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ShadoWarrior
QUOTE (Wank @ Nov 30 2005, 04:49 PM)
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.

M60 w/ gyro & recoil add-ons gives me 40%, range 62.93, recoil 0.77. These things rip up just about anything.

Are you using v2.02 of the mod?
Wank
Now I am. And thanks for the tips. I allmost forgot those little goodies. Gotta go to "pimp my MGs" wink.gif
ShadoWarrior
QUOTE (Wank @ Nov 30 2005, 05:21 PM)
Gotta go to "pimp my MGs" wink.gif

The word is "pump". "Pimp" is someone who sells the services of prostitutes. blink.gif
Glacialis
"Pimp" is used as a verb/adjective indicating "to mod to high heaven", essentially. wink.gif
ShadoWarrior
QUOTE (Glacialis @ Nov 30 2005, 05:43 PM)
"Pimp" is used as a verb/adjective indicating "to mod to high heaven", essentially. wink.gif

Must be unofficial slang, then, because the dictionary lacks it. wink.gif
Glacialis
Here in the US, it's extremely common.
Wank
I was referring to the Music televisions "Pimp my ride" program. Extreme Car tuning. Actually, I'm not so proud of knowing this. I ain't proud member of "MTV generation". I'm a part but not a member dry.gif '

What the Hell I mean with that?
ShadoWarrior
QUOTE (Glacialis @ Nov 30 2005, 05:56 PM)
Here in the US, it's extremely common.

I'm American. Guess I spend too much time gaming (and reading) and not enough time watching trash TV ... cool.gif
Humble Warrior
Well it`s a new one on me. although I`m not American. (Brit).
ShadoWarrior
To bring my thread back on topic, any more feedback on the mod?
Myzrael
Hey ShadoWarrior. I installed your recent version of your mod and am having some issues with ammunition. For instance, If I research basic human weapons, instead of getting the standard 9mm stuff or whatever you replaced it with on the manufacture screen, I get something like:

341::NAME
344::NAME
etc.


And for the descriptions it says 341::SHORT DESCRIPTION

Any ideas on what is wrong?
ShadoWarrior
First (for the record), I have not altered any item that is not specifically listed in the changelog, and of those that are listed, I've been very explicit as to precisely what's been changed. (I don't believe players should be surprised as to what something they install does, be it a game or a mod to game.)

In the case of 341 and 344, those are glossary entries for the Desert Eagle .50AE pistol and the G3KA4 rifle (respectively). You'll get that error if you didn't follow the instructions included with the mod and overwrite the LocalizationPack.vfs file with the one included in the archive. Even if you don't do this all the old (pre-mod) items (which 341 and 344 are not) should show up okay.
Saintaw
Quick one:

Managed to get the beast running on my laptop, hurray!
Played a little yesterday (/w the mod). I decided to restart a new game, and was initialy surprised by the stats of my soldiers (or lack thereof)... the new stats bar colours are NOT colourblind friendly at all!

Not much to say on the mod yet as I'm still using reticulan lazers and Spas 12 ... but I'll get there faster, now than I can play during the week (evenings...*cough*).

PS: "pimping" in the context above has been around for quite a while.... you guys must live in the woods or something wink.gif
Myzrael
QUOTE (ShadoWarrior @ Dec 1 2005, 06:47 AM)
First (for the record), I have not altered any item that is not specifically listed in the changelog, and of those that are listed, I've been very explicit as to precisely what's been changed. (I don't believe players should be surprised as to what something they install does, be it a game or a mod to game.)

In the case of 341 and 344, those are glossary entries for the Desert Eagle .50AE pistol and the G3KA4 rifle (respectively). You'll get that error if you didn't follow the instructions included with the mod and overwrite the LocalizationPack.vfs file with the one included in the archive. Even if you don't do this all the old (pre-mod) items (which 341 and 344 are not) should show up okay.

Oh awesome, works now.

Thanks ShadoWarrior.


