#1313
Dec 8 2005, 03:19 PM
my bad with ammos, allright. well, i'll just try to play more, okay
Red Stone
Dec 8 2005, 03:45 PM
About the Satchels - couldn't stop using those lovable little lumps ever since I tossed two into a Cultist hut-on-stilts and clear out 5+ of them maniacs in less than a minute.
I dunno if they were intended to be (ab)used in such a manner, but I just want to ask the question: are there destructible floors in AS maps (that the Satchels can blow up)? Those hut-on-stilts seem rather impervious to your little terrors - but I still have yet to try them on glasshouses and roofs of Psionis huts.
ShadoWarrior
Dec 8 2005, 03:56 PM
Updated the mod to version 2.10!(please see first post in thread for download link)This release is for all of you SMG lovers. Now quit bugging me.
ShadoWarrior
Dec 8 2005, 04:00 PM
QUOTE (Red Stone @ Dec 8 2005, 09:45 AM)
About the Satchels - couldn't stop using those lovable little lumps ever since I tossed two into a Cultist hut-on-stilts and clear out 5+ of them maniacs in less than a minute.
I dunno if they were intended to be (ab)used in such a manner
hehe, "lovable little lumps". ROTFL that's cute. You're only the second person to comment on them, and so far the only one to tell me he likes them. Thanks for the feedback. I've been wondering about them for quite some time. And yes, you are using them as intended.
Saintaw
Dec 8 2005, 04:33 PM
Ohhh satchels, how on earth did I manage to forget about those?!!!11 I think I'll pack some of those for when the WGs try & enter my lair...
^^ famous last words
Hagan
Dec 8 2005, 05:23 PM
QUOTE (ShadoWarrior @ Dec 8 2005, 02:12 PM)
QUOTE (Hagan @ Dec 8 2005, 08:09 AM)
Hm, I think Saint will have not any problem with his setup, G3A4 is strong and maschineguns too, lasers ist strong, but they have not good stopping power.
Have you fought the Wargots using a version of my mod at least 2.06 or higher? Because it doesn't sound like you have. If you haven't, you are going to have a very rude surprise ...
Well, I trying to up-date my game by your mod every time vhen I see new version, and I got first Wargot attack in version I think 2.4 or higher, but in later missions I can beat Wargots with common human armament. Yes, its more harder, but 2 or more full burst from MG will smash every Wargot (well battle armour need few full sqad burst

). But I think some stronger Wargot need to be more resistant to bullet fire (maybe all wound from bullet weapon can be only stun or temporary damage (when you using some bulletproof vest - like some with protection IVA with support front and rear plate - , you still can be knocked down, but you internal organs will be unharmed and after some short time you can stand up and fight again.
PS: Your mod is great, I hope for some new models of guns from somebody with artistic sense.
Gastrian
Dec 8 2005, 06:25 PM
Will we be seeing some RPG and LAW loving soon in the form of new ammo types such as Plasma missles?
Hellbringer
Dec 8 2005, 07:52 PM
Kay I've officially joined the inner circle of this sect and I'm now using the WepReb mod. Currently I'm drooling as I can't wait for my weapon factories to finish the production of the new toys - so I can check out their stats.
One thing bothers me a lil bit - the burst on M60 (and I presume on most other mgs) is increased to 10 which makes mgs absolutely owning weapons - be it close , medium or even long range. Fragging muckstars - hell pretty much any long range foe is imo far easier now with a mg then closing in with dual smgs or sniper rifle. I know it's more realistic now - hell - firing 5 bullets from a mg ain't easy - but I fear it disbalances a bit - 2 mg guys now can easily dispatch 20 mobs without taking damage.
ShadoWarrior
Dec 9 2005, 12:09 AM
QUOTE (Gastrian @ Dec 8 2005, 12:25 PM)
new ammo types such as Plasma missles?
Probably not.
LimXC
Dec 9 2005, 02:19 AM
Sorry about posting that the cyborg advanced armour's addon slot does not work. As you know by now it does work, I should have double checked before posting.
