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ShadoWarrior
QUOTE (NightHaunter @ Dec 10 2005, 06:17 AM)
Sometimes I don't even have time to play between the new versions of your mod.

When you start to see about 6-8 items in my "upcoming in vX.XX" list in post #1 of this thread, you can be fairly sure that I'll be releasing that version soon. Unless there's a critical fix I need to get out, I try to bundle at least 6-8 changes, and/or at least 1-2 new items, in each release.
Variable
The MP7 seems to be far superior to all other SMGs, thrice the damage of the Colt SMG. Is it supposed to be that good? Not complaining ofc as i love the little guy.
Will the P90 be (unrealistically imo) one handed or the "Advanced" two-handed SMG?
What about the rail-gun, top level sniper rifle or what's your plan for it?
Hagan
QUOTE (Variable @ Dec 10 2005, 12:43 PM)
The MP7 seems to be far superior to all other SMGs, thrice the damage of the Colt SMG. Is it supposed to be that good? Not complaining ofc as i love the little guy.
Will the P90 be (unrealistically imo) one handed or the "Advanced" two-handed SMG?
What about the rail-gun, top level sniper rifle or what's your plan for it?

Well, P90 can be one handed weapon, because recoil is not so high and it have best ergonomy etc, only one thing is bad on this - weight of ammo, 5,7 is very small and light amunition, it have nice penetration rate, but stopping efect is low. But i think two P90 it possible.
ShadoWarrior
QUOTE (Variable @ Dec 10 2005, 06:43 AM)
The MP7 seems to be far superior to all other SMGs, thrice the damage of the Colt SMG.  Is it supposed to be that good? Not complaining ofc as i love the little guy.

Yes. The MP7 uses a specially-designed cartridge that is actually a cut-down rifle, not pistol, round -- unlike all other SMGs. It is designed to be as effective against body-armored opponents as an assault rifle, just with shorter range.

The Colt is a piece of crap, and as soon as I can do so, it (and the SR-25) will disappear from my mod, and the DE will be renamed the Beretta 93R. At such a time, the PKM will also be given its proper ammo, the 7.62x54R, not the AK-47's 7.62x39mm.

QUOTE (Variable)
Will the P90 be (unrealistically imo) one handed or the "Advanced" two-handed SMG?

The P90 will be an advanced two-handed SMG. It is actually inferior in almost all respects to the MP7.

QUOTE (Variable)
What about the rail-gun, top level sniper rifle or what's your plan for it?

Not saying at this time.
Variable
Cool, i highly recommend double MP7's to anyone fighting Wargots.

Some weapons, specifically the drone heavy MG and the minini seem to have very low accuracy, the drone hmg shows 0% chance to hit almost always, minimi is around 30 most of the time. They both still seem quite effective so it might just be the displayed value that's wrong.

Sachel charges can still be carried in a belt, they just take up part of the empty square in the middle, it looks odd but it works. Is there any way to give them a timer? Given the catastrophic explosion i'd like to be able to plant htem and flee to a safe distance.
Novalith
QUOTE (ShadoWarrior @ Dec 10 2005, 02:16 AM)
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.


I misunderstood the previous posts about new damage types. I am not sure I truly understand now even, I will probably have to re-read some of the earlier stuff. Anyways, it is effective so no real complaints. I just was not sure if you were aware of the problem.

On another note. I killed a gray with the Tazer. I know it says moded to leathal levels, but it should be doing temporary damage like the prod, and it must have not been. I only got to test this once. I do not have time to play again till Sunday so if someone else could test this for me on a "Rediculan" I would appreciate it. Otherwise look for an updated report on Sunday/Monday.
ShadoWarrior
QUOTE (Variable @ Dec 10 2005, 07:43 AM)
Cool, i highly recommend double MP7's to anyone fighting Wargots.

Have you tried dual laser pistols?

QUOTE (Variable)
Some weapons, specifically the drone heavy MG and the minini seem to have very low accuracy, the drone hmg shows 0% chance to hit almost always, minimi is around 30 most of the time. They both still seem quite effective so it might just be the displayed value that's wrong.

