Help - Search - Members - Calendar
Full Version: Weapon Rebalance mod v3.17
ALTAR games official forum > UFO: Aftershock > UFO:AS Modding
Pages: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40
pimpa
QUOTE (ShadoWarrior @ Dec 12 2005, 01:56 PM)
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)

Tested again...

Rifle + UShot + AC + Buckshot = 100
Rifle + UShot + AC + Slug = 100

Rifle + UShot + Buckshot = 100
Rifle + UShot + Slug = 100

It's very strange... In the Compose part you check that the USG has range 8.

But when the Rifle is ready and you select the ammo, check the 1st/2nd and 3rd fire modes, with any combination of ammo, the USG range use the same of the rifle.
ShadoWarrior
QUOTE (pimpa @ Dec 12 2005, 08:25 AM)
It's very strange... In the Compose part you check that the USG has range 8.

But when the Rifle is ready and you select the ammo, check the 1st/2nd and 3rd fire modes, with any combination of ammo, the USG range use the same of the rifle.

Thank you very much for your comprehensive testing. One last question: is the UBGL also behaving strangely, or does this bug only apply to direct-fire weapons like the UBSG and UBL? It's obviously a serious bug in the game itself, but since it only affects new addons that are modded into the game, I wonder if Altar will be interested in fixing it?
pimpa
QUOTE (ShadoWarrior @ Dec 12 2005, 02:34 PM)
QUOTE (pimpa @ Dec 12 2005, 08:25 AM)
It's very strange... In the Compose part you check that the USG has range 8.

But when the Rifle is ready and you select the ammo, check the 1st/2nd and 3rd fire modes, with any combination of ammo, the USG range use the same of the rifle.

Thank you very much for your comprehensive testing. One last question: is the UBGL also behaving strangely, or does this bug only apply to direct-fire weapons like the UBSG and UBL? It's obviously a serious bug in the game itself, but since it only affects new addons that are modded into the game, I wonder if Altar will be interested in fixing it?

Well, I will try later, but from my previous experience, they are 90+% but the range are limited, but I can't be very precise, cause I use UGL mostly with 20mmPhos as an area containment/entrapment.

BTW, niiiiiiiiiiiice mod.

P.S.: As you are reducing the katana to 5x1, the relative size of the knife should be reduced to 1x1, I always carry a knife (as an RPG element/background) but I thing that they are too big.
Shalafi
Hi. I've noticed that the sniperrifle called SR-25 or something like that, doesnt have any ammo designated to it. I have all the ammo types in stock, but none fits the sniperrifle. The 7,62 (not NATO) should be the one. Thought you should be aware.

Problem 2, this you probably know allready, but in the glossary the names of new weapons you added is displayed as "itemnumber""NAME" eks: 341""NAME. Same happens in the popup when you leave the mousepointer over the weapon.
ShadoWarrior
QUOTE (Shalafi @ Dec 12 2005, 10:14 AM)
I've noticed that the sniperrifle called SR-25 or something like that, doesnt have any ammo designated to it. I have all the ammo types in stock, but none fits the sniperrifle. The 7,62 (not NATO) should be the one. Thought you should be aware.

The SR-25 uses 7.62x51mm NATO ammo. This weapon has not been touched in my mod. If it doesn't work for you, you have a corrupt game (somehow).

QUOTE (Shalafi @ Dec 12 2005, 10:14 AM)
Problem 2, this you probably know allready, but in the glossary the names of new weapons you added is displayed as "itemnumber""NAME" eks: 341""NAME. Same happens in the popup when you leave the mousepointer over the weapon.

This only happens if you fail to follow the instructions supplied with the mod and have not overwritten your Localization file with the one I provide.
Shalafi
Yea it must be corrupt. The other sniper rifle also got no ammo.

The only thing I can think of, is that I startet the game with the localization file in game root, after a couple of missions I put it in the right folder. But shouldnt it be possible to use this in an existing game? Or do you have to start all over?
ShadoWarrior
QUOTE (Shalafi @ Dec 12 2005, 11:42 AM)
Yea it must be corrupt. The other sniper rifle also got no ammo.

The only thing I can think of, is that I startet the game with the localization file in game root, after a couple of missions I put it in the right folder. But shouldnt it be possible to use this in an existing game? Or do you have to start all over?

