and missile weapon. Constantine aka Dicer (dicer@tut.by) Skachano from site UFOAS - the unofficial Russian resource http://www.alstudio.ru/ufoas/ "
Damn pirate. The very least he could have done is given me explicit credit and send me an email. BTW, bear in mind that "Dicer" did not strip out the copyright notices I embedded in each of the files, nor does he actually say it's his mod (he takes credit for his own additions, and just neglects to mention who did the rest of the mod), so technically he's only guilty of
very bad manners. (I'm sure all of you have noticed that when I use ideas or code given to me by others I give them full credit in the history file. Shame that Dicer didn't bother to learn by such an example.)
FYI, the changes he's made to my mod I would never sanction (certainly less so given his utter lack of common courtesy). They are not in line with the purpose I have stated all along for the mod.
QUOTE (psychophat @ Mar 28 2006, 07:27 PM)

ShadoWarrior: Bro can you answer my PM . . . heheheheh need to ask you a lot of stuff regarding your mod. I'm getting confused on making alternative links to the models so that your custom weapons and armour additions would reflect my skins and not the original skin. I'm making an addon-skin mod to your mod.
I understand that my mod will not be compatible with your mod if its placed together thats why I need your help in re-modding your mod (like named weap...3.14+ with skinned stuff) so that the original model skins would be thesame and your additions would reflect my skins.
Sorry that I haven't answered your PM. I've been very busy for the past several weeks. I suggest that you post your questions in a new thread in this (modding) forum. That way other players (such as Shadowkeeper, as one example) may be able to give you the assistance you need quicker than I can. I'll try to help also, but as I said, I'm kind of busy.
psychophat
Mar 29 2006, 08:17 AM
ShadoWarrior: Bro will you permit me to modify your mod . . . as I've mentioned on my PM my part will only focus on having to add several armours with different skins to them . . . so that on occasions players can switch from one armour camo to another or have each unit wear a different camo armour. In addition to the armour skins I'll also re-skin the weapons so that the original would still be thesame and your custom weapons will reflect a different skin but with thesame model.
Its okay if not I'll just try to make an add-on mod to your mod, hmmn thats kinda . . . will not work but hmmn . . . I'll just work something out on how to make it just an add-on mod and not a re-mod of your mod.
rman
Mar 29 2006, 10:39 AM
ShadoWarrior, I have similar request. I have managed to enable Wargot Digger monster and of course want to share this with community. Problem is - it requires to change equipment.txt to give creature adequate resistances and working attacks. I see little point in doing mod which is incompatible with your Rebalance.
Tubal
Mar 31 2006, 03:18 PM
QUOTE (rman @ Mar 29 2006, 06:19 AM)

Not to mention that fact there are some other mods on that site that looked like Tubal's reskining mods for me.
Unfortunately the site seems to be down at the moment so I can't check it.
psychophat
Mar 31 2006, 03:33 PM
Indeed bro some others do have yours and my skins in their mod and SWweaponrebalance signatures all over them. Dunno if they took time to ask for your permissions and the sad thing I found after translation that the mod or design is theirs, the other one I found while I was searching on for some wishlists from other countries who play UFO too.
Hmmn . . . by the way
Eya, Tubal mind if I ask you have free time to help on a group mod. Also I would like to ask permission to add some of your skins in a mod that I'm working on?
ShadoWarrior
Apr 8 2006, 10:40 PM
QUOTE (rman @ Mar 29 2006, 05:39 AM)

ShadoWarrior, I have similar request. I have managed to enable Wargot Digger monster and of course want to share this with community. Problem is - it requires to change equipment.txt to give creature adequate resistances and working attacks. I see little point in doing mod which is incompatible with your Rebalance.
Send me your Digger changes and I'll include it in the v3.15 changes. Speaking of 3.15, I never did get more than one person to volunteer to test the 3.15 beta, nor did that person ever give me feedback.
Nusku
Apr 8 2006, 10:46 PM
I sent you a PM offering to test it (at least I think I did). You obviously didn't get it. On the bright side though, since I didn't get a reply, I altered my modified version of your mod 3.14 myself to include the changes for armour slots and it seems to work so far.
ShadoWarrior
Apr 8 2006, 10:53 PM
QUOTE (Nusku @ Apr 8 2006, 05:46 PM)

I sent you a PM offering to test it (at least I think I did). You obviously didn't get it. On the bright side though, since I didn't get a reply, I altered my modified version of your mod 3.14 myself to include the changes for armour slots and it seems to work so far.