Anyway ShadoWarrior can you change the warp medikit so that it can also heal the person using it just like other medikits instead of only healing other people? Seems kind of stupid to be unable to shoot and heal yourself with a pistol like device.
ShadoWarrior
Dec 9 2005, 06:26 AM
QUOTE (LimXC @ Dec 8 2005, 08:19 PM)
Anyway ShadoWarrior can you change the warp medikit so that it can also heal the person using it just like other medikits instead of only healing other people? Seems kind of stupid to be unable to shoot and heal yourself with a pistol like device.
I've been looking into it. I don't think it's possible to fix. The reason is because the warp kit is a ranged, ammo-using device. As such, I think the game's engine prevents you from targetting yourself with ranged "weapons". Other than being ranged, the data records for the warp kit and non-warp kits are virtually the same.
LimXC
Dec 9 2005, 07:05 AM
QUOTE (ShadoWarrior @ Dec 9 2005, 06:26 AM)
QUOTE (LimXC @ Dec 8 2005, 08:19 PM)
Anyway ShadoWarrior can you change the warp medikit so that it can also heal the person using it just like other medikits instead of only healing other people? Seems kind of stupid to be unable to shoot and heal yourself with a pistol like device.
I've been looking into it. I don't think it's possible to fix. The reason is because the warp kit is a ranged, ammo-using device. As such, I think the game's engine prevents you from targetting yourself with ranged "weapons". Other than being ranged, the data records for the warp kit and non-warp kits are virtually the same.
Weapons can have two modes, single shot and burst, three modes if you add a bayonet. What about giving the warp medikit another mode? A second mode that is the same as other medikits that can be used on the medikit user. Maybe reduce the energy use for this second mode since it's not healing over some distances.
Another thing, what about creating an ammo-like reload for the normal and advance medikit? I'm using the Alien Assault mod and I find myself sometime emptying an medikit. It's useful to be able to reload instead of switching to another medikit.
ShadoWarrior
Dec 9 2005, 07:15 AM
QUOTE (LimXC @ Dec 9 2005, 01:05 AM)
Weapons can have two modes, single shot and burst, three modes if you add a bayonet. What about giving the warp medikit another mode? A second mode that is the same as other medikits that can be used on the medikit user. Maybe reduce the energy use for this second mode since it's not healing over some distances.
I can give the kit a second mode: melee. That should work. Good idea, thx. However, it's not possible to reduce the power consumption in the new mode. Sorry.
QUOTE (LimXC)
Another thing, what about creating an ammo-like reload for the normal and advance medikit? I'm using the Alien Assault mod and I find myself sometime emptying an medikit. It's useful to be able to reload instead of switching to another medikit.
Not possible, sorry. Not without completely changing the device to *only* use an external "ammo" pack (rather than self-recharging internally).
Saintaw
Dec 9 2005, 07:29 AM
LimXC,
All you have to do is quicksave and quickload... your medikit will be replenished.
SW, I got PWND by a WG priest yesterday evening (During the WG invasion). My scout was cornered at the start with 4 WGs close to him, he managed to dispatch 3 WG soldiers... but the shottie slugs barely damaged the fekker... couldn't get my squaddies to help him on time. I will try again this week end... can't ...loose....squaddies...must....restart!
ShadoWarrior
Dec 9 2005, 07:34 AM
QUOTE (Saintaw @ Dec 9 2005, 01:29 AM)
SW, I got PWND by a WG priest yesterday evening (During the WG invasion). My scout was cornered at the start with 4 WGs close to him, he managed to dispatch 3 WG soldiers... but the shottie slugs barely damaged the fekker... couldn't get my squaddies to help him on time. I will try again this week end... can't ...loose....squaddies...must....restart!
I'm pleased to hear that you seem to be having fun.
Saintaw
Dec 9 2005, 09:16 AM
Have very little time to play now that we're reaching the end of the quarter here... add to that that I just moved (and have been told that I would have to wait till the end of january at best to have DSL at home...AAARGH!!!!!). Our rugby team is having a party this evening ... that will probably involve far too many guinness for a game when I get home.