If you have the LocalizationPack.vfs file supplied with my mod in the correct folder, then the name information will be correct. It should not matter if your savegame is from before you placed the file in the correct location. As to the sniper rifle ammo, I am confident that is not a bug related to the mod in any way. I suggest you delete all your savegames and start again. You may have a corrupt installation of the game itself, in which case you should reinstall the game, the 1.1 patch, and then the mod (in that order).
ShadoWarrior
Updated the mod to version 2.13!
(please see first post in thread for download link)

I have added a new L3 cyborg eye implant, the Advanced Detail Eye, which is +2 to Observation. This change necessitated a renaming of the "Reticle Eye Implant Blueprints" research topic. (Which was already internally named to what I changed it to, it just didn't display that way in the Glossary. Now it does.)

For the sake of consistency, I've added the EMP mine.

The drone heavy machinegun now has almost 40% less recoil. It might hit stuff now. Or it might need more tweaking. Has anyone other than myself tried this portable artillery?

Last, but not least, the Katana and Flatsterprod now use only 5x1 inventory spaces. Unless you begin a new game, you will have to edit a savegame to get this change to take effect for you. For those of you who are not afraid of using the modding tools, here are the instructions to make the change:

1. remove all Katana and Flatsterprod from your soldiers and return them to the general inventory.
2. save the game, and then exit the game.
3. create a duplicate of your last save. Call it something like "test.vfs". Then copy test.vfs somewhere else on your disk. (Do not edit gamefiles within the game's directory tree for the sake of added safety.)
4. use a vfs tool to export the "strat_game" file from within your test.vfs (that you copied to somewhere other than the game's savegame directory).
5. in a text editor, do a string search for itemTemplateStringId STR "Katana".
6. 5 lines below it will be a line that reads height INT 2.
7. change the "2" to a "1".
8. repeat steps 5 through 7 if you have any Flatsterprods (searching for Flatsterprod, of course).
9. import the changed "strat_game" back into test.vfs (if you are using Sigget's tool, don't forget to use "sin" instead of "in").
10. update the MD5 checksum of test.vfs .
11. copy test.vfs back into your savegame directory.
12. restart the game and load test.vfs, then enjoy!
Shalafi
I had the localization file in the right folder. My installation of the game is not corrupted. I dont know what went wrong. Anyhow... I have started over again, and the name tags are ok now.
Variable
Nice katana change. Once i get off this damn wargot ship i'll make the changes and update to version 2.13. I use the drone heavy MG on my defender mini-tanks so i'll appreciate the accuracy, no more using it like a shotgun. The damn thing eats up ammo though!
Having just run into my cloud-like friends unexpectedly i'd like to make another appeal for a heavy energy pistol! I know there are plenty of under-barrel energy attachments now but a pistol would be a more versatile. Laser pistol at 30 damage per shot takes a fairly long time to drag down a sg.
Novalith
QUOTE (ShadoWarrior @ Dec 12 2005, 03:33 PM)
For those of you who are not afraid of using the modding tools, here are the instructions to make the change:

I am afraid of using modding tools. If I just deal with the Katana as is and do not bother to make these changes to my saved game, will it break?
ShadoWarrior
QUOTE (Novalith @ Dec 12 2005, 06:09 PM)
I am afraid of using modding tools. If I just deal with the Katana as is and do not bother to make these changes to my saved game, will it break?

It shouldn't. What will happen is that you'll see the Katana display as a 5x1 item, but it will always take 5x2 in inventory. IOW, the picture will show as half size, but it'll still take up the same space as before v2.13.
Hellbringer
Question : do all the weapon enhancments do what they're supposed to do in the mod ? Like for instance I read a while ago that accelerators don't work at all or something ? I know you've fixed the laser sight so I'm guessing you've fixed the rest as well.
ShadoWarrior
QUOTE (Hellbringer @ Dec 13 2005, 01:47 AM)
so I'm guessing you've fixed the rest as well.

You've guessed wrong. Most bugs in the game cannot be fixed via modding. What's wrong with the accuracy-boosting add-ons (and the accelerator) is not fixable without a patch.
Alles Luge
How about items recycling? If factory can produce items, why it can't recycle them? (Sorry for my bad English)
ShadoWarrior
QUOTE (Alles Luge @ Dec 13 2005, 04:38 AM)
How about items recycling? If factory can produce items, why it can't recycle them?

This cannot be done by modding the game. It would require a MAJOR patch, as Altar would have to create a lot of new code.
Variable
If not recycling, is there any way to just dump items? Or could it be implemented at all?
Saintaw
Quick note about accuracy tools.

I have two PSI's with exactly the same stats (he**... they even have the same mug!). I had one with a sniper scope, the other without (Both are using the same rifle). I had a shot probability of 93% with the non-scoped gal... and 100% with the scoped one. ---> Sniper scopes do work to some extent.

