ShadoWarrior
Dec 3 2005, 05:37 PM
Updated the mod to version 2.06!
(please see first post in thread for download link)
I've added the XM25 grenade launcher and the superb L115A1 sniper rifle. I've adjusted the weight of the M82 (Altar had it as 3kg too light), and I did a similar adjustment for the HK69 GL. I also stripped the HK69 of any attachment slots. (Look at a picture of one being used sometime and you'll understand why.) And I tweaked the new shotgun shells a tad for better balance.
The most significant change is that the common Wargot soldier (aka grunt, aka cannon-fodder) is now significantly tougher. They can no longer be easily mowed down by single bursts of bullets. It'll take 2-3 bursts (depending on how many crits you get) to render one unconscious.
warning to kurim - this version makes yet more changes to Localization.vfs
fgbrooks
Dec 3 2005, 07:21 PM
Hi SW,
The ingame description of the FN Minimi says that it has a sustained rate of fire of 140rpm. This must be a typo, as the Minimi has a cyclic rate of 800-1000 rpm.
ShadoWarrior
Dec 3 2005, 08:33 PM
It's not a typo. All the guns in the game have a ROF reduced by a factor of roughly 7.5 to 8.
fgbrooks
Dec 4 2005, 06:44 AM
Hi SW,
Ok, I understand that the ROF was lowered across the board. In that case, may I suggest that you change the text description to not include a quantitative number for ROF, but rather a qualitative number like "high" ROF. I know it sound petty, but the purist in me is just bothered by seeing that 140 number.
ShadoWarrior
Dec 4 2005, 07:54 AM
QUOTE (fgbrooks @ Dec 4 2005, 12:44 AM)
may I suggest that you change the text description to not include a quantitative number for ROF, but rather a qualitative number like "high" ROF. I know it sound petty, but the purist in me is just bothered by seeing that 140 number.

It'll delight you to know, then, that I've rewritten the Glossary entries for the M60E3 and FN Mini for the v2.07 release.
Now, does anyone have any (non-cosmetic) feedback on any/all the changes I've made in 2.04, 2.05, and 2.06? I'm not fishing for more compliments (though they are, of course, most welcome). What I'd like to know is what you think of the changes & additions (in practical terms). Using any of the new weapons?
I'm quite surprised no one's said anything about the WGs. You should be finding them quite challenging now. I know I am.
kurim
Dec 4 2005, 09:51 AM
ok, i will check the compatibilty and confirm then the work, btw what did you change is in change log right?
ShadoWarrior
Dec 4 2005, 10:25 AM
QUOTE (kurim @ Dec 4 2005, 03:51 AM)
what you change is in change log right?
Yes.
Though I typically change things in pack.txt (the Glossary for those of you who are non-modders) without listing every small change in the changelog, since they do not affect gameplay, just the cosmetics of proper English. There are many dozens of such small text changes. The English version of the Glossary was obviously written by folks who do not have English as their primary language. As such, I feel duty-bound and compelled to correct it whenever I spot something amiss. Which is very often. All too often.
BTW, v2.07, with yet more additions and changes to pack.txt, will be released later today.
ShadoWarrior
Dec 4 2005, 10:54 AM
With regards to non-English localizations, I'd like to say something. I expect that my (seemingly hectic) current release rate will settle down to something 'reasonable' (say once a week or once every few days) after I have worked my way through my current to-do list. (You may have noticed that I do publish that list, and I've been pretty good about working it from top to bottom.) I anticipate this slowdown to take place around release 2.12 to 2.14, unless Altar releases another patch. Given that there's been no word on such a thing, and even if there were, it'd be at least a month away, there's virtually no chance that I won't complete my current to-do list before then. So, once I've "settled down", I'll then wait to make new releases until I have the non-English localizations submitted to me for inclusion.
Ergo, beginning somewhere at the 2.12 to 2.14 release, the mod will include non-English localizations, and I'll need reliable (ie: can get translations done quickly) volunteers to do translations of pack.txt (LocalizationPack.vfs) into French, German, Polish, Russian (is there a Russian version?), and Spanish. Or any other language for which there is an eager volunteer. Anyone wishing to assist in this please send me a PM (if you haven't already done so) and include your email address, so I can put a list together.
Thanks.
Gastrian
Dec 4 2005, 11:29 AM
I'm not sure whether its because of the patch or the mod but the MSG90 only displays range and accuracy figures, no recoil or damage in the window.
ShadoWarrior
Dec 4 2005, 11:47 AM
QUOTE (Gastrian @ Dec 4 2005, 05:29 AM)
I'm not sure whether its because of the patch or the mod but the MSG90 only displays range and accuracy figures, no recoil or damage in the window.
First, weapons with no burst fire capability display no recoil numbers. Second, to get damage numbers you must select an ammo type. My MSG90s (and other weapons) display just fine.
NightHaunter
Dec 4 2005, 12:06 PM
Hi, I can't give you feedback on the changes yet, started a new game yesterday when I discovered this mod and alienassaultmod. But I must say that I am impressed by your work (after reading the changelog and the forum). Keep it up. It is wonderful that someone does work like this.
But I must say I hyperventilated when I saw the wargot entry. Cant wait till I get a wargot mission with 20+ gots.
This mod adds a great feeling of realism to the game. Thnk you for fixing stupid things like the damage on 9mm DE.
Will give more constructive replys as i get more gametime.
Keep it up.
cFirefox
Dec 4 2005, 01:07 PM
As always, first a "thank you"!
Un to now, your mod works flawless. So no further mention on compatibility issues.
But I am sorry to tell you, that you won't stand a chance with my Psionic snipers any more. Firsthand they all wanted to know you, for your boosting of the light .50. But after dragging the heavier weapon around a few missions their enthusiasm, ah, significally faded

