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LimXC
QUOTE
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 2
INT 12 ;"Helmet slot"
INT 15 ;"Armour slot"


Both helmet and body add-on appears but there is only one slot. Can only put body add-on into that slot but not helmet add-on.

QUOTE
inventorypanel STR "LightArmour"
ListOfReceptPoint ARRAY 2
INT 12 ;"Helmet slot"
INT 15 ;"Armour slot"


Even worse. Both types of add-on does not appear and there is no slot at all.
ShadoWarrior
QUOTE (LimXC @ Dec 16 2005, 12:24 AM)
QUOTE
inventorypanel STR "OtherCompose"
ListOfReceptPoint ARRAY 2
INT 12 ;"Helmet slot"
INT 15 ;"Armour slot"

Both helmet and body add-on appears but there is only one slot. Can only put body add-on into that slot but not helmet add-on.

Thank you very much for taking the time to test this for me. What I conclude from this is that the restriction(s) are being caused by something in the model file, or hard-coded within the game engine itself. Helmet and armor slots appear to be mutually exclusive, with the armor slot taking precedence.

I guess the question for you fans of my mod is then this: which slot do you prefer to have in heavy armor (head or body)? I'll release a quick v2.15a with whatever the consensus is.

BTW, I also cannot find anywhere in the config files where you can change the restriction against going prone with heavy armor. That, too, must be in the model file or hard-coded within the engine.
Red Stone
I vote for Body!

Will get back to you on the Lovable Little Lumps (I've a list of locations and . . . personnel . . . to try it on) ASAP - currently under heavy sedation for my (un)earthly pains.
cFirefox
I'd like the body slot.

Would make the Armor much more sturdier. And to spot the enemy there is other personel...

Tested the meson rifle yesterday. But so far I am not impressed. I prefer the L115A1. Faster and more damage, even against SG.
But the rifle is beautifully designed. Using the LasSniper Modell and the Warp effect is nice to see.
ShadoWarrior
QUOTE (cFirefox @ Dec 16 2005, 02:21 AM)
Tested the meson rifle yesterday. But so far I am not impressed. I prefer the L115A1. Faster and more damage, even against SG.

What (reasonable) changes would you like to see to make this a more effective weapon, so that you'd prefer to use the meson rifle against advanced enemies in place of the L115A1?

QUOTE (cFirefox)
But the rifle is beautifully designed. Using the LasSniper Modell and the Warp effect is nice to see.

Thanks for testing it, and for liking the work I put into it.
ShadoWarrior
Updated the mod to version 2.15a!
(please see first post in thread for download link)

Hotfix for the Duralloy heavy armour. It now has one regular slot, just like medium armor.
Saintaw
QUOTE (ShadoWarrior @ Dec 15 2005, 10:33 PM)
I'm curious about something: do you guys read the nice Glossary descriptions I painstakingly write for each new item and tech? Just wondering, since no one's ever mentioned them (that I recall).

Yessir.
cFirefox
QUOTE (ShadoWarrior @ Dec 16 2005, 08:33 AM)
What (reasonable) changes would you like to see to make this a more effective weapon, so that you'd prefer to use the meson rifle against advanced enemies in place of the L115A1?

It is the most advanced sniper rifle. But your description of the meson technologie very much limits its damage output.
Maybe use more advanced materials to make the rifle lighter, thus speed up the targeting process and let the user get off more shots per minute. That would make it better than the LA115A1 and give me a reason to produce it.

BTW Thanks for the body slot!
ShadoWarrior
QUOTE (cFirefox @ Dec 16 2005, 03:47 AM)
But your description of the meson technologie very much limits its damage output.

The damage output essentially has no limits, other than what I give it. The technology in effect creates a small nuclear fireball inside the target. It's sort of like swallowing a tiny lump of plutonium, only much much worse (the radioactive decay process is many orders of magnitude faster). Perhaps a better analogy is that of suddenly having a microscopic neutron bomb detonate inside you. A LOT of radiation hitting you from the inside out.

QUOTE (cFirefox)
Maybe use more advanced materials to make the rifle lighter, thus speed up the targeting process and let the user get off more shots per minute. That would make it better than the LA115A1 and give me a reason to produce it.