But to answer your question yes, I am probably the one who enjoys this mod the most

I noticed that after starting a new patched game, I have had more diversity on the maps (same ole buildings but arranged differently). I 'think' I spotted another bug (non mod related) yesterday... my guys with high dexterity seem to run faster than the ones with hiigh agility... I will have to properly test this this week end before I raise hell (ALARMSTART!!!)
Saintaw
Dec 9 2005, 09:20 AM
One last thing I noticed. When using the XM8 with the UB shotgun, when you have 6 different kinds of ammo (5.56 N/AP/FL and Shotgun Shells/Slug/FL) you cannot have them all displayed (The shotgun flechettes being the rightmost cannot be selected). No biggie (and I guess there's nothing you can do about it untill we get to modify the game's visuals).
cFirefox
Dec 9 2005, 10:01 AM
QUOTE (Saintaw @ Dec 9 2005, 09:20 AM)
One last thing I noticed. When using the XM8 with the UB shotgun, when you have 6 different kinds of ammo (5.56 N/AP/FL and Shotgun Shells/Slug/FL) you cannot have them all displayed (The shotgun flechettes being the rightmost cannot be selected). No biggie (and I guess there's nothing you can do about it untill we get to modify the game's visuals).
A little "workaround" for you:
Ammo up with displaying a Spas and for loading the weapon, switch to the compose screen and load the UB-Shotty there. Works fine for me.
I would be very sad to lose my beloved Anti-Mutant-Flea-Swatter!
Saintaw
Dec 9 2005, 10:36 AM

<---- there is no "thumbs up" emoticon as I wanted to give you, so you get the 'wuv' one

Thanks for the tip!
ShadoWarrior
Dec 9 2005, 10:38 AM
QUOTE (Saintaw @ Dec 9 2005, 04:36 AM)

<---- there is no "thumbs up" emoticon as I wanted to give you, so you get the 'wuv' one

Hey, where's mine?
cFirefox
Dec 9 2005, 11:30 AM
QUOTE (ShadoWarrior @ Dec 9 2005, 10:38 AM)
QUOTE (Saintaw @ Dec 9 2005, 04:36 AM)

<---- there is no "thumbs up" emoticon as I wanted to give you, so you get the 'wuv' one

Hey, where's mine?
Ahh, there is no such smiley as:
"always be nice to the guy who provides the guns" so

!!!!!
I hope that counts!!
So please give us more, ah, "heavy machinery"...
ShadoWarrior
Dec 9 2005, 11:36 AM
QUOTE (cFirefox @ Dec 9 2005, 05:30 AM)
So please give us more, ah, "heavy machinery"...
The meson rifle is currently in development ...
PlacidDragon
Dec 9 2005, 12:18 PM
QUOTE (ShadoWarrior @ Dec 9 2005, 01:36 PM)
The meson rifle is currently in development ...
ahh, i remember the good old days when playing Wasteland ("prequel" to the Fallouts) on my C-64, and using a meson cannon on the bad guys
ShadoWarrior
Dec 9 2005, 12:20 PM
It's actually not from that game. It's from the old pen & paper RPG Traveller. Also, I happen to have majored in astrophysics, in the process of which I studied quite a bit of nuclear physics.
PlacidDragon
Dec 9 2005, 12:33 PM
Its been used in a number of games i believe, the two games i can remember having come across meson weaponry is the RPG Wasteland and spacesim Privateer (both "#¤%"#% old games...lol)

So the name "meson" has something to do with nuclear physics ? (i had no idea).
ShadoWarrior
Dec 9 2005, 12:50 PM
QUOTE (PlacidDragon @ Dec 9 2005, 06:33 AM)
So the name "meson" has something to do with nuclear physics ? (i had no idea).
Try the Wikipedia if you want to wade through some rather esoteric physics. (Not advised, but I feel compelled to mention it.)