And with encountering the new wargots, you are definitly on their to-do-list. So watch out for barret-bearing psionics in your neightbourhood!
But cheers from me for your changes.
Some ideas for you, first one an old one. Remember my post about that missing equipment slot in the cyborg advanced body?
And a new one. As my soldiers tend to get hurt now by wargots how about a research making healing in bases a little quicker. how about 50-100 points plus per hour.
Yes I know about using third level medics, but the world is big, there are many missions and there are may wargots out there.
Plus it would make the medical lab worth building at last.
ShadoWarrior
Dec 4 2005, 01:22 PM
QUOTE (cFirefox @ Dec 4 2005, 07:07 AM)
Some ideas for you, first one an old one. Remember my post about that missing equipment slot in the cyborg advanced body?
Remember my reply to you? There is no "missing" slot, since (1.) there is no mention of a slot in the Glossary, and (2.) no chips suitable for use in the body exist in the game. Are you suggesting I change all that and add a slot? Do you want me to make high-level cyborgs even more powerful than they already are (compared to the other two races)? Do you have something particular in mind with regards to what sort of body chip(s) you wish to see?
QUOTE (cFirefox)
And a new one. As my soldiers tend to get hurt now by wargots how about a research making healing in bases a little quicker. how about 50-100 points plus per hour.
Yes I know about using third level medics, but the world is big, there are many missions and there are may wargots out there.
Plus it would make the medical lab worth building at last.
This suggestion is outside the scope of my mod, plus I have little interest in doing it.
cFirefox
Dec 4 2005, 02:24 PM
OK, some faults on my side.
I think I read something about a slot in the german version of the glossary, but I can't confirm this right now.
What I wanted was not a chip slot, but a slot to use cloaking devices, force fields, sound dampers and so on. But I agree with you, that a full force field may be too much. Maybe make some cloaking chips for cyborgs or force field chips to help them against energy. Their armor is pretty weak against energy and they are not really stealthy now.
fgbrooks
Dec 4 2005, 03:29 PM
Hi SW,
Thank you for your reply on the M60 and Minimi descriptions. Now, please forgive me if I am misunderstanding the numbers, but the description of the Minimi talks about its "excellent" range. Yet, in the stats for this weapon, the range is given as 17.39, with an accuracy of 48%, while the M60E has a range of 40.60 and an accuracy of 40%. It would seem from the numbers that the M60E is a much better weapon. What am I missing???
Hagan
Dec 4 2005, 04:12 PM
One little bug in Minimi - range is only 17.?? meters, I think is some bug ?
PS: Your mod is great and marvelous, I like MAC 10, after somebody make new weapon models................................ oh this will be awesome. What you think about AP ammo for G11?
Variable
Dec 4 2005, 04:14 PM
Hello all, first post for me...
I've only been playing Aftershock for a few days but man am i addicted. Have to say the mod is a nice improvement!
Fair play to you for updating the mod so often. Just installed the newest version, will try the 'more challenging' wargots soon... the last version i had 2.04? was a bit on the easy side. Was mowing down cultists and wargots by the dozen. At least in that version projectile weapons are horribly overpowered, AP rounds are the bane of wargots.
My only real complaint is that the plasma gun is pretty pathetic. It seems that even with heroic skills none of my men can hit more than 1/3 of the time. With such a long delay between shots and limited ammo the lack of accuracy makes it worthless. I've yet to try any hyper-enrgy weapons so maybe i'll never need plasma guns anyway =\