The weapon does "Warp" damage type. As such, it should be inflicting more DPS (damage per second), even at the slower ROF, than projectile weapons against heavily armored enemies. If this isn't so, then I need to adjust the damage yield and/or speed-to-fire. My intention is that the meson rifle be distinctly the better choice versus the L115A1 against enemies like Wargot power armor and priests, and about equal to the L115A1 against regular Wargot soldiers. Versus most others, the L115A1 should be best. (Both guns should be insta-kills against weakly armored enemies, thus the L115A1's superior ROF gives it the edge in such cases.)

I'm still around a day or two away from having one built so I can test it myself, hence why I need help from fans like you.
Hellbringer
Any chance for fixing the underbarrel shotgun ? I works pretty much like a sniper rifle right now - 100% chance to hit over any distance.
cFirefox
QUOTE (ShadoWarrior @ Dec 16 2005, 10:25 AM)
The damage output essentially has no limits, other than what I give it. The technology in effect creates a small nuclear fireball inside the target. It's sort of like swallowing a tiny lump of plutonium, only much much worse (the radioactive decay process is many orders of magnitude faster). Perhaps a better analogy is that of suddenly having a microscopic neutron bomb detonate inside you. A LOT of radiation hitting you from the inside out.

Uhhh, that sounds painfull. No further Questions about damage!

Well I tested only vs. SG. As soon I have results against Kultists or Wargots I come back to you.
ShadoWarrior
QUOTE (Hellbringer @ Dec 16 2005, 05:10 AM)
Any chance for fixing the underbarrel shotgun ? I works pretty much like a sniper rifle right now - 100% chance to hit over any distance.

As I mentioned before, it appears to be a bug in the game itself. If I'm correct (which is very likely), than I cannot fix it. However, it may please you to know that just this morning I received a response from Martin at Altar concerning this issue (they've been looking into it, and several other things that I reported). I will keep everyone informed, as I learn it. In the meantime, please be patient, and if you don't want to exploit the bug (cheat) then don't use the items that don't function properly (I don't).

Oh, and be sure to thank Martin and the crew at Altar for all the hard work they're still doing.

EDIT: BTW, if you have any saved tactical missions where you can show the 100% chance at a ridiculous distance, please send me the savegame .vfs, and any screenshots. ASAP, please, to "wasabi" at "strife" dot "com". thx
lgonggr22
Hi,
Just a quick question. I'm running 2.10 of your most excellent mod. If I upgrade to your latest version do I need to edit my savegames to comply with the katana changes ? I don't posses one or am researching one (only at mission #18).
Oh, one more thing, can I add the advanced assault mod 2 at any time in the game without problems ?

Cheers,
Lodewijk
ShadoWarrior
QUOTE (lgonggr22 @ Dec 16 2005, 07:41 AM)
Just a quick question. I'm running 2.10 of your most excellent mod. If I upgrade to your latest version do I need to edit my savegames to comply with the katana changes ? I don't posses one or am researching one (only at mission #18).

If you have do not have anything in inventory that has had slots added to it, or had its size changed (like the katana) then you do not need to edit any saves.

QUOTE (lgonggr22)
Oh, one more thing, can I add the advanced assault mod 2 at any time in the game without problems?

Yes. You can also remove AA2 at any time.
Variable
Finally sent a few meson rifles into combat, they are quite weak alright...
I gave a sniper both a meson rifle and an L115A1, hope this is remotely useful:


Vs: Sg.Hover Sg.Spider Sg.Defender Sg.Cloud Sg.Pillar C.Cyborg Cultie C.Psionic
MesonR. 200 ------ 800 -------- 60 -------- 100 ---- 900 ------ 800 ---- 800 --- 800
L115A1 1400 ----- 1300 ------- 600 -------- 0 ------ 400 ----- 1300 --- 1300 -- 2000



All non-critical snap shots. It seems to be just plain worse considering it fires slower(?) aswell. I wasnt able to try it on wargots as they havent reappeared since the ship mission. ROF isnt it's problem as its not noticably slower, it needs to be given a considerable power boost though.