ShadoWarrior
Dec 9 2005, 01:11 PM
From the new entries I'm making into the Glossary:
The blueprint tech -
"Our researchers have developed the first successful meson beam weapon prototypes. Mesons are extremely short-lived unstable subatomic particles that interact weakly with normal matter, thus they are capable of penetrating even the heaviest armor. A meson weapon projects a concentrated beam of these exotic particles whose decay is timed to coincide with their passage through the target. The effects are devastating, as the particles convert a substantial portion of their mass into energy (in the form of hard radiation) deep inside the target. These weapons produce an invisible beam that is silent, accurate, and produces no recoil. However, a low-power laser emitter (which generates a dim, but visible beam) is used to obtain the range to the target a fraction of a second before the meson beam is fired. Meson beam weapons are quite heavy, and have very limited battery life. Once the blueprints are drafted, we can begin the mass manufacture of meson beam weapons."
The weapon description -
"The meson rifle is an advanced sniper weapon capable of penetrating any known armor. It uses energetic, unstable exotic subatomic particles to irradiate the innards of a target. It affects biological and nonbiological targets alike. The weapon has a shorter range than any other sniper rifle, is quite heavy, and consumes large amounts of power. Offsetting this, meson beams are silent, invisible, and produce no recoil. Our Energy Weapon Factories can manufacture the meson rifle. Sniper training is required to use this weapon."
The meson weapon is sort of a "low-tech" warp weapon. It uses damage type "Warp" and can be manufactured long before real warp weapons. It is also much weaker in damage inflicted than warp weapons, and comparable to lasers. (I made it artificially low for game balance reasons.) But since the damage type is "Warp", which most targets have low resistance to, it will be more damaging to a target than any laser will.
Saintaw
Dec 9 2005, 01:54 PM
Unfortunately, I couldn't find anything jiffy to post for you SW... so, instead I can only offer you a picture of myself to thank you for all your hard work.
With all my heart:
ShadoWarrior
Dec 9 2005, 02:13 PM
AAIIIIEEEEEE!!! Oh my poor eyes.
Gah! Where's my plasma shotgun? I need to put someone out of their misery ... me.
Glacialis
Dec 9 2005, 03:15 PM
Whoa, seriously? How many astrophysics majors do we have on this board? Due to financial issues I had to drop, but I was at U Maryland College Park, dual astro/phys major. Even though it's more of a serious hobby for me nowadays, it comes in handy when I need to describe the fluff/backstory/technobabble for this or that sci-fi mod.

Just one Homeworld 2 mod has kept me busy for months, heh. Big mod.
Any plans for additionial meson weapons? If we get deployable, somewhat portable turrets as in Aftermath, this would be a prime candidate. Would only fire about as good as an assault rifle, but who cares?
Gastrian
Dec 9 2005, 05:41 PM
Is it possible to make more energy based pistols. An improved laser pistol and a plasma pistol.
Can you also make energy weapon specific accessories. Underbarrel attahments for the Plasma shotgun, plasma and laser rifles, laser pistols, laser machine guns and if you do decide to make the two pistols noted above, them as well. These would either increase range, accuracy, damage or rate of fire.
All of that should be reserched from hyper-energy labs so as to make them quite late in the game and not to unbalance it too much.
Variable
Dec 9 2005, 07:22 PM
A plasma pistol would be a nice addition, theres a huge gap between access to the laser pistol and warp pistol in the game as it is. I like my weapons to come in families...
A secondary battery/extended battery capacity thing might be a good energy weapon underbarrel attachment if it's possible... it couldnt possibly be bigger than the gyro.
Also my MP7 seems to take .338 Lapua rounds...
ShadoWarrior
Dec 9 2005, 07:42 PM
QUOTE (Glacialis @ Dec 9 2005, 09:15 AM)
Any plans for additionial meson weapons?
Sorry, no.
Novalith
Dec 9 2005, 07:44 PM
I have not started using your mod yet. I do however want to thank you for all your hard work and time and obvious effort you have put into it. Being the laziest man on earth I do not post much, but I feel it is definatly warrented. I have another question. Has Altar been giving you much feedback/help on the things you have thus far tried to accomplish and been unable to? I am looking forward to new models and weapon damage types.
ShadoWarrior
Dec 9 2005, 07:53 PM
QUOTE (Gastrian @ Dec 9 2005, 11:41 AM)
Is it possible to make more energy based pistols. An improved laser pistol and a plasma pistol.
