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ALTAR games official forum > UFO: Aftershock > UFO:AS Modding
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ShadoWarrior
QUOTE (Casper @ May 18 2006, 09:33 PM) *
One that I liked, was the idea of the "sound making dispositive", thatyou could leave on a place and atract monsters... but it would stop making sounds if there wasn´t any one by there... I thought about a kind of "sound grenade". You throw, and it would keep making sounds, atracting the monsters...

First, there's no way to make something go silent if there are no enemies nearby. I think it might be possible to create a "noisemaker" grenade, but I strongly suspect that it will not have the effect of attracting enemies to the location of the grenade.


QUOTE (Casper @ May 18 2006, 09:33 PM) *
And off topic, you said that the AP bullets won´t work, but the Explosive ones would be a little effective against all, or did I misunderstand?
Explosive bullets are only effective against some SGs. I have already (repeatedly) stated which weapons works best against which SGs. Just so you (and everyone else) knows, I will not answer this question again. If anyone wants to know exactly how effective a certain weapon is, they have two choices: (1) kill an SG and autopsy it, or (2) search inside the equipment.txt file.
Xentax
QUOTE (ShadoWarrior @ May 17 2006, 01:02 AM) *
Xentax, yes, the firing of a railgun would, of course, generate some recoil (due to Newton's Third Law). However, since the force applied to accelerate the flechette takes place along the entire length of the barrel (rather than instantaneously from an explosion as in a regular firearm), that incrementally-applied force results in a smaller recoil as felt by the weapon. The firer, however, does feel the (normal) full force of the recoil, because even though the recoil is spread out over a few milliseconds, the human time perception won't notice the difference.

And yes, Duralloy is a "magic" material. Though carbon, in the forms of fullerenes and diamonds do have some of the properties I'm ascribing to Duralloy.

Finally, I did see that (and all other) Mythbusters episodes. It could have been calculated if the show was more math-inclined. An object with a given amount of kinetic energy fired into a substance with a given amount of resistance (friction) per centimeter (air, then water). Also factoring in the aero/hydrodynamic shape of the bullets on the drag, surface tension effects of the air/water interface, and (of course) the pull of gravity. Anyone who also watches one of the various CSI shows (such as CSI:Miami) where they use a water-filled tank for ballistics testing knows that bullets only travel (at most) a couple of feet in water. One of the few things Hollywood ever gets right is when a "good guy" dives into water and bad guys spray that spot with submachinegun fire the good guy almost never gets hit. heh


Yeah sure they could calculate it, but you have to admit that:

1) The result is non-intuitive if you don't have the grounding in physics ("a shotgun can penetrate water farther than a fifty-cal rifle? WTF?"); and
2) Shooting big guns is a LOT more fun to do (and watch) than having the guys draw at a whiteboard would be smile.gif
Casper
Sorry about the AP bullets... I must have misunderstood it during my readings, and you are right about not wanting to answer this kind of question anymore - and that´s why I´m saying sorry...

The sound grenade was the first idea that came to my mind... The other one is a little bit overpowering, as adding armor slots on the psy suits... as psyonics are a bit physical weak, but I don´t dare to ask you, as you said you won´t do armors anymore...

And resuming, you have covered much of the gaps on the production and evolution of the game weapons, armors and itens...for many kinds of players. And has all that restriction of the game code and closing of the game´s producer... Do you think that is there much left to do? I know you have your "special damage" rifles, as is written on the first page.

Thanks for all!
ShadoWarrior
QUOTE (Casper @ May 19 2006, 09:30 PM) *
And resuming, you have covered much of the gaps on the production and evolution of the game weapons, armors and itens...for many kinds of players. And has all that restriction of the game code and closing of the game´s producer... Do you think that is there much left to do? I know you have your "special damage" rifles, as is written on the first page.

Other than what's left on my to-do list, namely the top seven items on that list, I do not think there's much left to do.