And let that be a lesson to the other noobs out there, READ THE INSTRUCTIONS! tongue.gif
ShadoWarrior
QUOTE (Saintaw @ Dec 1 2005, 01:00 AM)
I decided to restart a new game, and was initialy surprised by the stats of my soldiers (or lack thereof)... the new stats bar colours are NOT colourblind friendly at all!

One of my closest friends is also red/green color-blind. It can be an annoying affliction to him. That's why all traffic control lights (here in the US anyway) ALWAYS have red at the top (or left): so that anyone who's colorblind just needs to see which lamp is bright, even if they cannot distinguish the color.

I haven't had any soldiers go up in level (yet) since I applied the patch, so all I've seen are the old red bars.
ShadoWarrior
QUOTE (Myzrael @ Dec 1 2005, 01:03 AM)
And let that be a lesson to the other noobs out there, READ THE INSTRUCTIONS! tongue.gif

hehe, hence the acronym RTFM. wink.gif
Humphrey
QUOTE (ShadoWarrior @ Dec 1 2005, 07:06 AM)
One of my closest friends is also red/green color-blind.

I was playing halo co-op with a friend of mine once and he kept shooting me. I kept yelling at him 'shoot when the targeting curser's red, not green!', but he still shot me. Guess what the problem was (though why he didn't remind me if it, I don't know).

Anyway, back on (or off) topic, I'm British and I've heard 'pimp' used in that context.
LRavenwing
Ok, time for a small attempt to bring this thread back on topic. Some more ideas for the mod:

Keymaster (the underbarrel shotgun)

Specialised armor protection addons instead of all rounder shielding, ie. ballistic underlay, energy dissipation field, thermal underlay/shield etc.

Heavy plasma gun: even greater firepower, single shot, big battery usage, useable only in crouched position
Humble Warrior
QUOTE (Humphrey @ Dec 1 2005, 03:03 PM)
QUOTE (ShadoWarrior @ Dec 1 2005, 07:06 AM)
One of my closest friends is also red/green color-blind.

I was playing halo co-op with a friend of mine once and he kept shooting me. I kept yelling at him 'shoot when the targeting curser's red, not green!', but he still shot me. Guess what the problem was (though why he didn't remind me if it, I don't know).

Anyway, back on (or off) topic, I'm British and I've heard 'pimp' used in that context.

When I and a friend of my used to play doom, he too kept shooting me in the back. He just kept doing it, even when I got mad. Then I discovered why he did it.

He was crap at first person shooters! laugh.gif

Anyway back to the point. I`ve been using the Barrett a lot and it seems a fine weapon. Getting realistic one shot kills and sometimes a shot and a half or 2). Haven`t seen anything wrong with it really.
cFirefox
Been playing around some with the 2.02.
Only thing that stuck me odd is the colt1911. Produced it before I produced ammo for it. Until I produced the ammo there was no information about damage shown in the weapon desciption. Only accuracy (left colum) the whole right colum was totaly missing. Never seen this before. Even if I produced the weapon (aka HKG11) first I could see how much punch it packs.

Everything else is great work. Makes the game much more realistic (and fun!).

Just one thing, remember that loading screen of the three guys coming out of the elevator? The right one is wielding a totally modded pistol. muzzle and scope. That thing looks like fun. Maybe the HK USP (SOCOM or Mk.23). Laser Pointer, scope, silencer...
ShadoWarrior
QUOTE (cFirefox @ Dec 1 2005, 12:40 PM)
Been playing around some with the 2.02.
Only thing that stuck me odd is the colt1911. Produced it before I produced ammo for it. Until I produced the ammo there was no information about damage shown in the weapon desciption. Only accuracy (left colum) the whole right colum was totaly missing. Never seen this before. Even if I produced the weapon (aka HKG11) first I could see how much punch it packs.

Everything else is great work. Makes the game much more realistic (and fun!).

Just one thing, remember that loading screen of the three guys coming out of the elevator? The right one is wielding a totally modded pistol. muzzle and scope. That thing looks like fun. Maybe the HK USP (SOCOM or Mk.23). Laser Pointer, scope, silencer...R

Thanks for the praise.