About the 100% accuracy shots reported a page ago. This was true in a non modded game as well, and is pretty inconsistent. I'm running my current game with a lot of siamese twins (see dual PSI snipers above, I have the same for medics and MG guys). 'sometimes' if you put a weapon addon such as the RD or the Gyro, the weapon will give you a 100% hit over long distance. (I used this bug to great effect in my previous game with a sonic gun). To cut it short... this is pretty inconsistent, as some of my 'copycats' do not always have that same accuracy boost.... I also noticed that if you remove the weapon addon betwen mission, or change weapons during a mission, and come back to it... the 100% accu is gone. I haven't had the time to test this completely... but it definitely is a large-cockroach-sized-bug! (Note: it is not WRB related as I had this happen before I modded the game).
Gastrian
Shadowarrior, have you encountered the SGs yet? There is one of them that is immune to anything but energy weapons and the others are highly resistant to mechanical and projectile base ammo and have a considerable amount of hp. This leave Ambidextrous troops (rangers or cyborgs with the nessecary chips) with no use in later levels as all they can use is laser pistols (extremely weak) or warp pistols as and when we can find them. We are in need of some type of manufacturable energy pistol that stands up with later high tech weaponry.
ShadoWarrior
QUOTE (Gastrian @ Dec 13 2005, 12:21 PM)
Shadowarrior, have you encountered the SGs yet?

Not even close to. I'm on 2 May (one week after the WGs).

QUOTE (Gastrian)
There is one of them that is immune to anything but energy weapons and the others are highly resistant to mechanical and projectile base ammo and have a considerable amount of hp. This leave Ambidextrous troops (rangers or cyborgs with the nessecary chips) with no use in later levels as all they can use is laser pistols (extremely weak) or warp pistols as and when we can find them. We are in need of some type of manufacturable energy pistol that stands up with later high tech weaponry.

Heh, I also don't have any Rangers on my squad. All the decent weapons require two hands so I never saw a point in Rangers. wink.gif

I'll see what I can do in the way of a one-handed manufacturable high-damage weapon.
Variable
A single handed energy weapon would be great! Dual MP7's can completely destroy every enemy i've encountered so far bar the SG cloud (which can't be harmed by it at all)... laser pistols take forever... though since the clouds are incapable of any effective offense it's not the end of the world. Rangers etc may be able to use two weapons but it doesnt mean they HAVE to... still...

Plasma/Human warp pistols? If the reticulans can build a warp pistol theres a good bet the player could too. And if one can build an underbarrel plasma weapon then one can probably also build a pistol...

Also is it just me or is the reticulan warp rifle far superior to the human one??

The sachel charges seem to be impossible to use without harming yourself. A soldier with heroic throwing skills that hits with all grenades he throws fumbled several sachel charges in a row.
ShadoWarrior
QUOTE (Variable @ Dec 13 2005, 01:23 PM)
Also is it just me or is the reticulan warp rifle far superior to the human one??

It is. The human version isn't supposed to be as good, since it's a crude copy.
Hagan
Hm, or make some special ammo pack for DE AE 0.50 - in Fallout Tactics was been some ammo with EMP effect.
Hellbringer
What I'd like to see is some really good human pistols - to make some Lara Croft / Dante action - and so far I can say with full confidence - that just won't work in AS right now. The incredibly powerful long range .45 Desert Eagle thingie introduced in WepReb mod just won't cut it - due to lack of autofire and overal incredible aiming time. Default desert eagles have better chances of pulling it off - but frankly 2 bullet burst mode with bullets at roughly 170 dam is like sad... Eqipping 2 mp 5s , which pack slightly better damage , with 5 bullets per burst , at even greater range and acc is scary. And no - I'm not gonna reduce my Lara to use dual reticulan blasters. So - any chance for some really kick ass pistols that can somewhat match the onsluaght of dual smgs ? They may require some research , they can use "have to make myself" ammo , they can be long to produce - I don't care - as long as they're cutting edge and they're human tech.
shadowkeeper
QUOTE (Gastrian @ Dec 13 2005, 07:21 PM)
Shadowarrior, have you encountered the SGs yet? There is one of them that is immune to anything but energy weapons and the others are highly resistant to mechanical and projectile base ammo and have a considerable amount of hp. This leave Ambidextrous troops (rangers or cyborgs with the nessecary chips) with no use in later levels as all they can use is laser pistols (extremely weak) or warp pistols as and when we can find them. We are in need of some type of manufacturable energy pistol that stands up with later high tech weaponry.