I realise the mod is a WIP, but adding proper images for the new weapons (in the squad screen etc) would really add a lot to it! Ya know... to make them more than just a name and stats change =)
Everyone seems to have some weapon they'd like added... so i'm going to stick with that theme and suggest gauss weapons. Anyone who played "x-com: terror from the deep" probably remembers them. Since you're planning a rail gun sniper rifle... less powerful more portable gauss guns would make an interesting most-advanced projectile weapon!
Now... off to try the new stuff!
UFO_Junkie
Dec 4 2005, 05:01 PM
I just finished playing my first mission VS the Wargots with the new mod. They brought along two sets of Power Armour. I forgot to load some of my weapons with AP ammo and thus it was a very intense fight. It was won by my Medic (Brian) and my Psionic Sniper (Bri) who had their laser weapons, which could actually hurt the Armour. It was brilliant to see a lines of *hits Power armour (0 Damage)*.
I think there might be a small problem with the Caseless Ammo, as the graphic for it is 2x1, but it seems to take up a 2x2 area in my troopers backpack. Other than that it is great.
Thanks for this great mod, and keep up the good work!
ShadoWarrior
Dec 4 2005, 06:13 PM
QUOTE (cFirefox @ Dec 4 2005, 08:24 AM)
What I wanted was not a chip slot, but a slot to use cloaking devices, force fields, sound dampers and so on. But I agree with you, that a full force field may be too much. Maybe make some cloaking chips for cyborgs or force field chips to help them against energy. Their armor is pretty weak against energy and they are not really stealthy now.
See revised changelist in post #1.
ShadoWarrior
Dec 4 2005, 06:22 PM
QUOTE (fgbrooks @ Dec 4 2005, 09:29 AM)
Now, please forgive me if I am misunderstanding the numbers, but the description of the Minimi talks about its "excellent" range. Yet, in the stats for this weapon, the range is given as 17.39, with an accuracy of 48%, while the M60E has a range of 40.60 and an accuracy of 40%. It would seem from the numbers that the M60E is a much better weapon. What am I missing???
You're not misunderstanding the numbers, per se. There's a quirk (bug) in that as I increase ROF by raising the number of rounds fired per burst, the displayed accuracy of weapons goes down. This has been discussed in this thread before. (Might I suggest those of you who've not been reading this thread from the very beginning please take the time to do so? thx)
From the game's equipment file:
FN Minimi - range 50, accuracy 24
M60E3 - range 75, accuracy 30
Considering that the range for the XM8 is 40, the Mini does have 'excellent' range. In terms of accuracy and range, the M60 is the better weapon, without a doubt. But the Mini does more total damage (due to its higher ROF), carries more ammo, and is lighter.
Gastrian
Dec 4 2005, 06:35 PM
QUOTE (ShadoWarrior @ Dec 4 2005, 11:47 AM)
QUOTE (Gastrian @ Dec 4 2005, 05:29 AM)
I'm not sure whether its because of the patch or the mod but the MSG90 only displays range and accuracy figures, no recoil or damage in the window.
First, weapons with no burst fire capability display no recoil numbers. Second, to get damage numbers you must select an ammo type. My MSG90s (and other weapons) display just fine.
I'm getting it with a few weapons now, drone projectile weapons, the new moddded weapons but its not a case of selecting the ammo as weapons uing the same ammo such as the M60E display fine.
ShadoWarrior
Dec 4 2005, 06:44 PM
QUOTE (Gastrian @ Dec 4 2005, 12:35 PM)
I'm getting it with a few weapons now, drone projectile weapons, the new moddded weapons but its not a case of selecting the ammo as weapons uing the same ammo such as the M60E display fine.
Sorry, but I cannot help you with this. I don't have the problem.
ShadoWarrior
Dec 4 2005, 06:48 PM
QUOTE (UFO_Junkie @ Dec 4 2005, 11:01 AM)