The fact that Altar has chosen to not properly support this game (ie: no more patches to fix the many remaining bugs) removes many of the things I could do, and the loss of having Martin available to answer questions removes most of any incentive I had. If the developers do not care about their game, why should players? There are plenty of other games available that have fewer bugs, FAR better customer support, and MUCH better modding capabilities. Such as Civ4, EAW, and Oblivion ...
BulletSix
Hi ShadoWarrior smile.gif

I came back after a good time of Ufo-Absence and checked on the prgress of your mod ... AWESOME !!!111oneoneeleven
Kudos to you an those helping!!

As i understand it, "self-produced" projectile-weapons are now a viable choice throughout the game smile.gif and you put in my favorite weapons, complete with MODELS!

I love it already although i am just starting a new game smile.gif

thanks for your massive work and for keeping to it despite of your troubles!

Greetings
BS
ambenR
Hello.

First of all, I wish to say a big 'thank you' to ShadoWarrior. Your WRmod (+HAmod) is really something that keeps me on running the game regularly. Without that, it's just so very easy to play smile.gif

Well, back to the point. I read this thread for quite some time, and it seems, that nearly everything possible but grays has been modded. Why do you forgot these little guys? Sure, they are the reason that the Earth was destroyed, but.. OOC, without them we would not see this game at all smile.gif

Why not to give them that basic, sun, sky, and bio-armor, that they used throught UFO:AM? While I played AS on superhuman level, i sought at least 3 different qualities of greys (well, maybe more, but I really don't remember, you know, they die so very fast smile.gif ). The idea is: no change to 'basic reticulans', so players could still kill them with that pathetic weapons smile.gif, give 'sky' armor (resistances of it) to advanced reticulans, and 'bio' armor to 'power-armored' reticulans, that sometimes appear in later-game. Rationale: reticulans surely lost their minds (by the story of the game), but not lost their weapons. So why they lost their excellent armor? smile.gif Especially in late game, where greys seems nothing but the source of their warp-weapon.
The Man from Uncle
I am a big fan of this game as I am of Aftershock and their spiritual forefathers from the X-Com series. I was living in China through much of 2004-2005 and had no idea that this game was even in the pipeline to made, let alone completed and released, until I saw a copy in a local shop a few months ago. I’m a fairly keen overclocker so my first impression of this game (before I patched it at all) was that, while it was great, it was basically more hassle than it was worth to play because of the ruthless and devastating crashes (though I did manage to get as far as the Wargots arriving). However about 2 weeks ago, after having reached a very stable overclock on my CPU as well as having just bought another graphics card, I decided to give it another go. Somehow I ended up finding your mod and downloading it which spurred me to finding and downloading the patches as well.

With that preamble over, what I want to say is simple. Thank you very much. It’s still not perfectly stable (as much due to my computer I am sure), but it’s more than playable and the weapons mod is fabulous. I’m playing it on veteran, the cultists have just appeared on the map, and it’s exactly the game I wanted. In fact the hours at work have ticked slowly since I rediscovered it.

I feel a bit guilty asking (given that you’ve probably answered this many times before), but you must understand that having spent more than an hour reading through this thread and only getting to page 12, I think it might be quicker to just ask than to read through and hope my question is answered (I suspect it is, but I can’t quite decipher all the terminology). Anyway, I was wondering if there is a single index somewhere that lists the weapons in the game, perhaps even with their salient statistics. I’m not useless in terms of software, but I don’t know how to find the weapons.txt file that I’ve heard mentioned.

Anyway, in case I was unclear in the above, the main purpose of this post is to thank you for helping to create an end product that ranks as high up my all time favourite game list as any I’ve played in a long time (and I have played a lot of games). Well done.
drake88
Man_from_Uncle

The best way to find the list of weapons in the game is to first read through ShadoWarrior's "Guide to Modding" at the top of this forum. It will talk about a file called "equipment.txt".