actually immune to anything except:
laser/plasma/warp/sonic/emp/psi/medic/friend
the others each have different weaknesses/strengths, you will take em down eventually wink.gif
ambidextrous is still quite usefull, it's a question of finding the right gun/ammo for the situation
Gastrian
Technically laser/plasma/warp and sonic count as energy weapons. tongue.gif

PSI aren't that offensive, good for stunning not so good for killing and only really works with psionics, not so good for humans or cyborgs.
shadowkeeper
you can use shado's emp weapons eventough those are also energy based
that particular enemy can be a pain to dispatchbut if you always keep someone with energy based weaponry nearby you should be fine
pimpa
What I would really like is that the oposition also used these new weapons from the mod.
ShadoWarrior
QUOTE (pimpa @ Dec 13 2005, 10:23 PM)
What I would really like is that the oposition also used these new weapons from the mod.

I just bet you would like that. Then you could pick them up off their dead bodies rather than having to take the time to research and make them.
Hagan
Hi ShadoWarrior, can you make your silencer mod compatible with your rebalance mod?
ShadoWarrior
QUOTE (Hagan @ Dec 14 2005, 12:44 AM)
Hi ShadoWarrior, can you make your silencer mod compatible with your rebalance mod?

1. It's not possible to make ANY mod that affects equipment.txt compatible with ANY other mod that also modifies that file.

2. Did you read post #1 in this thread before you asked the question?

HINT: folks need to read post #1 in this thread from time to time ...
shadowkeeper
edit:redundant

I really could use a delete-post button
Variable
Good job on the katana, the new size is great.
I like the advanced detail eye aswell, the game could use quite a few more advanced cyborg and psionic parts. A cloak or shield 'chipset' addon would rock. For psionics more advanced versions of the damage, accuracy, protection gear would help.

Also why is there no sniper scope allowed for the laser sniper rifle? It's almost 100% accurate already (seemingly) but it seems odd not to have a scope on a sniper weapon...
Glacialis
I haven't checked the graphics lately, but I would assume that a sniper rifle is as good as it is partly due to the scope it comes with. wink.gif
pimpa
Maybe you could thing about add a small protection bonus to Cyborg arms and legs. Maybe something from 3-5% each, in that way they would be nearer to Medium Armor.
ShadoWarrior
QUOTE (Variable @ Dec 14 2005, 10:25 AM)
A cloak or shield 'chipset' addon would rock.

The advanced body implant, as of v2.07 of my mod, has a normal (non-chip) add-on slot.

QUOTE (Variable)
For psionics more advanced versions of the damage, accuracy, protection gear would help.

Great suggestion, thx.

QUOTE (Variable)
Also why is there no sniper scope allowed for the laser sniper rifle?

{begin logical explanation}
Because it's assumed that the lasers have a built-in low-power sighting beam mode. You partially depress the trigger to engage the sighting beam and when you are ready to "fire for effect" you pull the trigger all the way back. Adding a scope won't make the laser weapon more accurate.
{end logical explanation}
ShadoWarrior
QUOTE (Glacialis @ Dec 14 2005, 10:45 AM)
I haven't checked the graphics lately, but I would assume that a sniper rifle is as good as it is partly due to the scope it comes with. wink.gif

The sniper rifles in AS don't come with scopes. See my rationale in the post above regarding the laser sniper rifle.
ShadoWarrior
QUOTE (pimpa @ Dec 14 2005, 11:31 AM)
Maybe you could thing about add a small protection bonus to Cyborg arms and legs. Maybe something from 3-5% each, in that way they would be nearer to Medium Armor.

EDIT: I've looked into it. Basic Cyborg armor is supposed to be equivalent to light, not medium armor. Advanced Cyborg armor is equivalent to heavy. I've compared the unmodded protections for the Cyborg and human armors and I don't see any reason to change them at this time, which adding protection to the arms and legs would in essence do. Cyborgs offset their armor inferiority to humans by being tougher (more HPs).
Glacialis
For beam sniper rifles, I concur. I guess I assumed ballistic rifles came with a scope...
roglok
speaking of scopes on sniper rifles, wouldnt the XM8's scope on it's top count as an attatchement?
ShadoWarrior
QUOTE (roglok @ Dec 14 2005, 12:44 PM)
speaking of scopes on sniper rifles, wouldnt the XM8's scope on it's top count as an attatchement?

You need to quit thinking of AS that realistically. The XM8 in the game is a re-invention made 50 years later, based on old blueprints. The game's graphics artist included the scope on the model though it shouldn't be present.