The ammo requires you to have reserached the ordnance factory, while the weapon itself requires a basic weapons factory. Two different researches. And the issue with not knowing about the damage is true for any weapon. It just so happens that it becomes more of a problem with the weapons I add because, unlike the stock items, you cannot get the ammo for them as loot. You must make it yourself.

Regarding that cool loading screen: unfortunately, the UBGL and gyro are also in the same categeory as the laser pointer. I don't want to see those as things you can attach to a pistol. At this time, I don't know if it's possible to prevent a specific add-on from being used with certain weapons.
#1313
today i've met a strange bug (mod v2.02) - a box of 4.7mm caseless took 4 squares in my inventory instead of one
ShadoWarrior
QUOTE (#1313 @ Dec 1 2005, 01:12 PM)
today i've met a strange bug (mod v2.02) - a box of 4.7mm caseless took 4 squares in my inventory instead of one

My bad. I was off on the shape index by one. It should be 2x1. It'll be fixed in the v2.03 release. Thanks for bringing it to my attention.
cFirefox
Hmm, well thought you would decline the UB G-L for the Desert Eagle biggrin.gif.

Another thing. First I liked the flechett for the shotgun. But the I realised that it is buggy. No matter what distance, it hits always with 100%. And man, it packs a punch!!!
I haven't tested the sabot yet. But there is something wrong with the felchette. Check this out please!
ShadoWarrior
QUOTE (cFirefox @ Dec 1 2005, 02:48 PM)
Another thing. First I liked the flechett for the shotgun. But the I realised that it is buggy. No matter what distance, it hits always with 100%. And man, it packs a punch!!!
I haven't tested the sabot yet. But there is something wrong with the felchette. Check this out please!

I noticed that. The shotgun flechette works correctly (both damage and range) when used in the drone shotgun (and presumably the slug also), but when used by humanoids it works very oddly indeed.

The data record for the shotgun flechette ammo is identical to that of the standard ammo with the exception of:
  • 10% better range
  • 30% better accuracy
  • 10% less damage
... which is identical to the effects of 5.56mm flechette. BTW, I've also noticed that XM8s with flechette ammo almost always hit at 100% out to their full range. Anyone else see this?
cFirefox
I can confirm that. Maybe a problem with the gyros? Noticed that this effect surfaces in connection with the gyro. Somebody can confirm this?
Going to bed now but will test some more tomorrow. Hope you will have results then too.
ShadoWarrior
Firefox, I think you're right. It explains why the problem occurs with the human shotguns (and XM8s) but not the drone shotgun. All my humanoid-held weapons with UB slots have gyros. But looking at the gyro data entry, nothing looks wrong compared to the recoil add-on or any other add-on.

The problem may be in the tactical engine itself. The Browning knife doesn't seem to be able to be wielded in both hands, and I cannot explain that, either, from looking at the data and comparing it to the Desert Eagle (which can be). To me, this points to tactical engine flaws in how the models are managed. The data of the recoil add-on and the gyro are very similar, yet the recoil add-on works flawlessly. Ditto the Desert Eagle's one-handedness compared to the knife's.
shadowkeeper
QUOTE (ShadoWarrior @ Dec 1 2005, 08:00 PM)
Regarding that cool loading screen: unfortunately, the UBGL and gyro are also in the same categeory as the laser pointer. I don't want to see those as things you can attach to a pistol. At this time, I don't know if it's possible to prevent a specific add-on from being used with certain weapons.

only by creating more addonpoint entries would you be able to be more detailed in what can and cannot be used on certain weapons

CODE
   ;addon
     PTR 1
     Addon
       Addons RECORD
         ListOfAddonPoint ARRAY 2
           INT 2;"Classic underbarrel" <==weapons that are allowed to use classic underbarrel items can use this
           INT 5;"Advanced underbarrel" <== weapons that are allowed to use adv underbarrel items can use this
         END_OF_ListOfAddonPoint
       END_OF_Addons