If you open up his weaponrebalancemod.vfs, look for the above mentioned file (it's location is listed in SW's guide).

Within the equipment.txt file all of the weapons, armours and stuff are listed there.
BulletSix
hi there smile.gif

as i postet in another thread, "copy-edit-texture-edit" can give "doubled" models other looks.
Aso f now with following results:
original MP5: -> "new" MP5SD:

going on ...



next one:
original HK33: -> "new" HK G3:


edit: ... strange ... what does "IPB Image" mean?
going on...

hmm i can´t post more than two images and the forum auto-joins two following posts ... unsure.gif
ShadoWarrior
I need rman to remodel the MP5SD by sticking a nice fat silencer in place of the stubby 2" barrel at the weapon's business end. Once that's done, perhaps BulletSix would be kind enough to reskin it.
BulletSix
first: i would be happy to contribute not just use the work of others to my joy smile.gif

edit: silly me ... now all of the re-used-reskinned models so far ...(first one is just a re-skin of the cool G11-model smile.gif )

old ones: ................HKG11.................... -----> .....................MSG 90........................ -----> .....................HK-33/HK-G3


"new ones:" ................HKG11.................... -----> .....................L115A1........................ -----> .....................HK-G3



next ones will be duralloy weapons (Katana, Bayonet) and the FN Minimi.
NO new models, just copied models with other skins (except rman or someone else capable of doing so, would be so kind and edit some models smile.gif ). Goal for me was to be able to distinguish which one my soldier has in his hands without reading a description wink.gif.
greetings
BS
The Man from Uncle
Well I’ve finally started to see what this mod is all about and thy name is ‘Laser Machinegun’. What a good idea and what a powerful weapon. Devastating at medium range due to a combination of great accuracy and 8 shot burst (far better than any rifle I’ve so far got), but not an ‘ultimate solution’ weapon as it will still lose out at close range to 12 gauge shotgun and the lack of single shot mode means it can be a bit wasteful.

I also just installed my first under-barrel laser gun, which by the looks of it is just a laser pistol. Again, a really good idea as chopping and changing from ballistic to energy (particularly for capture missions) is a real pain, not only in the mission but when equipping the squad before hand.

Just thought I’d sing the praises of this mod again. Well done and thanks very much.
MJ12 Commando
I was wondering about new weapons.

I kinda want the XM8 to have its proper variants ingame (a LMG, marksman rifle, and the XM8 carbine) using the appropriate skills and with the appropriate prereqs, but I'm not quite sure how the balancing would be.

Would be interesting to have a 5.56 sniper rifle. I believe all the others are 7.62 or .50 cal besides the laser, meson, and rail rifles.

Hmmm... a 40mm AGL for Drones would be fun, if not particularly balanced. Or maybe give it horrid accuracy to make up for the grenade spammage capability. biggrin.gif
Huggy_Monster
recently started playing AS again and decided to try out this mod, got to say tho great work, its like a mini expansion pack with all the work thats gone into it.....


however i do have one very small thing i like to say regarding the new 'HUD' attachment, i have to say with the passive dopper effect it does seem a little overpowered for a non scout, dont think this should maybe reserved for scouts only?
silencez
Hi Shadow :-)

any reason why they don't support their game anymore?
I mean, in UFO aftermath they did great support, with releasing patch 1.4 nearly a year after game release & fixing all the bugs + adding improvements.

W'll see what ufo afterlight brings.
ShadoWarrior
QUOTE (silencez @ Jun 21 2006, 03:21 AM) *
any reason why they don't support their game anymore?

Altar Games, the current developer of Afterlight is not the same Altar that made Aftershock. Altar Interactive went bankrupt and Cenega (still the same crappy publisher) refuses to pay the new company (Altar Games) for further support of Aftershock. And Altar Games won't support the old game unless they are paid to do so. Since they are not the same same company as Altar Interactive they feel no obligation to the customers of Aftershock.