It's the displayed number that's wrong. I've lost count of the number of times I've explained it, but the higher the weapon's burst ROF, the lower the accuracy number you see displayed. It's a bug (IMO). The accuracy of these high-cyclic-rate weapons in the tactical game is much higher than what you see on the squad screen. (see this screenshot) The Mini is more-or-less as accurate as the M60, just with shorter range. The Mini, OTOH, has 40% greater ROF, so it actually ends up doing more damage than a M60 with a full burst due to having spat out more lead.

QUOTE (Variable)
Sachel charges can still be carried in a belt, they just take up part of the empty square in the middle, it looks odd but it works. Is there any way to give them a timer? Given the catastrophic explosion i'd like to be able to plant them and flee to a safe distance.

To put a timer on them I'd have to turn them into emplaceable items, as opposed to throwable items -- which I won't do.
ShadoWarrior
QUOTE (Novalith @ Dec 10 2005, 08:06 AM)
On another note.  I killed a gray with the Tazer.  I know it says moded to leathal levels, but it should be doing temporary damage like the prod, and it must have not been.

The 'prod and the Taser both do damage type 'Laser'. The Taser, for all intents and purposes, is treated by the game as a very short-ranged laser (and the 'prod as a melee-mode laser), so they do 10% permanent / 70% temporary / 20% stun damage. When I can mod in a new damage type 'Stun', these items will cease to do real damage. For now, they are lethal.
Phoenixwcu
Is that a new graphic is see on the prod?
ShadoWarrior
QUOTE (Phoenixwcu @ Dec 10 2005, 11:22 AM)
Is that a new graphic is see on the prod?

Not really. It's the graphic for the steel 'pipe' (as in plumbing) that's supposed to be an NPC-only item (but I think wasn't actually used in the game). I found it in my perusal of the data files and I decided to use it rather than the katana image.

I'm still waiting for volunteer graphical modelers to come forth and do AS models. None have contacted me thus far to say that they've joined the official Altar modders group and are working on models. sad.gif
BattleKnight
QUOTE (ShadoWarrior @ Dec 10 2005, 04:31 PM)
QUOTE (Novalith @ Dec 10 2005, 08:06 AM)
On another note.  I killed a gray with the Tazer.  I know it says moded to leathal levels, but it should be doing temporary damage like the prod, and it must have not been.

The 'prod and the Taser both do damage type 'Laser'. The Taser, for all intents and purposes, is treated by the game as a very short-ranged laser (and the 'prod as a melee-mode laser), so they do 10% permanent / 70% temporary / 20% stun damage. When I can mod in a new damage type 'Stun', these items will cease to do real damage. For now, they are lethal.

Since you can give it percentages, can't you just give it a 10% lethal, 80% stun, 10 % temporary damage-attributes?
ShadoWarrior
QUOTE (BattleKnight @ Dec 10 2005, 12:19 PM)
Since you can give it percentages, can't you just give it a 10% lethal, 80% stun, 10 % temporary damage-attributes?

I don't think you understand damage types. They are not set for each weapon. It's a global value. So if I changed the damage type of 'Laser' as you suggest, ALL lasers would then do that ratio of damage. Obviously not something that's desired.

Please read my pinned post in this forum on damage.
ShadoWarrior
Had my first WG mission since I improved the WG weapons. Promptly had my ass handed to me, not-so-delicately roasted. Despite my psi gal's VI circlet panicking half the WGs, the other half shot my soldiers up very effectively. Just couldn't put the WGs down fast enough. Even with all the "overpowered" weapons some folks have been griping about. I think this next go-around I'm going to swap one of my 'borg plasma shotgunners for my defender drone with the .50cal AP HMG. I need some serious firepower on the field.

I'd say I've accomplished my goal of making the game more challenging ...
BattleKnight
QUOTE (ShadoWarrior @ Dec 10 2005, 06:29 PM)
QUOTE (BattleKnight @ Dec 10 2005, 12:19 PM)
Since you can give it percentages, can't you just give it a 10% lethal, 80% stun, 10 % temporary damage-attributes?