I think there might be a small problem with the Caseless Ammo, as the graphic for it is 2x1, but it seems to take up a 2x2 area in my troopers backpack.
Earlier in this thread someone else reported the same problem. I posted a screenshot showing that it works fine for me. You might want to get together with whomever it was and compare your hardware and software configs (to see what you have in common that differs from the rest of us who don't have the problem with the ammo size).
ShadoWarrior
Dec 4 2005, 06:51 PM
QUOTE (Variable @ Dec 4 2005, 10:14 AM)
I realise the mod is a WIP, but adding proper images for the new weapons (in the squad screen etc) would really add a lot to it! Ya know... to make them more than just a name and stats change =)
Since you are new to the forum you have probably not read the various posts where this has been discussed (including earlier in this thread, which you should read in its entirety). Altar has not yet released the file format for the graphic models, so no one can mke new models for this game (yet).
ShadoWarrior
Dec 4 2005, 06:53 PM
QUOTE (Hagan @ Dec 4 2005, 10:12 AM)
What you think about AP ammo for G11?
I won't be making any, sorry.
ShadoWarrior
Dec 4 2005, 08:13 PM
Updated the mod to version 2.07!
(please see first post in thread for download link)
By request (and since the newly-improved Wargots deserve some more coherent love) I bring you the laser MG. In both humanoid and drone variants. Enjoy!
Also by request I bring you the "ma-deuce" .50cal HMG, for use by drones. (And I will NOT make a soldier version, so please don't ask me.)
Last, but not least, several people have asked me to add a slot to the advanced cyborg body armor. This is a human (not cyborg) style slot, so the normal sort of stuff you can put in human medium armor should work. (I haven't tried it yet myself, as I'm 1-2 days shy in-game of testing it.)
More tweaks in this release, such as making sure NONE of the lasers in the game have a recoil, and putting some much-desired info into the Glossary.
Don't forget to mouse over the game's version string on the Main Menu!
Glacialis
Dec 4 2005, 08:21 PM
I weep with joy.
You are
the shit!
Laser MGs. *weep* So beautiful!
Novalith
Dec 5 2005, 01:17 AM
Thanks for all your hard work in this. You have put in much time and effort.
Question: Should I play through a regular game before loading any mods or do you think there is no point. I am at the "Countdown" portion right now so not that far I think.
ShadoWarrior
Dec 5 2005, 01:20 AM
QUOTE (Novalith @ Dec 4 2005, 07:17 PM)
Question: Should I play through a regular game before loading any mods or do you think there is no point. I am at the "Countdown" portion right now so not that far I think.
I cannot answer this for you. Some players are "purists" who insist on playing a 'vanilla' game first. Myself (and many others) prefer to spice things up as much as we can, and not wait to do it.
This mod does change the feel of the game. Using new and/or more effective weapons alters balance. As does making certain enemies tougher and/or more dangerous.
Saintaw
Dec 5 2005, 09:04 AM
Update:
Since I restarted the game, I can now confirm that the following was not a saved game issue. The MP5 you initialy get in the game is being considered to be diffferent than the one you build. The one you build has an underbarrel slot, the default ones doesn't.
Also, the .50AE DE shows to have a recoil of 0.0 in the listed stats(works fine in game though).
Small request: Could you possibly list in the in game description the sttistics for the weapon addons? (I'd like to have the actual numbers, IE: accuracy +10% etc...)
Thank you
SieurNewT
Dec 5 2005, 09:17 AM
seems i have the same issue with a weapon like Colt 45 and pistol colt 45 (from memory), i have built one and so i see both of same, only change i have is the word "pistol" front mine , stats are sames. But not sure if this is linked to the mod