I have no intention of doing so.
QUOTE (Gastrian)
Can you also make energy weapon specific accessories. Underbarrel attahments for the Plasma shotgun, plasma and laser rifles, laser pistols, laser machine guns and if you do decide to make the two pistols noted above, them as well. These would either increase range, accuracy, damage or rate of fire.
It isn't possible to increase ROF for any weapon (regardless of type) using any attachment due to the way the game works. And due to the nature of energy weapons, there is no attachment that could improve damage yield. Other than a gyro for added stability, there is no way to improve range/accuracy from under the barrel.
ShadoWarrior
Dec 9 2005, 08:06 PM
QUOTE (Variable @ Dec 9 2005, 01:22 PM)
A secondary battery/extended battery capacity thing might be a good energy weapon underbarrel attachment if it's possible... it couldnt possibly be bigger than the gyro.
Not possible to do, sorry.
QUOTE (Variable)
Also my MP7 seems to take .338 Lapua rounds...
Gah! Fixed in v2.11, thanks for spotting this. Index was off by one.
ShadoWarrior
Dec 9 2005, 08:13 PM
Updated the mod to version 2.11!
(please see first post in thread for download link)
The anti-flatster cattleprod and Taser may be manufactured as soon as you've researched basic weapons, so they'll be available early in the game.
The meson rifle fills in the time gap between plasma and warp technologies. I may make a non-sniper drone version, but I doubt I'll make non-sniper human models.
Made the satchel charge slightly larger so that you can no longer fit them on a belt. Game balance reasons, and the real things aren't small enough to hang from a belt anyway.
By request, I've modded a new mode for the warp medikit. Let me know how it works.
ShadoWarrior
Dec 9 2005, 08:25 PM
QUOTE (Novalith @ Dec 9 2005, 01:44 PM)
Has Altar been giving you much feedback/help on the things you have thus far tried to accomplish and been unable to? I am looking forward to new models and weapon damage types.
Martin ('mmk') of Altar has provided the model format info. Thus far, it doesn't seem as if any of the modelers who hang around in this modding forum have signed up to become 'official' modders so that they may access the private, modders-only Wiki where Altar has published the specs. At least if any have, the modelers have been notoriously quiet. For example, this thread I started, titled "
A first task for any AS modelers", has had 46 views and zero replies thus far.
Martin has not volunteered any feedback, but he does answer direct questions that I ask of him. With the occasional help from some others on this forum (notably WiseAvatar), I've had to figure out how to do most everything on my own.
Drakevern
Dec 9 2005, 09:01 PM
QUOTE (ShadoWarrior @ Nov 18 2005, 05:29 PM)
And I'm also toying with replacing the MSG90 with the Dragunov. (That'll make things a bit harder for people, as the MSG90 is such a good gun in this game.)
If You could give Dragunov instead of MSG90 it would be great !
Thank you for all your contribution to this forum - you are really expert in many cases as far as I am aware of the whole forum ... maybe I am a bit new one but still ... thank You very much !!
Novalith
Dec 9 2005, 09:16 PM
QUOTE
Thus far, it doesn't seem as if any of the modelers who hang around in this modding forum have signed up to become 'official' modders so that they may access the private, modders-only Wiki where Altar has published the specs.
Please forgive my ignorance, but why is Altar being so secritive? They should take a hint from games like Eldar Scrolls III: Morrowind and release the same tools they used to build the game with the game. Morrowinds modding base is HUGE. The game has enjoyed enormous success because of it.
Anyways, I am going to start a new game with your mod now, as I am sick of trying to stun enimies with my M4.
Thanks again for the work you have put into it. Is there anything you need throughly tested that I can work on for you?
ShadoWarrior
Dec 9 2005, 09:52 PM
QUOTE (Novalith @ Dec 9 2005, 03:16 PM)
Please forgive my ignorance, but why is Altar being so secretive? They should take a hint from games like Elder Scrolls III: Morrowind and release the same tools they used to build the game with the game. Morrowinds modding base is HUGE. The game has enjoyed enormous success because of it.