I don't think you understand damage types. They are not set for each weapon. It's a global value. So if I changed the damage type of 'Laser' as you suggest, ALL lasers would then do that ratio of damage. Obviously not something that's desired.

Please read my pinned post in this forum on damage.

My apologies. I missed that topic.
ShadoWarrior
QUOTE (Variable @ Dec 10 2005, 07:43 AM)
Sachel charges can still be carried in a belt, they just take up part of the empty square in the middle, it looks odd but it works.

Since the satchel is now defined as 2.5x2, if you can still place it on a belt I'm fairly certain that's a bug in the game. Can you please report it (preferably with a screenshot) to Altar in the appropriate forum? thx
WiseAvatar
QUOTE (ShadoWarrior @ Dec 10 2005, 04:31 PM)
QUOTE (Novalith @ Dec 10 2005, 08:06 AM)
On another note.  I killed a gray with the Tazer.  I know it says moded to leathal levels, but it should be doing temporary damage like the prod, and it must have not been.

The 'prod and the Taser both do damage type 'Laser'. The Taser, for all intents and purposes, is treated by the game as a very short-ranged laser (and the 'prod as a melee-mode laser), so they do 10% permanent / 70% temporary / 20% stun damage. When I can mod in a new damage type 'Stun', these items will cease to do real damage. For now, they are lethal.

Perhaps the sonic damage type would be more suitable to these weapons needs
cFirefox
Fought some "new" Wargots lately. They became a lot more fun since you teached them how to use their weapon.

Dual Laser Pistols are just plain useless. Too few shots, to few damage too few everything. MP7 works pretty well against them. Especially if you "pimp" ( smile.gif sorry) them.

As usually thanks for your great work. I don't think you have created inbalanced weapons. We will need them!!!
ShadoWarrior
QUOTE (WiseAvatar @ Dec 10 2005, 03:16 PM)
Perhaps the sonic damage type would be more suitable to these weapons needs

Sonic, at 40% temp & 60% stun, is appropriate for a non-lethal weapon. However, these weapons have been redesigned to be lethal. Plus, the intended targets, flatsters, are 70% resistant to stun, yet only 25% resistant to laser. IMO, making the weapons sonic damage type would render them too ineffective against their intended targets to be worth using, considering the other weapons the soldiers should have at their disposal at the time. But thanks for the suggestion. It wasn't a bad idea.
ShadoWarrior
QUOTE (cFirefox @ Dec 10 2005, 03:42 PM)
Fought some "new" Wargots lately. They became a lot more fun since you teached them how to use their weapon.

Dual Laser Pistols are just plain useless. Too few shots, to few damage too few everything. MP7 works pretty well against them. Especially if you "pimp" ( smile.gif sorry) them.

As usually thanks for your great work. I don't think you have created inbalanced weapons. We will need them!!!

I'm in the middle of a Wargot mission as I write this and the AP guns seem to be about as effective as the lasers, and easier on my factories since lasers eat up batteries. The lasers do more damage per hit, and at better ranges, but their ROF isn't as good as projectiles. I may need 2-3 times as many bullets, but I have lots of bullets. And the key to my survival against these much more accurate WGs is to score lots of crits, so as to knock them down, and to worry less about how much damage each hit is doing. My machinegunners knock them down (nicking their yellow paint, but getting the all-important crits) and my L115A1 snipers make sure they don't get back up. Seems to be working decently.

There does seem to be something dreadfully wrong with the drone HMG. It cannot hit the broadside of a barn at anything beyond "spitting" distance. It's supposed to have double the range of the Minimi, yet my Minimi gunner is doing a MUCH better job of hitting WGs than the stupid drone standing directly next to him is. Time for an emergency tweak ...
pimpa
It might be a bug, but I hired a level 10 Cyborg and he came with a XM-8 AR, but it's tooltip was like this:

XM8 Assault Rifle [-|-|224] [-|-|224]

Can't post the Screennie, sorry.
Gastrian
The description for the laser pistol does say it shouldn't be used as a main weapon. In later levels a more powerful version is required but you have to wait until the rets start using warp pistols and hope you can come across enough of them for your dual weilders.
ShadoWarrior
QUOTE (pimpa @ Dec 10 2005, 04:17 PM)
It might be a bug, but I hired a level 10 Cyborg and he came with a XM-8 AR, but it's tooltip was like this:

XM8 Assault Rifle [-|-|224] [-|-|224]

Have you PATCHED the core game to version 1.1?
pimpa
QUOTE (ShadoWarrior @ Dec 10 2005, 10:19 PM)
QUOTE (pimpa @ Dec 10 2005, 04:17 PM)
It might be a bug, but I hired a level 10 Cyborg and he came with a XM-8 AR, but it's tooltip was like this:

XM8 Assault Rifle [-|-|224] [-|-|224]

Have you PATCHED the core game to version 1.1?

yep...

I will try to reproduce it again.
Phoenixwcu
I just requested access to Aftershock moding tools, assuming I get it then I will try and churn out a few new models for ya. Let me know if you have a preference for first model.
ShadoWarrior
QUOTE (Phoenixwcu @ Dec 10 2005, 04:40 PM)
I just requested access to Aftershock moding tools, assuming I get it then I will try and churn out a few new models for ya.  Let me know if you have a preference for first model.

What I most need is the 5x1 SHAPE. As I posted in this thread: A first task for any AS modelers.

Thanks for letting me know that at least one modeler has applied to join the so-called "Task Force". Looking forwrd to it!
pimpa
Here is the screens:

Double Entry

Version

XM8
ShadoWarrior
QUOTE (pimpa @ Dec 10 2005, 05:08 PM)
Here is the screens:

Double Entry

Version

XM8

Double entries on the squad inventory screen are commonplace with this mod, but double entries on the manufacture screen should not occur. I've never seen this before, nor heard of it. And your pic of the XM8 looks like one of the compose bugs from before the patch. Yet your game says it's patched. Very strange. I don't know what I can do to help you. Perhaps someone else has an idea.
shadowkeeper
QUOTE (pimpa @ Dec 10 2005, 11:17 PM)
It might be a bug, but I hired a level 10 Cyborg and he came with a XM-8 AR, but it's tooltip was like this:

XM8 Assault Rifle [-|-|224] [-|-|224]

Can't post the Screennie, sorry.

it's normal, the numbers are the representation of the attached mods ( [visor/muzzle/underbarrel] if I'm not mistaken ) it shows the numbers twice for who knows what reason, but personaly I preferred seeing the numbers than the preset name you get now (ie XM8 Assault Rifle 01 or something like that)

edit:
note: you can still get the numbers instead of the preset names if you either
a)delete the preset name and hit "name" on the compose screen
b)recompose the weapon
c)on some hired personell

note2:it's not a bug, it's just that they forgot the preset names so the game just took it's standard naming data for the weapon and it's mods, as I said, I preffer it above the current preset names

ps: @SW how about hijacking damage type "emp"? it's currently unused
ps2:hmz might not be a good idea, if I'm looking at this right some weapons are "emp"-sensitive possibly meaning they can be disabled by damagetype emp ...
perhaps we should thest this?
ShadoWarrior
QUOTE (shadowkeeper @ Dec 10 2005, 06:42 PM)
QUOTE (pimpa @ Dec 10 2005, 11:17 PM)
XM8 Assault Rifle [-|-|224] [-|-|224]

it's normal, the numbers are the representation of the attached mods ( [visor/muzzle/underbarrel] if I'm not mistaken )

BTW, the numbers are the numerical offset of the attachment in the equipment file. In the case of 224, that's the 224th item in equipment.txt, which is the UBGL. Just FYI for anyone that's been curious about it.
shadowkeeper
that said, I hope they never remove this particular "bug" tongue.gif
(btw be sure to read the ps'es above tongue.gif)
ShadoWarrior
QUOTE (shadowkeeper @ Dec 10 2005, 06:56 PM)
(btw be sure to read the ps'es above tongue.gif)

How about reading my changelog notes for the v2.08 release. (EMP is used ... by me.)