By the way if someones have the french version i think i have sucessfully edited the french Localizationpack to include theses mods changes, and could sent them from time to time updated
ShadoWarrior
Dec 5 2005, 10:14 AM
QUOTE (Saintaw @ Dec 5 2005, 03:04 AM)
Since I restarted the game, I can now confirm that the following was not a saved game issue. The MP5 you initialy get in the game is being considered to be diffferent than the one you build. The one you build has an underbarrel slot, the default ones doesn't.
That explains (in part) why in my game I have 2 sets of MP5 (BOTH sets have UB slots since I had editted the save file a while back). One set of 10, the other (near the end of the inventory) a set of 5. The problem is I don't see where the second group (of 5) came from. In equipment.txt, the value for starting quantity (in the unmodded & modded file) of MP5s is zero. So where/when do you get the 5?
QUOTE (Saintaw)
Also, the .50AE DE shows to have a recoil of 0.0 in the listed stats(works fine in game though).
Thanks for spotting that. It's now in the changelog for v2.08.
QUOTE (Saintaw)
Small request: Could you possibly list in the in game description the sttistics for the weapon addons? (I'd like to have the actual numbers, IE: accuracy +10% etc...)
Cannot do that because (AFAIK) I'm not in control of what displays in the "Characteristics" window in the upper right of the Glossary page. That info is supposed to be pulled by the game itself from the equipment data. The only way for me to give you the info you desire is to include it in the text blurb. Which I decided not to do because it would be inconsistent with the way blurbs are written for every other item in the game.
Saintaw
Dec 5 2005, 10:22 AM
SW, ATTN!
I moved this week end, and am without intardnet at home for the next couple of weeks... meaning the report above is for the Mod V 2.01. I only found out this morning about 2.07.
PS: About the in game description, that's what I meant (the text description part). Could we then please have this in a separate text file (you put the modificaations for the recoil dampener & the silencer in the initial changelog... but I'd like to have that info for all the weapon addons iff possible)
ShadoWarrior
Dec 5 2005, 10:29 AM
QUOTE (Saintaw @ Dec 5 2005, 04:22 AM)
Could we then please have this in a separate text file (you put the modificaations for the recoil dampener & the silencer in the initial changelog... but I'd like to have that info for all the weapon addons iff possible)
The changelog lists all numerical changes for all items I have modded. The unmodded values are available in
this thread, which I wrote with you in mind.

