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Humble Warrior
They are. A tactical yield would destroy an area way bigger than the AS map size. Yea, not really tactical, but I guess tactical enough to destroy some tanks and a regimnt in one go without totally wasting a city...

But a village would easily be toast.

Creepy to think this stuff really exists. Where are the aliens when you need `em?
silencez
Fusion Launcher? :-)

ShadoWarrior, do you also do the 3d models?
ShadoWarrior
QUOTE (silencez @ Nov 28 2005, 09:45 AM)
ShadoWarrior, do you also do the 3d models?

No. When the new AS model format is published someone else will have to volunteer to do the models for my mod. Persons interested in modelling for my mod should PM me.
Gastrian
Shadowarrior, can you make weapons for aliens? Or alter the existing weapons in such a way that they are more powerful when the aliens use them but when dropped go back to being a standard alien weapon?

Its just that with the balances being made to human weapons some love should be given to the opposition as well. Give them some stronger weapons to make them harder closer towards end-game.
WiseAvatar
QUOTE (Gastrian @ Nov 28 2005, 07:31 PM)
Shadowarrior, can you make weapons for aliens? Or alter the existing weapons in such a way that they are more powerful when the aliens use them but when dropped go back to being a standard alien weapon?

Its just that with the balances being made to human weapons some love should be given to the opposition as well. Give them some stronger weapons to make them harder closer towards end-game.

Ive been playing with putting Shadowarriors weapons in the hands of the enemy and have met some success.

Just wondering if anyone is aware of what this references?


storeItemId INT ###

### is a unique number to each weapon but doesnt correspond to any other references i can find.
ShadoWarrior
QUOTE (Gastrian @ Nov 28 2005, 01:31 PM)
Shadowarrior, can you make weapons for aliens?

Can I? Yes. But I need more feedback before I do.

QUOTE (Gastrian)
Or alter the existing weapons in such a way that they are more powerful when the aliens use them but when dropped go back to being a standard alien weapon?

It's not possible to do this.

QUOTE (Gastrian)
Its just that with the balances being made to human weapons some love should be given to the opposition as well. Give them some stronger weapons to make them harder closer towards end-game.

I'd like some specific suggestions from those who are that far into the game.

Myself, I'm only a few days past Wargot arrival. In spite of all the modding I've done, I still rely on the good ol' MSG90, XM8, M60, and SPAS 15. They get the job done, and do it pretty darn well.
Gastrian
I was thinking more of Alien only weapons that can't be used by humans such as more powerful reticulan lasers, wargot missle launchers (grenade launchers with longer range and more powerful greandes with larger blast radius), faster firing wargot plasma cannons, etc. For the sake of easiness use existing models.

The main reason for this is that at the moment I'm outdistancing both wargots and starghosts and their weapons are far too short ranged in comparison to fight back on the majority of open maps and not powerful or fast enough compared to a barrage of concentrated spas15 or MG60E fire.
ShadoWarrior
There are a lot of Wargot (and other) weapons that are not usable by humans. AFAIK, though, all the Reticulan weapons can be used by humans. But it'd be easy to copy a few Ret weapons, beef them up, and then tag them as not usable by humans.

Please make things a tad easier for me, and give me an itemized list, weapon by weapon, of what you'd like to see, in a format similar to the sample below:
  • Weapon Name
  • New Damage Amount (as a % relative to the old weapon)
  • New Range (either as a value or as a relative %)
  • et cetera
You must define any vague terms, such as "faster firing", which might mean faster first shots, or faster burst rates.

EDIT: at the present time I'm unable to have enemies use completely new weapons. If anyone else (like WiseAvatar) has had any success in doing so, they'll have to tell me how. From what I've seen, there are over 500 enemy text files listing the stats and gear carried by each enemy variant. That's far too many text files to muck about with.
Saintaw
Greetings,

Question: Now that the patch is out, I suppose the mod will not be useable untill you modiy it, am I correct in assuming this?

No rush as far as I'm concerned... can't play at all before next week end. These are times where i whish I had chosen a career as a florist instead of dev contracting...

(Edited for speeeling errarz)
hratgard
Can't really see why it shouldn't be usable .. after any patch, unless they did a major restructuring of their items tables.. which they didnt do this time.

The mod works fine fo rme after patch. The changes to weapons in the patch (like the increased accuracy on DE) won't be reflected now though I guess, as the mod uses its own values (at least I assume Shadow has modified the standar DE.. havent really checked.)