Solution? Don't buy any games that Cenega publishes, including Afterlight. Until such time as Cenega learns to treat their customers with respect and fairness they should not be rewarded. Cenega must be punished for their continued bad customer relations. And the only way to hurt them is to make them lose money. If that also hurts Altar Games, that's acceptable as Altar Games does have the choice to do the right thing and support the fans of the series, even if they don't get paid for it. If all Altar Games cares about is money, then they deserve the same treatment as Cenega.

PS - your question and my reply does not belong in this thread. If you wish to continue discussing such a topic, please do so in another forum.
Huggy_Monster
i dont think the silencer is working correctly with your mod, enermy seem to pick up my location very easy at pretty long ranges right after firing a shot, i dont remeber it being so bad before, i dunno, maybe they something else factoring into it that i missing
Xentax
QUOTE (Huggy_Monster @ Jun 25 2006, 12:33 AM) *
i dont think the silencer is working correctly with your mod, enermy seem to pick up my location very easy at pretty long ranges right after firing a shot, i dont remeber it being so bad before, i dunno, maybe they something else factoring into it that i missing


What kind of weapon are you using? Remember that firearms, at least, would still have a thermal emission when silenced (I'm pretty sure the WR version of the silencer suppresses both sound and light).
Huggy_Monster
QUOTE (Xentax @ Jun 25 2006, 05:57 PM) *
What kind of weapon are you using? Remember that firearms, at least, would still have a thermal emission when silenced (I'm pretty sure the WR version of the silencer suppresses both sound and light).



Using silenced MSG90 Sniper Rifle and SR-25 Sniper Rifle mainly, at medium to long ranges usually, i just baffled as to how the enermy seem to pick up where i shooting from so swiftly.


i not experimented with other weapons to see if it makes a difference
Przemba_PL
Hi,

->ShadoWarrior - do you mind if I translate LocalizationPack.vfs which is included in your mod into my own language (Polish)?
ShadoWarrior
QUOTE (Przemba_PL @ Jun 27 2006, 08:14 AM) *
do you mind if I translate LocalizationPack.vfs which is included in your mod into my own language (Polish)?

Please do! As long as you use the latest version (3.17), and send me a copy of the translated file (so I can include it in the package for everyone). Thanks.
Przemba_PL
QUOTE (ShadoWarrior @ Jun 27 2006, 03:21 PM) *
QUOTE (Przemba_PL @ Jun 27 2006, 08:14 AM) *

do you mind if I translate LocalizationPack.vfs which is included in your mod into my own language (Polish)?

Please do! As long as you use the latest version (3.17), and send me a copy of the translated file (so I can include it in the package for everyone). Thanks.


Thanks smile.gif. Yes, I'm using your latest version of mod. When I finnish translation I'll send you this file. BTW great job with this mod. Keep up a good work smile.gif
Huggy_Monster
btw, is they any chance you can fix smoke grenades and flash-bang grenades? they both seem to have extremely long manufacture times it just makes them compleately inpractical to make unless you have crazy number of ordance factorys
ShadoWarrior
QUOTE (Huggy_Monster @ Jun 28 2006, 12:59 PM) *
btw, is they any chance you can fix smoke grenades and flash-bang grenades? they both seem to have extremely long manufacture times

I'll look into it.
Huggy_Monster
QUOTE (ShadoWarrior @ Jun 28 2006, 08:08 PM) *
I'll look into it.



Much appreciated smile.gif
Huggy_Monster
quick question as i not had chance to try it yet and i deciding skill to train

your modded heavy armour has a extra slot, can it be used for cloak or dampaning field etc?
ShadoWarrior
The slot can be used for any device that you could also add to a light or medium suit of armor.
Huggy_Monster
thanks for that, i guess i be training my ranger in scout training as his 3rd skill and make use of the sound dampener seeing as he mostly on the move
LaserFodder
ShadoWarrior:

Started going through the game a second time using your mod, and I must say I'm impressed. Gives a whole new level of tactics to it, much more interesting.