So all you need to do is a wee bit of cutting and pasting, then revise the numbers from the info in the changelog.
Cheers!
ShadoWarrior
Dec 5 2005, 10:52 AM
Using the new L115A1 sniper rifle (.338 Lapua FMJ) one of my snipers (heroic long-range & excellent enemy skills) just scored a 4903 critical headshot on a Morelman (from a standing position, since the L115A1 is much lighter than the M82A1). Instant unconsciousness, no need for a second hit. Sweeeeet. Kick ass and take names. Or just kick ass. Who cares what the damn aliens are called? heh
Saintaw
Dec 5 2005, 11:13 AM
QUOTE (ShadoWarrior @ Dec 5 2005, 12:29 PM)
The changelog lists all numerical changes for all items I have modded. The unmodded values are available in
this thread, which I wrote with you in mind.

Thanks a lot, stumbled on this right after I posted this message.... text file is on a datastick & ready to be used at home

You're saying in that thread that most of the addons have no effect in the game, did I read that correctly? (only recoil & range addons have an effect in game). If it is... then it's like turds in a blender :/
ShadoWarrior
Dec 5 2005, 11:32 AM
QUOTE (Saintaw @ Dec 5 2005, 05:13 AM)
You're saying in that thread that most of the addons have no effect in the game, did I read that correctly? (only recoil & range addons have an effect in game). If it is... then it's like turds in a blender :/
Unlike player hapveg's thorough testing methods, I have not spent the considerable time to test weapons with and without a particular add-on
in the same mission. However, for example, from what I can tell based on the weapons I use, my accuracy doesn't appear to be different with or wthout a sniper scope mounted on my MSG90s. It may just be that the MSG90 has such good range and accuracy that the additional +25% is just overkill when you can shoot to the "visual horizon" at 100% already. OTOH, the fact that items like gyros very obviously do not improve accuracy as they should (at least not as displayed in the squad screen, nor that I can measure in-game), and far worse, give an erroneous 100% accuracy to the visual horizon when used with accuracy-enhanced ammo (such as flechettes)
strongly points to seriously bugged mechanics within the game's engine. So as to not exploit this bug I've had to cease using flechette ammo in my XM8s, and remove the gyros from my SPAS 15s. This bug sucks.
BTW, the same lack of effect has been reported by numerous players for the accelerator (no extra damage).
hratgard
Dec 5 2005, 11:34 AM
Called shots issue yet again.
Last time it was the Barett. Which we kinda settled on it being a issue with the prone recuqirement. Well, now we have the same issue again with the L115A1 sniper rifle. Except that the L115A1 sniper rifle doesn't have the prone requirement. Your added sniper rifles just aren't sniper rifles.

Just long range normal rifles

So something is obviously wrong somewhere.
Btw, Laser Snipers can't add scopes?
Oh, and does anyone else but me feel that grenades and other explosives are a total waste? I mean, they don't do any damage. Sure it says 5000 power on the biggest and badest rocket. But neither me nor the Wargots take any noticable damage from my rockets and granades (I don't usually shoot my own guys with rockets, but sometimes I miss.. or my targets runs to close before my slowpoke of a rocketeer actually fires). And grenades... you just cant toss them far enough to have any purpose, neither does and barrelmounted grenadelauncher hit anything. Not even close to what I'm amining at. And this is with a guy with super heroic rifle, throwing and mechanic.
Then there's two bugs/errors. I'm not sure if its related to your mod or its the game engine it self.
1. If you only pack non standar ammo, ie FMJ, AP, Explosive etc my guys then to "lock up" when out of ammo. They just refuse to reload using the reload button. Nor do they reload if I enter inventory and put a clip into the gun manually. I usually have to dequip the gun, put a clip in and reequip. Mind you, this only happens if you actually run out, even if you have the same kind of ammo in the backpack. If you manually hit reload before you are emtpy the guys manage to reload fine. I guess this is cause they "forget" what kind of ammo they where using, and assume that they were using vanilla ammo. So this might be a bug related to your custom ammo.
2. Prone bug.... REALLY hate the prone combined with the previous bug I mentioned.. specially on my "required" to go prone barret sniper. If I run out of ammo with the barret guy he refuse to stand up, and nothing you do will make him ever move again. You might get stuck in prone occasionally in other situations too, but if you have ammo, you can fire at the ground somewhere that requires your guy to turn around, and then you might be lucky enough to get up again. But if you're out of ammo in your current clip, you're also out of luck. I wish there was a crouched rec on the barret and not a prone one. But I guess there is no such req in the game.
Besides these issues, its all great at the moment =) Keep up the good work.
Oh, one more thing.
What the frell (eh Farscape anyone?) do you guys equip your commandos with on Wargot missions. My good old Katana only goes KLAAAAANGGGG! when hitting the War Gods! And the dual DE, dual SMG or laser pistol just are too weak to bother. So I just usually end up setting up everyone else in my team in good spots, then run like mad with the commando as a advanced spotter for my snipers

and never acutally hit anything with him, hehe.
ShadoWarrior
Dec 5 2005, 11:59 AM
QUOTE (hratgard @ Dec 5 2005, 05:34 AM)
Called shots issue yet again.
Last time it was the Barett. Which we kinda settled on it being a issue with the prone recuqirement. Well, now we have the same issue again with the L115A1 sniper rifle. Except that the L115A1 sniper rifle doesn't have the prone requirement. Your added sniper rifles just aren't sniper rifles.