But the mod still works fine... =)

Now we're just waiting for new versions, and more love from Shadow in the form of a bigger arsenal! tongue.gif

=)
Raxxman
can you add more ammo types for existing weapons?

I'm thinking SABOT rounds for shoguns (both solid shot and flechette) Increased range might extend the use of the weapons.

Also I really don't think the Human Plasma gun should be more powerful than the Wargot one (which it is). The wargot one is huge, requires heavy weapons and its power supply is limited.

Other than that half the weapons aren't showing up for me, so I'm going to shelf this till I finish my game and restart.

Ta
ShadoWarrior
QUOTE (hratgard @ Nov 29 2005, 06:57 AM)
Can't really see why it shouldn't be usable .. after any patch, unless they did a major restructuring of their items tables.. which they didnt do this time.

The mod works fine for me after patch. The changes to weapons in the patch (like the increased accuracy on DE) won't be reflected now though I guess, as the mod uses its own values (at least I assume Shadow has modified the standar DE.. havent really checked.)

But the mod still works fine... =)

Now we're just waiting for new versions, and more love from Shadow in the form of a bigger arsenal!

I had changed the basic DE in my mod.

I have just downloaded and installed the patch. Now I must go through and examine all the files that I had modded and reincorporate my mods into the base files for patch 1.1. This may take me a few hours today. Stay tuned ...
ShadoWarrior
Updated the mod to version 2.0!
(please see first post in thread for download link)

It is designed to work with version 1.1 of the game. It has not (yet) been localized for German users.

NOTE to kurim: I have made quite a few changes to the English version of the localization file. Many more than in earlier releases of my mod. Before you send me an updated German version, please review all the changes I made to the English one. (I suspect that the German version, as supplied by Altar, is just as bad as the English one.)
hratgard
Great =)

Now if those stupid Wargots would stop just taking my bases without no warning!....

Or else I want you to create a new Alarm Bell! tongue.gif
#1313
oh my, this is just amazing. thanks!

a request:
would you please add more real guns and less sci-fi gauss-like ones? i think that we DO lack some shiny nasty assbiters like FA-MAS, FN-FAL, Steyr AUG, different Kalashnikov modifications and so on =) i really miss these, since Jagged Alliance 2 =)

a request #2:
i think that something like enhanced battery (double capacity) for laser guns can be useful
ShadoWarrior
QUOTE (#1313 @ Nov 29 2005, 03:39 PM)
oh my, this is just amazing. thanks!

heh, you're welcome!

QUOTE (#1313)
would you please add more real guns and less sci-fi gauss-like ones? i think that we DO lack some shiny nasty assbiters like FA-MAS, FN-FAL, Steyr AUG, different Kalashnikov modifications and so on =) i really miss these, since Jagged Alliance 2 =)

Look at my post #1 again and scroll down to the list of upcoming changes. You'll find the Steyr and Dragunov there. There is no appreciable difference (other than weight) between the FN-FAL and the G3 that's in my mod. I could add the AK-74, but so far you have been the only one to ask for it.

QUOTE (#1313)
i think that something like enhanced battery (double capacity) for laser guns can be useful

A GREAT idea! I should have thought of it myself ... a long time ago. Thanks!
Wank
AK-74 Sounds great... cool.gif
ShadoWarrior
QUOTE (Wank @ Nov 29 2005, 04:12 PM)
AK-74 Sounds great...  cool.gif

Wank, I was wondering how long it'd take you to pop back into this thread and say that, since you're well known as a lover of Russian arms. LOL

Okay, okay, I've added it to the list in post #1.
#1313
maybe, a Jackhammer shotgun? =)

by the way, can you teach Morelmen to use weapons other than SPAS shotguns?

and, ahem, i miss i certain weapon add-on, i do not know the english word for that thing... a "prop", maybe? you know, that "legs under the gun" thing =)

QUOTE (Wank)
AK-74 Sounds great...

AK-108 sounds even better, no? =) and OC-14 "Groza" even more better, huh? =)
Wank
ShadoWarrior, Altar and Cenega should give "official" status to your Mod smile.gif

And for the russian firearms, I just love them. Ahh... The true beauty of AK, makes me emotional. Simple to maintain, rugged and reliable to use. What more can rifleman hope? Designed "fighting man in mind" like Edward Clinton Ezell said.

Don't you make me start again... cool.gif
ShadoWarrior
QUOTE (#1313 @ Nov 29 2005, 04:23 PM)
maybe, a Jackhammer shotgun? =)

The Pancor Jackhammer is only to be found in games and movies. The gun never went into production. While a fine weapon, it never even got as close to becoming real as the OICW did. I'm tempted to add it to the game, but then no one would ever use the SPAS 15.