I do have one question that I haven't found mentioned. I'm using your mod, along with the LargeLandBases mod. Since installing these, it seems that every "capture a mutant" mission I get now wants me to capture a Muckstar. Before, they were always Morelmen. As one might guess, this is rather difficult to achieve...

Was this intentional to make the missions harder? If unintentional, has anyone else had a similar issue? I did a forum search for "Muckstar" and "Capture" but didn't find anything, nor did I see it in the faq, so I suspect it's just me smile.gif
ShadoWarrior
AFAIK no one else has reported a problem like yours, and I don't think that I have done anything to the mod that would/should affect capture missions. OTOH, I never do that type of mission, so ...
LaserFodder
I figured. I work with computers, it's a field I got inot not because I particularly enjoy it, but more in self-defense. I seem to have a knack for discovering new and unique problems with anything more complicated than a calculator smile.gif
Xentax
I've gotten a *rare* Muckstar capture mission, but it's still usually Morelmen. I don't know that I ever got a Muckstar one before I started playing with WR, but as SW said, it's hard to imagine how the mod could be a factor.

They are definitely harder if you don't have good stun weapons yet, but they're actually pretty handy units once captured wink.gif

-X
LaserFodder
QUOTE (Xentax @ Jul 24 2006, 03:09 PM) *
I've gotten a *rare* Muckstar capture mission, but it's still usually Morelmen. I don't know that I ever got a Muckstar one before I started playing with WR, but as SW said, it's hard to imagine how the mod could be a factor.

They are definitely harder if you don't have good stun weapons yet, but they're actually pretty handy units once captured wink.gif

-X


I've actually gotten to the point of making the capture the last thing I do on these missions. I try to take out everything else first, just so I don't have to worry so much about healing the capture before time runs out and such, or having it sniped by some other creature (for some reason, they LOVE to snipe your capture).

I'm not really seeing how the mod could affect it, either, but I've gotten nothing but Muckstar captures so far (I've done about four capture missions, just restarted a while back with the WR mod, and I'm about 4 days left on the countdown right now). It does seem to be related, but I'm betting it's something esoteric. The only thing I could think of is if it's related to the increased weapon choice. If the Morelman's random weapon assignment is somehow thrown off, maybe it defaults to a Muckstar? I dunno.

I also had what appeared to be a flaster using an acid shooter like the Morelmen sometimes carry, but I'm not 100% sure I saw what I thought I saw. I'll start doing some testing and paying more attention to it, see if maybe I can track down whether this stuff is happening or not and what might cause it.
ShadoWarrior
Are you sure you are running WR v3.17 with patch 1.2? The reason I ask is that the flatsters in patch 1.1 were screwed up. Or any other mods that you haven't mentioned?
LaserFodder
ShadowWarrior:

I'm sure. I didn't get the game until about a month ago, and the first thing I did was load the available patches to bring it to 1.2. I downloaded your mod about a weak ago (the 3.17 version). The only other mod running is the LargeLandBase mod. I had tried to add the "no intro mod", but the game would CTD immediately, so I removed it.

Perhaps my install is bad. The only other thing I could think of is if there's some sort of corruption in my game files...I can try reinstalling and see if that makes a difference.

It's not a big thing, it definately makes you think out the capture missions much more carefully smile.gif Just an oddity that I wanted to see if anyone else was running into.

Just a thought, should the 1.2 patch be applied after the WR mod, or does it matter? I would assume it wouldn't really make much difference (or would have to be applied afterwards), but perhaps I did something wrong in the setup.

As an aside, I've also run into an interesting situation in which, every now and then, my Laputa will appear directly over the north pole after I complete a mission. I don't think this is mod related, though (it had happened before I added the mod, I think), but seems more related to saving and loading during a tactical mission.
ShadoWarrior
The 1.2 patch MUST be installed BEFORE the v3.17 mod. Also, I run the no intro mod with no trouble at all (plus the large bases mod, my Heroic Assualt mod, and WR).