Well, technically speaking, the weapons you find on the planet in the hands of the various factions should be ancient ones acquired from abandoned depots, which should have whatever was standard 50 years earlier. But it'd be way too much trouble to include two sets of every weapon in the game: those you find and those you make.

It's too bad AS lacks the reliability stat that JA2 has. Then anything you find would be crappy (prone to jam/fail) and thus give you a really good reason to make everything yourself.
roglok
QUOTE (ShadoWarrior @ Dec 14 2005, 06:58 PM)
It's too bad AS lacks the reliability stat that JA2 has. Then anything you find would be crappy (prone to jam/fail) and thus give you a really good reason to make everything yourself.

good lord JA2, man I'm old tongue.gif I still remember JA2.

In any case, wouldnt the reliability stat only matter if you had to rely on weapons OSP? Since early on you only need 1 kind of this weapon/item to unlock the research to allow you make your own, wouldnt that make any reliability stat useless?

yes, its been 50 years I know, any model their basing off is obsolete, but wouldnt they make their weapons and ammo so that they wont jam/break ever?

If that's the case, we'd be using AK47's just for it's hardy design, and it's legendary reliability in the field in any condition/s
ShadoWarrior
QUOTE (roglok @ Dec 14 2005, 01:11 PM)
In any case, wouldnt the reliability stat only matter if you had to rely on weapons OSP? Since early on you only need 1 kind of this weapon/item to unlock the research to allow you make your own, wouldnt that make any reliability stat useless?

Every XM8 I use was scavenged, as is every M60, as is every katana. Why make stuff when I already have perfectly (pun intended) functional ones already?

QUOTE (roglok)
yes, its been 50 years I know, any model their basing off is obsolete, but wouldnt they make their weapons and ammo so that they wont jam/break ever?

Guess again. We've been making the Colt M1911 for a century and the damn things still jam.
roglok
QUOTE (ShadoWarrior @ Dec 14 2005, 07:17 PM)
QUOTE (roglok @ Dec 14 2005, 01:11 PM)
In any case, wouldnt the reliability stat only matter if you had to rely on weapons OSP? Since early on you only need 1 kind of this weapon/item to unlock the research to allow you make your own, wouldnt that make any reliability stat useless?

Every XM8 I use was scavenged, as is every M60, as is every katana. Why make stuff when I already have perfectly (pun intended) functional ones already?

QUOTE (roglok)
yes, its been 50 years I know, any model their basing off is obsolete, but wouldnt they make their weapons and ammo so that they wont jam/break ever?

Guess again. We've been making the Colt M1911 for a century and the damn things still jam.

you're forgetting the added-in alien tech we're getting ingame. After OSP on weapons, they run through an (instantaneous) refit to make them perfectly unable to jam/break tongue.gif (not counting the obvious item HP in equipment.txt, that one's obviously set too high to practicaly break in-battle)

EDIT:
PS - does your rebalance mod actually make underbarrel nades ACT like what they say? (meaning they are actual grenades and not glorified firecrackers with limited range thanks to 1.1?)
Variable
The advanced body implants dont seem to have an addon slot, could this be because mine were made before installing the mod or am i just missing something? Do they have to have addons attached before being given to the cyborg?
ShadoWarrior
QUOTE (Variable @ Dec 14 2005, 02:22 PM)
The advanced body implants dont seem to have an addon slot, could this be because mine were made before installing the mod or am i just missing something?

If you made the item before I modded it, you must edit your savegame file to get the slot. This is true for any item to which I've added (or removed) slots (such as SMGs).

QUOTE (Variable)
Do they have to have addons attached before being given to the cyborg?

No, they shouldn't.
ShadoWarrior
QUOTE (roglok @ Dec 14 2005, 01:31 PM)
PS - does your rebalance mod actually make underbarrel nades ACT like what they say? (meaning they are actual grenades and not glorified firecrackers with limited range thanks to 1.1?)

What my mod does is explained in detail in the included changelog. Please read it. All of it, and not just what's changed in the last few versions.
pimpa
Shouldn't the Rangers able to wield Dual Akimbo-Style SMG? Cause I can't with the 'HK UMP SMG'
ShadoWarrior
QUOTE (pimpa @ Dec 14 2005, 04:00 PM)
Shouldn't the Rangers able to wield Dual Akimbo-Style SMG? Cause I can't with the 'HK UMP SMG'

Perhaps it's because the UMP is not a one-handed weapon. Did you fail to notice it sits in both hands?
LimXC
Finally got around to testing the warp medikit melee mode. The melee mode works but there is a minor inconvenience where you can't tell what mode it is in by looking at the icon because both modes use the same icon.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2010 Invision Power Services, Inc.