QUOTE (#1313)
by the way, can you teach Morelmen to use weapons other than SPAS shotguns?

That will have to wait until the efforts of the official modding group makes more progress with the database.

QUOTE (#1313)
and, ahem, i miss i certain weapon add-on, i do not know the english word for that thing... a "prop", maybe? you know, that "legs under the gun" thing =)

Bipod. AFAIK, there isn't a way to restrict the benefit of an accessory to just one stance (prone). Sorry.

QUOTE (#1313)
AK-108 sounds even better, no? =) and OC-14 "Groza" even more better, huh? =)

I'll look into them.
ShadoWarrior
QUOTE (Wank @ Nov 29 2005, 04:35 PM)
ShadoWarrior, Altar and Cenega should give "official" status to your Mod smile.gif

That's very flattering. Thanks. I do know that Martin (MMK) has been following this thread, in case you're curious.

BTW, I'm now an "official" modder. Does that count? cool.gif
Fade
Yeah this mod is great ShadoWarrior,

I think everyone really appreciates the work you have put in and I can't wait to try out all of the new weapons you are going to add in future patches (laser machinegun sounds awesome!!!).

I'm not even up to Wargots yet but if I have any feedback you will hear from me.
Raxxman
QUOTE
QUOTE (#1313)
i think that something like enhanced battery (double capacity) for laser guns can be useful


A GREAT idea! I should have thought of it myself ... a long time ago. Thanks!


done in the offical patch biggrin.gif
ShadoWarrior
QUOTE (Raxxman @ Nov 29 2005, 06:34 PM)
QUOTE
QUOTE (#1313)
i think that something like enhanced battery (double capacity) for laser guns can be useful


done in the offical patch biggrin.gif

I am quite sure you are mistaken. My examination of the equipment file shows no such change to batteries, or the items that use them. "Laser rifles can use single shot" is NOT the same thing.
ShadoWarrior
Updated the mod to version 2.01!
(please see first post in thread for download link)

This is a minor, mostly cosmetic, update. There are also some more grammar/typing corrections to the Glossary which aren't mentioned in my changelog. (Whenever I'm in the localization file, and I spot something, I fix it. English *is* my native language, and I'm picky about it.)
cFirefox
Hi ShadoWarrior,

Thanks for the great work! I've been using your mod since 1.12 and now find the time to thank you. Last times I rushed out to test your mod wink.gif .

Before you mod the Batteries, just keep on playing until you research the *** and later the *** one ist 36 charges and the last is 48 charges. Imho, that's enough. But maybe you knew this and I misunderstood the post, don't want knock your great work!

cFirefox
ShadoWarrior
QUOTE (cFirefox @ Nov 30 2005, 12:56 AM)
Before you mod the Batteries, just keep on playing until you research the *** and later the *** one ist 36 charges and the last is 48 charges. Imho, that's enough. But maybe you knew this ...

No, I didn't know it, because I'm not that far into the game yet, and I somehow missed the *** (with 36 charges) when I went looking for it yesterday in the equipment file. I have removed from my to-do list the large battery I had been planning to add.

Thank you for pointing this out. It's also probably what Raxxman was trying to tell me (and I apologize to him for saying he was wrong -- I was).
cFirefox
I have another request for you. In the glossary it says that the Cyborg Advanced Armor has one slot for equipment. But there is none in the game. It can be very annoing when you need to equip force shields or cloaking devices.

cFirefox
ShadoWarrior
QUOTE (cFirefox @ Nov 30 2005, 01:42 AM)
I have another request for you. In the glossary it says that the Cyborg Advanced Armor has one slot for equipment. But there is none in the game. It can be very annoing when you need to equip force shields or cloaking devices.

The Glossary description, as of patch 1.1, of the Advanced Body Implant for cyborgs makes no mention of a chip slot. Regardless, from my examination of the equipment file there doesn't seem to be any chips for legs or body that can be made. Have I missed any?