Just long range normal rifles

So something is obviously wrong somewhere.
Please read my post 3 posts before yours. The L115A1 works correctly for me, and I am playing with v2.07 of my mod (the L115A1 was not changed between 2.06 and 2.07). I can post a screenshot if I have to.
QUOTE (hratgard)
Btw, Laser Snipers can't add scopes?
They may mount an "Advanced scope". The sniper scope is not such a device. The thermal and motion ones are.
QUOTE (hratgard)
Oh, and does anyone else but me feel that grenades and other explosives are a total waste? I mean, they don't do any damage. Sure it says 5000 power on the biggest and badest rocket. But neither me nor the Wargots take any noticable damage from my rockets and granades
Did you notice that I reduced the damage WGs take from explosive and burn?
QUOTE (hratgard)
1. If you only pack non standar ammo, ie FMJ, AP, Explosive etc my guys then to "lock up" when out of ammo. They just refuse to reload using the reload button. Nor do they reload if I enter inventory and put a clip into the gun manually. I usually have to dequip the gun, put a clip in and reequip. Mind you, this only happens if you actually run out, even if you have the same kind of ammo in the backpack. If you manually hit reload before you are emtpy the guys manage to reload fine. I guess this is cause they "forget" what kind of ammo they where using, and assume that they were using vanilla ammo. So this might be a bug related to your custom ammo.
Haven't had this problem in my game. My soldiers will exhaust a clip and reload on their own. Though I often reload via the button so that the soldiers won't waste time in combat later on.
QUOTE (hratgard)
What the frell (eh Farscape anyone?) do you guys equip your commandos with on Wargot missions. My good old Katana only goes KLAAAAANGGGG! when hitting the War Gods! And the dual DE, dual SMG or laser pistol just are too weak to bother. So I just usually end up setting up everyone else in my team in good spots, then run like mad with the commando as a advanced spotter for my snipers

and never acutally hit anything with him, hehe.
The katana and wakizashi work on the weaker WGs. They have zero effect on the priests and heavy guys. I did warn you about this when I made the change and released it.
My borg stalker/commando carries a laser rifle and a katana when going up against WGs. And about a half-dozen batteries.
Raxxman
Dec 5 2005, 12:12 PM
Use the rect stunner.
hratgard
Dec 5 2005, 12:14 PM
My bad on the L115A1 sniper. Seems like it just didnt work propperly on one mission. Works fine now. So I guess its back to the prone req making troubles for the Barret's called shots.
QUOTE (ShadoWarrior)
Did you notice that I reduced the damage WGs take from explosive and burn?
Yes, so? They were pretty much useless before then too, even worse now. So its not related to the mod. I mean, my guys, which you haven't modded vs the explosive damage, takes like 1% dmg from the biggest explosive devices. You'd expect the big rockets to wreck havoc, throwing the guys around and acutally do some damage. And that applies to wearing any kind of armor. Light, Medium or Heavy.
Just stop using the manual reload on some mission and let the guys try to autoreload the ammo, and you'll notice them locking up. Just now I had a XM8 trooper locked up reloading over and over, without actually getting any ammo into the gun. You see him play the reload animation, but nothing happens. Dunno, perhaps its somewhat related to the fact that the xm8 has a size 20 clip, while the actuall clip has 25 bullets. Doesn't fit the bug with the .50cal and the barret though, as both the gun and the clip takes 10 bullets.
Emp grenades, sounds like something that should be added. Should work extreamly well against those big energy armors of the Wargots. We need some kinds of grenades that acutally do something vs the Wargots. =) Oh and sice the Katana just goes KLANG!, I'm all for going total Jedi style, with an energy close combat weapen of some kind. Not neccesarrily a light saber though. The Taser on todo list doesnt quite fit that bill.
ShadoWarrior did you get the Wakizashis to work as a dualwieldable weapon? Or is it some error in the game itself. Haven't tested it since I did those beta trials of some earlier version. Would be cool using them, but untill they work as intended they can't match the katana.
Oh, and on the Commando issue, sure I could carry around a Laser Rifle too. But .. but .. I don't want to, RPwise. He's my close combat stealthy guy, he's supposed to get up close and personal, and not use some boring rifle!
Saintaw
Dec 5 2005, 12:32 PM
I am not having any issue with the reload... what happens sometimes is if I unequip / re-equip a weapon, the ammo IN the weapon will be the default ammo... and if you only have AP ammo in stock, the 'reload' doesn't work (You have to do it manualy). Check what kind of ammo you have in your rifle.
I realy like the idea of EMP 'nades idea... SW, please... pretty please 
You'll probably have the problem of assigning the damage mode (Like the problem you had with the stun weapons).
ShadoWarrior
Dec 5 2005, 12:32 PM
QUOTE (hratgard @ Dec 5 2005, 06:14 AM)
Emp grenades, sounds like something that should be added.
I've added it to the top of my to-do list. Thanks for the suggestion.
QUOTE (hratgard)
ShadoWarrior did you get the Wakizashis to work as a dualwieldable weapon? Or is it some error in the game itself. Haven't tested it since I did those beta trials of some earlier version. Would be cool using them, but untill they work as intended they can't match the katana.
I don't have *any* Ranger soldiers. I have no use for them. That said, it appears to be a bug in the game itself, since the knife doesn't work dual-wielded either (from what I've been told).
QUOTE (hratgard)
Oh, and on the Commando issue, sure I could carry around a Laser Rifle too. But .. but .. I don't want to, RPwise. He's my close combat stealthy guy, he's supposed to get up close and personal, and not use some boring rifle!