Also, Altar decided not to implement code for EMP sensitivity. So that field in the data record is meaningless.
shadowkeeper
QUOTE (ShadoWarrior @ Dec 11 2005, 02:04 AM)
QUOTE (shadowkeeper @ Dec 10 2005, 06:56 PM)
(btw be sure to read the ps'es above tongue.gif)

How about reading my changelog notes for the v2.08 release. (EMP is used ... by me.)

Also, Altar decided not to implement code for EMP sensitivity. So that field in the data record is meaningless.

err, woops, my mistake smile.gif
tat'll teach me to read changelogs in more detail wink.gif
Konradius
QUOTE (ShadoWarrior @ Dec 10 2005, 05:29 PM)
QUOTE (Phoenixwcu @ Dec 10 2005, 11:22 AM)
Is that a new graphic is see on the prod?

Not really. It's the graphic for the steel 'pipe' (as in plumbing) that's supposed to be an NPC-only item (but I think wasn't actually used in the game). I found it in my perusal of the data files and I decided to use it rather than the katana image.

I'm still waiting for volunteer graphical modelers to come forth and do AS models. None have contacted me thus far to say that they've joined the official Altar modders group and are working on models. sad.gif

Actually, I did get a steel pipe once as a weapon a new soldier had just after recruiting. However, when I unequipped it it didn't go into my weapons, but disappeared alltogether.

Btw, GREAT MOD!!! cool.gif
ShadoWarrior
I finally got around to making a satchel charge (aka "lovable lump") for myself to play around with. The belt-positioning bug is worse than I thought. Did you know that you can put it in the right-hand end of the belt and have the satchel stick out beyond the confines of the belt by a 1/2-space? Look at this screenshot!
Novalith
QUOTE (ShadoWarrior @ Dec 11 2005, 04:21 PM)
I finally got around to making a satchel charge (aka "lovable lump") for myself to play around with. The belt-positioning bug is worse than I thought. Did you know that you can put it in the right-hand end of the belt and have the satchel stick out beyond the confines of the belt by a 1/2-space? Look at this screenshot!

Fantabulous!!!!!!!!!!!

That being said.... Alien Bait?

P.S. I am back at home now and will get bck to testing stuff.
Hopefully I wil get to play with satchel charges for you. That being said is there anything else you need me to test?
pimpa
Another thing that I checked...

My Scout uses a HK33 + Accelerator + UShotgun, which uses the slug cartridge.

And there lies the problem... I ALWAYS have 100% with the SG, no matter what (near/far | snap/aimed), even when the single aimed shot 5.56 isn't 100%. And it is a GUARANTEE enemy down.
ShadoWarrior
Thanks to TheSpaceMan, I have successfully implemented a new 5x1 object in v2.13 of my mod. I'll be providing instructions when I make the release for those needing to edit their savegame files to make the new size work on existing items (Katana and Flatsterprod), which should be everyone, unless they start a new game.

EDIT: here is a sample screenshot showing what the 5x1 katana looks like held by a cyborg, in his belt, and in his backpack. The model doesn't get resized to 5x2 when displayed in the hand slots, but I think we can all live with that quirk.
ShadoWarrior
QUOTE (Novalith @ Dec 11 2005, 06:45 PM)
That being said.... Alien Bait?

That soldier got shot at a lot on the first mission, thus earning the nick.
ShadoWarrior
QUOTE (pimpa @ Dec 11 2005, 08:44 PM)
My Scout uses a HK33 + Accelerator + UShotgun, which uses the slug cartridge.

And there lies the problem... I ALWAYS have 100% with the SG, no matter what (near/far | snap/aimed), even when the single aimed shot 5.56 isn't 100%. And it is a GUARANTEE enemy down.

Have you tested with the regular (non-AP) shotgun cartridges? Or tried the slug ammo WITHOUT the accelerator?

I know there is a bug in the game where if you use accuracy-boosting ammo (flechettes) with accuracy-boosting weapon attachments the to-hit is always 100%, but I wasn't aware that it was a problem also with damage-boosting attachments.
Red Stone
QUOTE (ShadoWarrior @ Dec 9 2005, 09:52 PM)
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.