Thanks (again) for bringing something to my attention. I look forward to the next "oops" you find. ohmy.gif
shadowkeeper
QUOTE (Raxxman @ Nov 30 2005, 01:34 AM)
QUOTE
QUOTE (#1313)
i think that something like enhanced battery (double capacity) for laser guns can be useful


A GREAT idea! I should have thought of it myself ... a long time ago. Thanks!


done in the offical patch biggrin.gif

actually they where always there the patch did not change the batteries in any way whatsoever
cFirefox
OK you asked for it biggrin.gif

AFAIK the HKG11 has no such thing as single fire. It was intendet to fire 3 round bursts at an insande cycling rate so, with the help of an advanced recoil dampers, the recoil only reaches the shooter after all three rounds have left the muzzle.
Intention was to get more hits to the target. This was why they created the caseless amunition firsthand. No need to eject the case allows the cycling rate to >2000 rounds.

In full auto mode, the cycling rate was reduced to 600 rounds. Maybe it would be more realistic to reduce the firing mode to a 3-round burst.

Plus i don't know how long you set the reload time, but with the A2 variant there are two 45-round magazines attached to the weapon to reduce reloading time. Hint to those big ammo boxes. Is it possible to mirror that in AS? Don't think so but you wanted suggestions.

Moreover in the US- ACR-Test all shooters fell in love with the precision of the weapon. But it was intendet with a fixes 1:1 scope so it might be difficult to attach other scopes.

Sorry to bother you but I just love that toy. If german would have bought it I might signed up for more than 10 month
But really the G36 is a although a really lovely toy! If you want to take a closer look

cool.gif
ShadoWarrior
When I was doing my homework on the G11 I learned everything you just told me. But I had to make a concession to this game's play style by giving it a single shot mode. You may notice that most assault rifles in real life have three fire modes: single, burst, and auto. In UFO, you only have 2 modes. So the G11 burst becomes "single" and the auto becomes "burst".

Reload times are reflective of changing one magazine. Doesn't matter if they are taped side-by-side (or end-to-end), as is done by many soldiers in the field. Also, for most weapons, the capacity (which is defined in the game's equipment file in the *weapon* data record, not the ammo's) is that of the most common available magazine. I am well aware that many weapons have optional magazines with double (or more) capacity. But, unlike in JA2, I cannot provide a larger magazine size without modding in (creating) an entirely new duplicate weapon (only differing in capacity). Yes, I know it sucks.

I left the scope slot in, however unrealistic it is, for purely game-balance reasons. My thought was: "who'd want to use a non-scoped G11 when they can use a scoped XM8?"

Next question ...
cFirefox
Thanks about your answer. Should have thought you made your homework

OK, how about writing the stats of the weapon mods in the glossary or description. Would make it much more simple to choose them.

Yeah, that's a small request but I need more time to think about more wink.gif

"Edit: I meant silencers, recoil dampers, scopes and so on!
ShadoWarrior
QUOTE (cFirefox @ Nov 30 2005, 02:49 AM)
OK, how about writing the stats of the weapon mods in the glossary or description. Would make it much more simple to choose them.

That's a good idea. It's annoyed me, too, that for many items you really don't know how useful they'll be. Same goes for the Psi devices. Thanks.
Raxxman
mmm about the cells, I thought they were added in the patch cause I never noticed them untill I was looking round stuff after patching... oh well smile.gif nothing worth worrying about.

About the G11, we know that certain weapons (like sniper rounds) produce a trail of several bullets, is it possible to make the single shot mode fire like this, and use 3 rounds? I think it would only get one chance to hit, so I don't know the merit of this, just thought I'd suggest it.

And the ACR, if it's the styer then yes please, first true flechetted rifle.
ShadoWarrior
QUOTE (Raxxman @ Nov 30 2005, 04:15 AM)
About the G11, we know that certain weapons (like sniper rounds) produce a trail of several bullets, is it possible to make the single shot mode fire like this, and use 3 rounds? I think it would only get one chance to hit, so I don't know the merit of this, just thought I'd suggest it.

I can make the "single" mode fire 3 rounds, but there would be 3 seperate to-hit % checks, which defeats the purpose I think you have in mind.
cFirefox
How about modding the cloaking devices requisition to stealth bonus?
So other trainings can use them too. Like Comandos and the likes.
Or much better to bind it to a certain skill in stealth. Like "very good"? I think if you can move pretty unseen and are able to push a switch you should be able to use one of those things. I miss my ghostly heavy weapon guy!

How about attaching those fighting knives to rifles? Might save some ammo in the early game.
Raxxman
I didn't come across clearly, what I ment was to make the weapon fire in a single action, simulating the high cyclic rate. For the visual effect you have the multiple trails of bullets from a single round, however you'd put the 3 rounds in a single 0.1 second time interval.