(data taken from UBLS)

don't know what file you gotta search in tho'

edit: chacked the files, and the addon "classifications" can be found in hardpoint.txt (same folder as equipment.txt)

adding entries here should allow you to limit a weapons addon choices (by giving that weapon only one of the new entries and then adding the entry on the desired mod (ubls/ubgl/ubpl/etc.)
ShadoWarrior
Funny thing is that as you were editing your post I was typing a reply. You beat me to it. (I was going to mention that I'd found hardpoint.txt.) Now I'm in the process of tweaking things. Stay tuned for (hopefully) cool new capabilities ...
shadowkeeper
QUOTE (ShadoWarrior @ Dec 2 2005, 12:10 AM)
Funny thing is that as you were editing your post I was typing a reply. You beat me to it. (I was going to mention that I'd found hardpoint.txt.) Now I'm in the process of tweaking things. Stay tuned for (hopefully) cool new capabilities ...

great, keep up the good work wink.gif
fgbrooks
Hi SW,

Great job with the mod. I played version 1.6, and am now playing 2.02. A few comments.

1. In the earlier mod, the XM8 was not obtained until Adv Weaps, now you get it with Basic Weaps. I liked the idea of it being Adv Weaps, as there was then a reason to mfr M4s and HK33s. If I have XM8s early, who cares about the other 5.56mm ARs.

2. Please make the HKG11 an Adv Weap. It makes no sense, and is quite frustrating to have the weapon as a Basic Weap and the ammo as an Adv Weap. At first I thought that this was a bug, until I read a thread discussing this very issue.

3. Please make a SMG as a 1-handed weapon, such as the Mini-Uzi or the MAC10. I had a Cyborg with two Mini-Uzis in an unmodded game, and I miss him.

Thanks again for all of your great work.
ShadoWarrior
Fred, I did get (and read) the email you sent me saying exactly the same things. wink.gif

1. As I explained quite a while ago, if I make the XM8 an Advanced Weapon, then it'll be possible to make the gun without needing to research Assault Rifles blueprints, which (IIRC) is opened up at the same time as Assault Rifles is. That just doesn't seem right. On the restricted official modders forum I have asked Altar if it's possible to tie the manufacture of a weapon to TWO techs (and not just one). Haven't gotten an answer yet (and it may not be possible). Please be patient as I'm not done with the issue of when a XM8 may be built.

2. The G11 and it's ammo falls into the same issue as the XM8. It's on my "working on it still" list.

3. The Micro Uzi is still a one-handed weapon. Always has been. I've not modded the Uzi except for the magazine capacity.

And you're welcome. biggrin.gif
ShadoWarrior
Updated the mod to version 2.03a!
(please see first post in thread for download link)

The additional add-on slots will only show up in a new game, or on weapons that do not yet exist in your inventory (ie: you've not gotten any as loot, or built any). A procedure for editing existing saves is in this thread courtesy the very Wise Avatar.

Please DO NOT USE v2.03, use v2.03a instead. Version 2.03 (no 'a') has a pointer error that causes the game to crash on load.
ShadoWarrior
Updated the mod to version 2.04!
(please see first post in thread for download link)

All ye rejoice in the bounty of the Shadow!


EDIT: warning to kurim - this version makes more changes to Localization.vfs
#1313
2.03a. and yet another problem with caseless ones. they are displaying correctly now, 2x1, that's good, but they still uses 2x2 space, and that's bad. each box requires a 2x2 box while fills only 2x1 of it (upper half to be precise). for example, my psionic can't put them into her belt
ShadoWarrior
1313, I think it's a problem with resizing the 1x1 graphical model for the ammo. To rectify this for v2.05 I have switched to the model for the battery, which is already 2x1.
1stStrikeRecon
I was thinking of some weapons that would be awesome if added. I'm sorry if they're a bit much, but I'd just love to see them in game:

IMI Tavor TAR-21 (5.56mm) and MTAR-21 (9mm Commando Version)
HK UMP (With the addition of a .45ACP pistol, a modern sub using it would rock).
M2HB .50cal (Give a machinegun to share ammo with the barret. Not sure if this is feasible.)
FN SCAR-L & FN SCAR-H (The L or "Light" version uses 5.56mm and the H or "Heavy" 7.62mm version now used by US SOCOM.)
M14 (Sorry, but I love this gun. In fact, the only gun I love more than it is the TAR-21 XD)
XM29 OICW (Really. How awesome would that be?)
Changing the 9mm Desert Eagle to be an M9 Beretta (This is more a personal thing: A 9mm Desert Eagle just seems to defeat the purpose of the gun).
1stStrikeRecon
Yar, double posted. Sorry.
ShadoWarrior
QUOTE (1stStrikeRecon @ Dec 2 2005, 10:56 AM)
IMI Tavor TAR-21 (5.56mm) and MTAR-21 (9mm Commando Version)

The TAR-21 appears to be a copy (of sorts) of the Steyr AUG. Since I plan to include the Steyr, the TAR-21 is redundant.

QUOTE (1stStrikeRecon)
HK UMP (With the addition of a .45ACP pistol, a modern sub using it would rock).

Great idea! Thanks. I have removed the Thompson from my list, replaced it with the UMP (which is in one of the JA2 mods, BTW) and bumped it way up on the list.

QUOTE (1stStrikeRecon)
M2HB .50cal (Give a machinegun to share ammo with the barret. Not sure if this is feasible.)

Already on my list. Look at the list in post #1, under drone M2.

QUOTE (1stStrikeRecon)
FN SCAR-L & FN SCAR-H (The L or "Light" version uses 5.56mm and the H or "Heavy" 7.62mm version now used by US SOCOM.)
M14 (Sorry, but I love this gun. In fact, the only gun I love more than it is the TAR-21 XD)

I have no plans to do these.

QUOTE (1stStrikeRecon)
XM29 OICW (Really. How awesome would that be?)

I already explained much earlier in this thread why I won't be adding the OICW.

QUOTE (1stStrikeRecon)
Changing the 9mm Desert Eagle to be an M9 Beretta (This is more a personal thing: A 9mm Desert Eagle just seems to defeat the purpose of the gun).

I am already using the specs for the Beretta on the DE. I just haven't changed the name. I won't do that until the official modding group has done its database project, because the work involved in changing the name of ANY of the weapons the game comes with is truly burdensome. (Edits to hundreds of text files.)
ShadoWarrior
QUOTE (ShadoWarrior @ Dec 2 2005, 10:43 AM)
1313, I think it's a problem with resizing the 1x1 graphical model for the ammo. To rectify this for v2.05 I have switched to the model for the battery, which is already 2x1.

1313, I loaded the v2.04 mod into my game, ran the clock to research and then build a G11 and ammo. I have absolutely no problems with the size, as you can see from this screenshot. If others who've been using the G11 were having the problem after v2.03a I would have expected someone else to also mention it. I'm sorry but I have no idea why it doesn't size correctly for you.
#1313
allright, i'll try the basic windows bugfix sequence then =) reinstall, reboot, repeat
Koofka
Lo SW, great mod - thanks for taking the time to put this togther and continue to maintain it.

Ran into a bug and wanted to run it past you to see if you think it would be mod or game realted.

I am playing 1.1 with your 2.03a (about to update to .04) and the alien assault mod 2.0 loaded.

On the first mission I was set against about 15 to 20 reticulans and after dispatching them, wanted to make sure to load up on ammo (since that was what killed my last alien assault game, ran out of ammo before i could manufacture more).

Twice now I have had complete freezes while using two different characters, bascially they are armed with a rect. rifle and everything else is empty and I load up both their belt and backpack with energy cells from the rect dropped pistols. When I add the last cell (like the tenth or so) to my backpack and click ok, complete lockup. Have to hard boot my pc to get out.

Reading over the posts in this log its seems you are getting pretty familar with the items and storing the same, just wondered if you could think of anything that is doing this?

Its really not a big deal, i suppose I could just rely on the game to collect up their gear, though I really just wanted the cells, not all those pistols.

Thanks again for all the work on the mod.