The Laputa relocating itself is a known game bug.
LaserFodder
Well, then, I dunno what's wrong. AS I stated, I had 1.2 in first (I realize that was a stupid question now, as you have to replace the localization.vfs for your mod).

I probably won't have time to do an uninstall/reinstall until the weekend, and I think I need to eliminate any possible file corruption as a source before we dig into it too much. I'll have more time for testing over the weekend, as well. Considering I'm having issues trying to run some other mods, I'm leaning towards something particular to my system as the culprit. I'm guessing that it not showing up until I started using your mod is simply coincidental.

Although, Xentax stated that he had some Muckstar capture missions before, maybe I've just hit a particular streak on the random generator? Every one of my earlier games had nothign but Morelmen for the mutant capture, though, so I dunno. I'll try and start a couple new games, as well, and see what happens if I do that.
LaserFodder
Just a slight update.

I uninstalled the game, cleaned out the old folders (including my save files), and reinstalled. Added the 1.2 patch and applied the Weapon Rebalance mod.

Haven't had my first mutant capture mission yet, but I'll play some tonight and see how it goes. The "NoIntro" mod still causes it to crash, though. I'm suspecting that's a quirk of some sort in my system, though, as it happens with or without your mod.

I did find something, but not sure if it'd be a problem. I suspect I may not have had the correct localization pack installed. I backed up the one that was there before installing your mod the first time, but I think I had the localization pack in the ufo.exe directory, rather than in the localization directory. Would your mod work with an unchanged localization pack? I can't remember if I had it in the correct place initially, but I don't recall putting it in the localization folder, so I can't be sure.
ShadoWarrior
QUOTE (LaserFodder @ Aug 3 2006, 09:20 AM) *
Would your mod work with an unchanged localization pack?

Not very well, if at all.
LaserFodder
That probably wasn't it, then smile.gif

I'll update tonight. I'll try to play until I go through several mutant capture missions, and see if it keeps giving me Muckstars as my capture targets.
LaserFodder
Okay, seems that the "Capture Muckstars" thing isn't reoccuring, so I'm suspecting the problem was in my installation somewhere. Somehow I got some file corruption or something.

One more question, though. What type of attacks are Flatsters supposed to have?

When I first played (base game patch 1.2) they fired a beam very similar to what the muckstars have. Now, they seem to be melee only, and cause a damage-over-time burning effect much like that of the Morelman's acid shooter. This, of course, makes them even more of a PITA than they were (flasterprods and/or tasers are mandatory equipment for ALL my soldiers now). Is this correct, or do I still have a problem somewhere?
ShadoWarrior
QUOTE (LaserFodder @ Aug 7 2006, 04:25 PM) *
Now, they seem to be melee only, and cause a damage-over-time burning effect much like that of the Morelman's acid shooter. This, of course, makes them even more of a PITA than they were (flasterprods and/or tasers are mandatory equipment for ALL my soldiers now). Is this correct, or do I still have a problem somewhere?

The flatsters have the correct attack (or at least the attack I want them to have). wink.gif
LaserFodder
Ah, okay. Then it seems like everything is working correctly. I didn't notice anything in the FAQ for your mod about that (nothign specific, I should say), so I wanted to make sure smile.gif

Only thing I can figure is that my earlier install was corrupted somehow (which gave me muckstar captures, talk about hard to do). The new style flaster attack certainly changes tactics a bit, and makes the tasers and flatster prods highly useful. Getting those melee weapons changed my missions from an average of two dead per mission to barely damaged smile.gif
Gorre
ShadoWarrior if you ever get back to making a little progress with this mod could you finish the sniper versions of the psionic weapons? I think right now they are the things I'm looking forward to most in your (if coming) next release.

And I think I know how you feel. After playing, and even modding, Oblivion, I have had little desire to come back to Aftershock. However, I think I'm getting back into the AS mood, because I've been playing it more often lately.