Another way (cause I'm fairly naff at explaining) is the single shot mode would fire like every other single shot weapon, but would take 3 rounds per 'shot'. This would generate a single 'to hit' roll and dammage would be pumped up to repesent 3 rounds hitting. Unless it's possible to generate 3 'to hit' rolls for a single firing action.

do you get my meaning?
#1313
ouch

i manufactured G11 and the moment i clicked on it in the squad screen my game crashed. mod v2.0, game v1.1. maybe my installation of the patch went wrong somewhere?

will download latest mod and try to reproduce this bug

UPDATE: reinstalled the mod, clicked G11, everything but the "ammo" string is okay. "ammo" string says something like "_DEBUG_AMMO_NAME_"
ShadoWarrior
QUOTE (#1313 @ Nov 30 2005, 09:43 AM)
i manufactured G11 and the moment i clicked on it in the squad screen my game crashed. mod v2.0, game v1.1. maybe my installation of the patch went wrong somewhere?

will download latest mod and try to reproduce this bug

UPDATE: reinstalled the mod, clicked G11, everything but the "ammo" string is okay. "ammo" string says something like "_DEBUG_AMMO_NAME_"

Strange, because it works just fine for me (and others). Sounds like a problem with LocalizationPack.vfs. Did you install weaponrebalancemod.vfs and forget to copy LocalizationPack.vfs over the old one (which is in a different directory)? You must exit the game before you copy over LocalizationPack.vfs, BTW.
ShadoWarrior
QUOTE (cFirefox @ Nov 30 2005, 05:18 AM)
How about modding the cloaking devices requisition to stealth bonus?
So other trainings can use them too. Like Comandos and the likes.
Or much better to bind it to a certain skill in stealth. Like "very good"? I think if you can move pretty unseen and are able to push a switch you should be able to use one of those things. I miss my ghostly heavy weapon guy!

I cannot bind to a skill or attribute level, only trainings. No other "profession" except Scout is able to use scout equipment (please check your Glossary), and cloaks are listed as being Scout equipment in the description of the 1st-level Scout training. As best I can tell, there are no training abilities shared by Scouts and Commandoes. So my only choices are to mod Scout, or mod Commando, or remove the restriction, or leave things as they are. I'm choosing to leave things as they are.
ShadoWarrior
QUOTE (Raxxman @ Nov 30 2005, 05:28 AM)
do you get my meaning?

It's not possible to do what you ask, sorry.
kurim
i think i have many to do now ^^
ShadoWarrior
QUOTE (kurim @ Nov 30 2005, 01:27 PM)
i think i have many to do now ^^

Please wait on the German localization as I am still modifying the English version (as I add more items to the mod).
kurim
roger that smile.gif
ShadoWarrior
Updated the mod to version 2.02!
(please see first post in thread for download link)

The new shotgun shells are "Hard" damage type, so they should be MUCH more effective on those pesky Cultist Cyborgs ...

Note to Kurim: please use this release as the basis for the German localization. thx
ColdStone
First of all : thx for this great mod.

I'm using the 2.02 with 1.1 patch.

What kind of ammo should be used with HKG11K2 ?
Tell me if i'm wrong but it should be 4.7mm caseless, but I can't find them in the production list of my ordonnacen factories. Did I missed something ?

And by the way, is it normal to have Glossary information only after having produced at least one piece of the item ?

And last but notleast : thx for this great mod. biggrin.gif
ShadoWarrior
QUOTE (ColdStone @ Nov 30 2005, 03:41 PM)
What kind of ammo should be used with HKG11K2 ?
Tell me if i'm wrong but it should be 4.7mm caseless, but I can't find them in the production list of my ordonnacen factories. Did I missed something ?

4.7mm caseless ammo requires Advanced Human Weapons to manufacture. Yes, it's possible to be able to make the gun, but not the ammo for it.

QUOTE (ColdStone)
And by the way, is it normal to have Glossary information only after having produced at least one piece of the item ?

No. You should see a Glossary entry without having any of the item. Of course, you have to be on the manufacture screen and be able to make the item. If you cannot make the item, then you cannot click on it to show the Glossary entry.

QUOTE (ColdStone)
And last but notleast :  thx for this great mod.  biggrin.gif

You're welcome!
Wank
Hello Everybody

My M60s seems to be useless. With "very high" (or was it "very good") mechanical stat
I get very poor percents for accuracy. And those will only fire very long bursts, not short and accurate ones which I really miss. I have tried to push the fire-mode button but it has not helped a thing.

Short and accurate 3 to 5 round bursts are the cure for the cultists! biggrin.gif
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