-Koof tongue.gif

<edit>
Seems like there may be just general looting issues when it comes to corpses. Repeated the above and stopped my guy before the last cell and brought in a second to finish up. The first corspe he started to loot, graphical crash to desktop. Noticed the same happen when i took an incoming laser hit while looting a corpse, blocky graphic dump to ctd. probably why they have the game looting for you.
</edit>

<edit2>
One last note on this one. In order to proceed, chose to use finish mission and let the game collect up the loot. In return, I received 20 rect laser pistols and 14 energy packs. What i find odd about that is that none of the aliens got off enough shots to empty their guns, and 14 is the same number of packs I could collect before crashing the game.

So not sure what to make of it, but as far as reticulan energy packs, it appears you can only retrieve 14 or less from a given mission at the moment.
</edit2>
kkin_us
Hey SW,
I love the idea of having multiple shotgun ammo types. Have you considered doing multiple ammo types for Grenade Lanuchers? Besides incendery rounds i could definetly see flashbang, Smoke, and perhaps bee hive rounds being quite useful as well as realistic. Keep up the great work, My roommate and I appreciate it.
ShadoWarrior
I'm waiting on modding in new grenades and ... wait for it ... flamethrowers until Altar releases the specs for doing models and textures. I can't do models and such myself (I'm not artistically gifted), but I know others are just itching to do so, and will be happy to volunteer to do them for my mod when it's possible.
ShadoWarrior
Updated the mod to version 2.05!
(please see first post in thread for download link)

By popular request, I bring you the gift of the:

Ingram MAC-10 (a one-handed .45ACP SMG)
HK UMP (a two-handed .45ACP SMG)
FN Minimi (a 5.56mm LMG)

... as well as suggested improvements to make Wargots and Brainmen tougher. Brainmen now can hit you with their psionic attack at typical SMG ranges (and with twice the accuracy). They should be quite a bit more dangerous now. Please note very carefully that the changes to Wargots make sonic weapons MUCH less useful. The best weapons to fight Wargots, at least at the time you first encounter them, will be the oft-neglected lasers. Have fun!

The changes to the PKM are so as to make it still a viable alternative to the M60 and FN Mini. The PKM is already unrealistically using the wrong ammo (the 39mm AK-47 round instead of the longer 54mm rifle round).

EDIT: warning to kurim - this version makes yet more changes to Localization.vfs
SieurNewT
Hello Shadowarrior and thanks for your great Mod

Is it possible if we provide you the french localisation.vfs to have it updated from time to time with your mod ? Will say all the 5 or 10 release, could greatly help thanks smile.gif Or to explain a little how easily inclide myself your changes from your localisation.vfs to mine ? tongue.gif

And by the way the change you do in Localizationpack are just cosmetic or is it really needed to have you mod working ?
ShadoWarrior
SieurNewT, any non-English localization file must include all the new entries of the equivalent-numbered English version or the mod will very likely malfunction, perhaps even causing a game crash on loading. For example, it would be very bad if I used a v2.04 French localization with the v2.05 mod's changes/additions. This means I'd have to wait for anyone who's doing the translations (I cannot do the translations myself) before releasing versions of the mod. Since I have no idea how long a wait I must make, such a delay is unacceptable. If I only released versions once a week, it'd probably be okay. But I tend to release a new version every 1-2 days (and yesterday I released 2 versions in the same day, one in the morning and one in the evening), because I desire to get the new stuff to players as quickly as I can. I'd rather make lots of small releases (each with a handful of changes/additions) per week than one big release (with a couple of dozen changes). I get feedback quicker and players get to have fun sooner.
SieurNewT
ok thanks say me then if i could works with this :

i have edited the localizationpack, added all your entries at the 339 object iD (i have seen the same index finishing at 339) , then rebuild and replaced my pack , i could see then your english descriptions and new weapons on my version. Do you think this should works or did i missed someting ? i have played a little and not seen bugs.
ShadoWarrior
The unmodded game ends at equipment entry 338. My latest mod ends at 354. The equipment entries are not the only ones in pack.txt that I have changed. The new tech description 507 is critical to avoid problems.
NandP
Your mod is fantastic shadowarrior. Im constently visiting the forums for new updates. So far it seems there's a new version daily. Great work! Thank you. Your mod has definitely spiced up my game. I will now continue my lurking. smile.gif
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