Altar has released the "tools". They just haven't made them available to everyone, only the select few who become 'official' modders. I am certain that some stupid lawyer has something to do with it. (Lawyers are at the root of much of what is wrong in the world.) Of course, that's just my opinion.
Yes, I'm well aware of the Morrowind community. I have made (unpublished) mods (for my own personal use) for that game. I'm looking forward to Oblivion. (But let's not hijack this thread with discussions of how great a company Bethesda is, please.)
QUOTE (Novalith)
Thanks again for the work you have put into it. Is there anything you need thoroughly tested that I can work on for you?
Try dual-wielding the wakizashi or the Browning knife. I'm told it doesn't work, and I'm pretty sure it's a bug in the game itself. I'd like a confirmation, since the last I heard about it was before the patch.
Also, I was told a long while ago (I don't recall by whom) that the satchel charge doesn't do the structural damage it should. Perhaps Red Stone or Saintaw can shed some light on this since I know they use them.
I would appreciate feedback from players about any weapons
in the unmodded game that I have not already modded that they feel should be tweaked. This goes for alien as well as human items. MDE, in his mod, has adjusted some of the Wargot items. So far, I have not heard anyone in this thread mention that they need to be improved. (If anyone has, I'm sorry, but I've forgotten.)
fgbrooks
Dec 9 2005, 11:23 PM
Hi SW,
For all of those Ranger-Commandos out there, how about some close quarter weapons out of WarHammer 40K: the ChainSword and the PowerSword. The CS could be an Advanced Human Weapon; and the PS could be an Energy Weapon powered by Batteries. Can you just imagine a R-C armed with dual PowerSwords??
Variable
Dec 9 2005, 11:27 PM
Dual-wielding the wakizashi and the knife doesn't seem to work, there's only one 'hit' and it causes the same damage as a single.
Does it actually take any longer to access your backpack than your belt? If that difference could be increased it would make kit selection a bit more 'tactical', rather than simply throwing tons of gear into your backpack... there should be a benefit to carrying a sidearm in place of two boxes of ammo.
Could the katana be made smaller, say 1x5 (i think?) so as to fit on a belt?
ShadoWarrior
Dec 9 2005, 11:47 PM
QUOTE (fgbrooks @ Dec 9 2005, 05:23 PM)
For all of those Ranger-Commandos out there, how about some close quarter weapons out of WarHammer 40K: the ChainSword and the PowerSword. The CS could be an Advanced Human Weapon; and the PS could be an Energy Weapon powered by Batteries. Can you just imagine a R-C armed with dual PowerSwords??

1. I dislike WH40K. Always have ever since it evolved out of one of my fav "boardgames", Space Hulk.
2. There will be no chainsaws in my mod, ever. None, zip, zilch, nada, zero, nein. (I can find a few more languages to say it in if I must.)
3. Dual-wielding melee weapons is BROKEN in UFO:AS at present.
ShadoWarrior
Dec 9 2005, 11:57 PM
QUOTE (Variable @ Dec 9 2005, 05:27 PM)
Dual-wielding the wakizashi and the knife doesn't seem to work, there's only one 'hit' and it causes the same damage as a single.
That's what I was told pre-patch. Thanks for verifying it post-patch.
QUOTE (Variable)
Does it actually take any longer to access your backpack than your belt? If that difference could be increased it would make kit selection a bit more 'tactical', rather than simply throwing tons of gear into your backpack... there should be a benefit to carrying a sidearm in place of two boxes of ammo.
That'd be four boxes of ammo. Sidearms (fireams) take 2x2 spaces, while most ammo is 1x1. Bovine cannibal posted an analysis in a while ago in this thread: "
Time Management" that showed access to belt at 0.7 time units and backpack at 0.9 units. I don't know if the values are moddable, and if they are where they can be found. WiseAvatar (who seems to know better than I where everything is) might know.
QUOTE (Variable)
Could the katana be made smaller, say 1x5 (i think?) so as to fit on a belt?
5x1, actually. Please see my thread:
A first task for any AS modelers. I have wanted for a long time to change the katana (and the new flatsterprod) to 5x1 spaces.