I've even done some modding in Oblivion. It's very fun. You get to learn the insides of the game, and you get to tinker around alot. I've already made 2 (personal) mods that I use.

ANYWAY back on track I'd really like to be able to paralyze an enemy from long range and have some of my close range guys move in for the kill. It would also come in handy for those "capture muckstar" missions that have become increasingly prevalent, if that's even a word.

Yeah... Thanks again for the mod and for suggesting TES4.
ShadoWarrior
Been busy playing, and modding, JA2 1.13, recently. Besides that 'distraction', I've also been waiting to see if any of the folks that have promised to provide non-English versions of my 3.17 Localization file will in fact do so.

PS - I never finished my game of Oblivion. One of these days I need to go back to it. Hell, for that matter, I never finished UFO:AS. So rest assured that *someday*, when I get in the proper mood to finish my game of UFO:AS that I'll be doing more work on the mod. Incidently, I'm also partway through a game of Titan Quest, and I never even started Civ4 (if I get into Civ4, I'll vanish from sight for months I expect, so I've been avoiding it).
Gorre
Hah, ok. WOW you reply fast for someone who has been busy doing things away from aftershock. It's like there's another you hovering above these forums answering questions immediately for the real you biggrin.gif.

Anyway, I understand. I'll wait around until you get back. Meanwhile I'll go play Oblivion, or BF2, or some other game. (I have no life, obviously).

Well, before that, I'm gunna go check out JA2, sense it appears you have good taste in games wink.gif
ShadoWarrior
QUOTE (Gorre @ Aug 9 2006, 10:13 PM) *
Hah, ok. WOW you reply fast for someone who has been busy doing things away from aftershock. It's like there's another you hovering above these forums answering questions immediately for the real you biggrin.gif.

I maintain over a dozen open tabs in Firefox at all times, plus a session of Thunderbird (email) and I have the forum set to email me immediately if there's a post in this thread (and threads in other forums and for other games).

QUOTE (Gorre @ Aug 9 2006, 10:13 PM) *
Well, before that, I'm gunna go check out JA2, sense it appears you have good taste in games wink.gif

Thanks for the praise. Check out Bear's Pit Forums.
LaserFodder
Gorre:

Dude, don't you se all those binary numbers in his hood? He's not human, he's an AI!!!

biggrin.gif
ShadoWarrior
I assure you there's nothing *artificial* about me.
Kiral
Hi Shadowarrior.

Thanks for this great mod. I've just finished the game at Veteran difficulty, unmoded, version 1.2 and now I restarted at heroic difficulty with the advance assault2 mod and your weapon rebalance mod. I wanted to get the most out of an unmoded game so I could appreciate everything those two mods had to offer to the game.

So far, I'm loosing recruits faster than you can say Mutant Madness and I'm loving every second of it. I am now unable to just send my soldiers in different directions and shoot the enemy as they appear, I will have to actually think about battle strategy and positionning my soldiers so they don't get killed too easily. I like the idea of the SG having different defense immunity ; that makes for more versatile squad if you want to survive.

On another subject relating to this thread, I have to share my opinion about melee weapons in generals. Punisher said it best : It takes someone extremely stupid or extremely skilled to bring a melee weapon into a firefight. The basic concept of bringing a melee weapon as a main assault weapon is simply preposterous. I have heard of no historical reference to any kind of special units carrying long blades once firearms where widely in use in warfare. Even the japenese didn't fight with katanas in WWII. The only reason I can understand in doing more melee weapons is because there is a Commando class which specialized in melee weapons and it becomes useless at later stages of the game with the the melee as they are now.

Anyway just my opinion so i totally agreee with your reluctance to add weapons like vibroblades or plasma chainsaw.

I'll keep you posted on how my experience turns out and what I think of your mod in more detail in the future. Sorry for my english but I am from Quebec so my native tongue is french.
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