PM me your email address and I'll send you that old 3.15 beta (if you are still interested in testing).
Tubal
Apr 9 2006, 12:56 AM
QUOTE (rman @ Mar 29 2006, 06:19 AM)

Not to mention that fact there are some other mods on that site that looked like Tubal's reskining mods for me.
I have checked and can confirm that one of the reskins is indeed my work, specifically the early camouflage cyborgs, the green skin for humans, and the turquoise skin for the psionics, all three are in the same zip with renamed vfs-files. No mention of me is in their readme but the last sentence reads (according to babelfish) "
Skachano from site UFOAS - the unofficial Russian resource http://www.alstudio.ru/ufoas/". If "Skachano" is a name or nickname then they (or he) have really stolen it.
ShadoWarrior is actually credited on the download page, along with who I assume is the translator: "
Author of original mode ShadoWarrior, the author of optimization under yS Dicer." (Dicer is a user on their forum)
Funnily enough the copyright notice at the bottom reads (after babelfishing) "
With the use of materials from this site the reference to the ultimate source is required".
ShadoWarrior
Apr 9 2006, 01:12 AM
Well, Tubal, regardless of whether credit has or has not been given, alstudio.ru failed to even attempt to contact you or I, nor did we give them permission to use our work. Had they done the proper thing, the minimal courtesy of asking us, I very likely would have said 'yes', but now I'm just pissed-off at them. BTW, of all the mods they've listed on their site (there are others besides yours and mine), only I have been given credit (and probably only because so many people have complained). None of the other non-Russian authors have even been mentioned. Basically, alstudio.ru finds a mod or tool they like and then post it on their site without permission or credit. That's just wrong.
Tubal
Apr 9 2006, 01:25 AM
Oh, I don't disagree about that. It's just far too late in the evening (night really) to do anything about it

Speaking of which: Good night
rman
Apr 9 2006, 07:30 AM
QUOTE (Tubal @ Apr 9 2006, 04:56 AM)

I have checked and can confirm that one of the reskins is indeed my work, specifically the early camouflage cyborgs, the green skin for humans, and the turquoise skin for the psionics, all three are in the same zip with renamed vfs-files. No mention of me is in their readme but the last sentence reads (according to babelfish) "
Skachano from site UFOAS - the unofficial Russian resource http://www.alstudio.ru/ufoas/". If "Skachano" is a name or nickname then they (or he) have really stolen it.
"Skachano" is a Russian transliteration of 'Downloaded' (Russian Internet Slang).
edit:
ShadoWarrior, I've just sent email to your strife mailbox.
ShadoWarrior
Apr 9 2006, 01:12 PM
I need people, who are available now (not two weeks from now) to beta-test v3.15. You will be required to take some screenshots using v3.15 and post them to savefile.com so that I can see the results. Volunteers please PM me with your email address.
ShadoWarrior
Apr 9 2006, 03:01 PM
A taste of what's coming up in v3.15 ...
Foreground (right): Cyborg with gauss rifle (new model)
Background (left): Heavy armor with gauss autocannon (new model)

Heavy armor with gauss autocannon

Psionics with meson rifles
ShadoWarrior
Apr 9 2006, 03:33 PM
Psionic with railgun:
psychophat
Apr 9 2006, 03:45 PM
Wah, simply WONDERFUL!!! Sorry didn't see the new post . . . still super awesome . . . hihihih
Slaughter
Apr 9 2006, 06:59 PM
That's some nasty looking guns!
shadowkeeper
Apr 10 2006, 05:48 AM
very nice
Xentax
Apr 10 2006, 08:03 PM
QUOTE (ShadoWarrior @ Apr 9 2006, 03:33 PM)

Psionic with railgun:

SW: The new weapons look
AWESOME. Can't wait to try them out (in fact, I need to step up my current campaign just to be able to use them by the time they're ready).
Actually, that raises an interesting question: Can I upgrade from 3.14->3.15 with an existing savegame, or will I need to start over?
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