Novalith
Dec 10 2005, 02:44 AM
QUOTE (ShadoWarrior @ Dec 9 2005, 09:52 PM)
Altar has released the "tools". They just haven't made them available to everyone, only the select few who become 'official' modders. I am certain that some stupid lawyer has something to do with it. (Lawyers are at the root of much of what is wrong in the world.) Of course, that's just my opinion.
Of course...
QUOTE
Yes, I'm well aware of the Morrowind community. I have made (unpublished) mods (for my own personal use) for that game. I'm looking forward to Oblivion. (But let's not hijack this thread with discussions of how great a company Bethesda is, please.)
Yes, thread hijacking is very bad, and punishable by death in most contries...
QUOTE
Try dual-wielding the wakizashi or the Browning knife. I'm told it doesn't work, and I'm pretty sure it's a bug in the game itself. I'd like a confirmation, since the last I heard about it was before the patch.
Also, I was told a long while ago (I don't recall by whom) that the satchel charge doesn't do the structural damage it should. Perhaps Red Stone or Saintaw can shed some light on this since I know they use them.
I will get to work on that. I will play just a bit more tonight, then I have to go home (PA) and visit my family. Will be back sometime sunday and can do more testing. I will monitor the thread from there however.
QUOTE
I would appreciate feedback from players about any weapons in the unmodded game that I have not already modded that they feel should be tweaked. This goes for alien as well as human items. MDE, in his mod, has adjusted some of the Wargot items. So far, I have not heard anyone in this thread mention that they need to be improved. (If anyone has, I'm sorry, but I've forgotten.)
Ill work on that too.
Now for what I have tested...
I played around with the Flasterprod (Might have gotten the name wrong) and it appears to do mostly non-permanant damage and very little stun damage. I could be misinterpreting how damage works in this game, I am still new. From my tests of beating Morrelman to death for capture missions once they are incapacitated it shows the whole bar as red with just a smidgen of gray on the end. The result is the same as I think it would be if you did 100% stun damage. I think the only difference is that there would be some green left so that I did not have to spend 10 minuts healing him back to full health.
BladeofSorrow
Dec 10 2005, 03:50 AM
I just finished AS today so I installed this mod and the Alien Invasion mod. I tried playing on the hardest setting and got nuked in the very first mission. I was unable to see most of the changes but the one I really appreciated right off the bat was the "dresses" fix, no more pink tutus for my soldiers
I really look forward to playing more now - the missions won't be as repetitous and win guarantied during the late stages of the game. Plus the laser pointer fix among other things will help to enhance the game even further.
ShadoWarrior
Dec 10 2005, 06:16 AM
QUOTE (Novalith @ Dec 9 2005, 08:44 PM)
I played around with the Flasterprod (Might have gotten the name wrong) and it appears to do mostly non-permanant damage and very little stun damage. I could be misinterpreting how damage works in this game, I am still new. From my tests of beating Morrelman to death for capture missions once they are incapacitated it shows the whole bar as red with just a smidgen of gray on the end. The result is the same as I think it would be if you did 100% stun damage.
Without being able to successfully mod in a new damage type that does mainly stun, the prod does as best as I can. There is a 100% stun damage type, but it's "Psi", and the last thing I want to do is create a non-psi weapon that is able to do psi damage type, because most enemies have no psi defense.
ShadoWarrior
Dec 10 2005, 12:08 PM
Updated the mod to version 2.12!
(please see first post in thread for download link)
FWIW, you can now use a gyro on almost any two-handed ranged human-made weapon.
I adjusted the power consumption of the human plasma toys since it made little sense for them to not have an even number of 'shots' per battery. Prior to the change, you could get 2.4 shotgun shots per (normal) battery, and 4.8 gun shots. Now it's 3 and 6, respectively.
And I made the common Wargot weapons significantly more accurate.
I'll be tweaking more of the advanced weapons soon, both human and alien, so stay tuned. I just wanted to get these tweaks out to you as quickly as I could, hence v2.12 today.
NightHaunter
Dec 10 2005, 12:17 PM
You are awesome. Sometimes I don't even have time to play between the new versions of your mod.
Ah, well holiday is coming.
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