Yeah, I was wondering why the Cultists' huts-on-stilts' floorboards are impervious to the satchel charge. Not that I really mind; just wanted to find out if there was anything you could blow up beside the walls on the Mothership and stuff.
ShadoWarrior
QUOTE (Red Stone @ Dec 12 2005, 01:37 AM)
just wanted to find out if there was anything you could blow up beside the walls on the Mothership and stuff.

What can you blow out with a satchel charge? The walls on the tin shacks in Cultist bases? Walls of buildings on regular maps? What?
TheSpaceMan
The Floor board are probably undestructable by gameplay reason. As they are so slim and a few shots could completely remove the access to certin parts of the map? I might be wrong.
#1313
am i missing something or nobody still asked for a vibroblade knives? you know, an advanced melee weapon for detaching WGs heads off?

...mmm, suicide runs...
Novalith
QUOTE (ShadoWarrior @ Dec 12 2005, 02:27 AM)
Thanks to TheSpaceMan, I have successfully implemented a new 5x1 object in v2.13 of my mod. I'll be providing instructions when I make the release for those needing to edit their savegame files to make the new size work on existing items (Katana and Flatsterprod), which should be everyone, unless they start a new game.

WOOT! So whats next on your list of things to fix?
ShadoWarrior
QUOTE (#1313 @ Dec 12 2005, 03:35 AM)
am i missing something or nobody still asked for a vibroblade knives?

I have had requests for vibro, monomolecular, plasma, and pretty much every other type of advanced cutting tool to be found in science fiction/fantasy. What you've missed is that I have not given a reply to any of the requests, beyond saying that there will be advanced cutting weapons in my mod -- eventually.

Folks really ought to read this whole thread ...
ShadoWarrior
QUOTE (Novalith @ Dec 12 2005, 06:00 AM)
So whats next on your list of things to fix?

To be found in post #1 (as I've mentioned on numerous occasions).
pimpa
QUOTE (ShadoWarrior @ Dec 12 2005, 06:57 AM)
QUOTE (pimpa @ Dec 11 2005, 08:44 PM)
My Scout uses a HK33 + Accelerator + UShotgun, which uses the slug cartridge.

And there lies the problem... I ALWAYS have 100% with the SG, no matter what (near/far | snap/aimed), even when the single aimed shot 5.56 isn't 100%. And it is a GUARANTEE enemy down.

Have you tested with the regular (non-AP) shotgun cartridges? Or tried the slug ammo WITHOUT the accelerator?

I know there is a bug in the game where if you use accuracy-boosting ammo (flechettes) with accuracy-boosting weapon attachments the to-hit is always 100%, but I wasn't aware that it was a problem also with damage-boosting attachments.

Yep. Amazing combination... So it's a GAME bug, not a MOD one.
ShadoWarrior
QUOTE (pimpa @ Dec 12 2005, 07:49 AM)
QUOTE (ShadoWarrior @ Dec 12 2005, 06:57 AM)

Have you tested with the regular (non-AP) shotgun cartridges? Or tried the slug ammo WITHOUT the accelerator?

Yep. Amazing combination... So it's a GAME bug, not a MOD one.

Let me rephrase the questions for clarity, since I need specific answers.

1. If you use a UBshotgun, equipped with an accelerator, with regular (unmodded) ammo, is accuracy correct? (yes/no)

2. If you use the UBshotgun with slug ammo on a weapon without the accelerator (or any other attachments at all) is the accuracy correct? (yes/no)
Glacialis
Re: Railgun

Would the game engine allow a railgun round to penetrate a target and continue on for some distance? In other words, is there a way to have the round "detonate" on one target but continue for X distance in the direction of travel?

Based on your description of damage types I don't believe it would work as I'm telling it, but it's a thought. smile.gif

-----

Re: Plasma/Mono/OMGWTFBBQz0r bladed weapons

When the time comes, if you would like some assistance writing the background technobabble for these or actually, any other weapons, let me know. I love writing!
ShadoWarrior
QUOTE (Glacialis @ Dec 12 2005, 08:12 AM)
Would the game engine allow a railgun round to penetrate a target and continue on for some distance? In other words, is there a way to have the round "detonate" on one target but continue for X distance in the direction of travel?

No.
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