My soldiers don't have such "image" issues. They are very practical people who use whatever it takes to get the mission done.
BTW, just because Steven Seagal (sp?) and Wesley Snipes are quite good martial artists doesn't mean that you won't see them shoot someone in their movies. Sure, martial arts looks cool, but sometimes you just have to kill someone as quickly as you can -- from a distance.
ShadoWarrior
Dec 5 2005, 12:33 PM
QUOTE (Saintaw @ Dec 5 2005, 06:32 AM)
You'll probably have the problem of assigning the damage mode (Like the problem you had with the stun weapons).
No, I won't. There is already an EMP damage type. hehe
Saintaw
Dec 5 2005, 12:45 PM
Few ideas for more toys...
HKMP7
Steyr AMR / IWS 2000
and last, but not least...

(Just kidding

)
ShadoWarrior
Dec 5 2005, 01:00 PM
QUOTE (Saintaw @ Dec 5 2005, 06:45 AM)
Few ideas for more toys...
I've added the MP7A1 to my list (in place of the Skorpion), and bumped it up. Thanks for the heads-up. Gotta love those folks at H&K!
No, I won't be including specialized anti-tank rifles. Sorry. You'll have to make do with the Barrett and the L115A1. And the drone HMG.
OTOH, just wait for the two railguns I have planned. hehehe
ShadoWarrior
Dec 5 2005, 01:13 PM
I just had occasion to try out the "fixed" hover drone's ladder-climbing ability I modded in a while ago. It was pretty funny to watch the thing tip over 90 degrees (an impossibility in real life of course), attach itself to the ladder as if it were some sort of train track, and then glide up the rails. Well, at least it works now, even if it offends the purist in me (and gives me quite a chuckle every time I see it do this).
Saintaw
Dec 5 2005, 01:22 PM
I was just thinking ahead... not having tried the new WG armour levels yet (will this evening)... I'm just being proactive in proposing AT weapons Vs that power armour

HK does have some nice toys. FN also have some nice ones (Shameless plug... I'm belgian;)). IIRC, the M249 SAW is the modern version of what we call the 'Mini-mi' here.
other FN stuff:
THE F2000™ Integrated weapon system 5.56 x 45 mm / 40mm LV
ShadoWarrior
Dec 5 2005, 01:29 PM
Nothing wrong with being Belgian. The M249 is, indeed, a variant of the FN Minimi. I opted for the spec-ops model to be represented in the mod, instead of the M249.
The F2000 looks like the bastard offspring of a Steyr AUG and the now-defunct OICW.
kurim
Dec 5 2005, 01:54 PM
hey shadow,
you update to fast ^^ how could i translatet it so fast *g*
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