The duralloy light armour and helmet seem broken; the helmet appears too high above the soldiers head and the armour doesnt appear at all.
The advanced damage circlet also hovers some distance away from the lady wearing it.

For anyone worried about editing saved games to get the slots in weapons/armour, i was able to avoid editing by simply building new advanced body implants to get it with slots. The power shield field isn't visible for some reason but it still grants the armour bonus.
ShadoWarrior
QUOTE (Variable @ Dec 16 2005, 11:41 AM)
I gave a sniper both a meson rifle and an L115A1, hope this is remotely useful:

Thanks for the table. It will help me to factor out the different resistances to projectile vs. warp for the various critters and come to a baseline. BTW, did you notice the SG cloud was immune to your L115A1, and the pillars took twice the damage from the meson rifle as they did from the L115A1? I just have to rebalance the meson to better affect other critters.

QUOTE (Variable @ Dec 16 2005, 11:41 AM)
The duralloy light armour and helmet seem broken; the helmet appears too high above the soldiers head and the armour doesnt appear at all. The advanced damage circlet also hovers some distance away from the lady wearing it.

That has to be a problem locally for you as the modded items in no way differ from their base models (non-Duralloy) in terms of graphics. Ditto the circlet. All I've done for the new items is changed stat values. They should otherwise look identical. Unfortunately, it'll be many game days before I have my own to toy around with. (Just advancing the clock doesn't work too well as my track net then gets borked when I ignore the missions, which screws up R&D.)

EDIT: I've looked at the various SGs. SGs are a really bad target to use a meson weapon on, since SGs are highly resistant to warp and especially vulnerable to AP, which is just what you were using. The baseline damage of the meson rifle is 500, so the hits against cultists doing 800 are factoring in your soldiers' enemy skill. Baseline damage for the L115A1 is 1075. Applying the same enemy factor (1.6) to the L115A1 gives an expected value of 1720 against the cultists. The fact that you only got 1300 indicates that the meson's warp damage type is more effective (as one would expect). If both weapons had the same base damage value, you'd've been kicking serious cultist butt with the meson. Now I just need to decide by how much to increase the base damage of the meson rifle ...

EDIT 2: I've raised the meson rifle base damage to 900 for the next release. Using your examples, you'd've seen 1440 hits on those you previously got 800's on. That should make the meson roughly 10% better than the L115A1 against the cultists, albeit at a shorter range. The meson will be even better, compared to the L115A1, against Wargots. BTW, the meson rifle is considerably faster at firing than the warp rifle. The warp rifle makes up for it by doing 120% more damage (yes, more than double) than even the upgraded meson (quadruple the current meson).
TheSpaceMan
Hehe. Don't forget to scream/PM if you need any more shapes? ^^
pimpa
The 4.7x33mm caseless are 2x1 shouldn't they be 1x1 as all others ammo!?
ShadoWarrior
QUOTE (pimpa @ Dec 16 2005, 04:12 PM)
The 4.7x33mm caseless are 2x1 shouldn't they be 1x1 as all others ammo!?

No. I made it 2x1 intentionally. Go Google a G11 and look at the magazine, and also note how many rounds it holds.
ShadoWarrior
QUOTE (TheSpaceMan @ Dec 16 2005, 04:12 PM)
Hehe. Don't forget to scream/PM if you need any more shapes? ^^

I think I'm set for shapes for now. Thanks!

What I need is MODELS ...
TheSpaceMan
Yeah. Can understand that.
Converting a 3dprogram model to a AS model isn't so hard. Just some simple script in the program (mel script in maya) that gives you the vertexpoints and UV for a modell. Shouldn't take such a long time if you know how.
But there are still some values in the modell format that i'm not sure about.
Like why there are eight values a line. 5 i could understand. X,Y,Z U and V
It's like they have 3 more X,Y,Z values. Could be the way the normal is pointed maybe...
ShadoWarrior
QUOTE (TheSpaceMan @ Dec 16 2005, 04:57 PM)
Yeah. Can understand that.

Glad you do, because I know zilch about models and the making thereof.
TheSpaceMan
QUOTE (ShadoWarrior @ Dec 16 2005, 11:00 PM)
QUOTE (TheSpaceMan @ Dec 16 2005, 04:57 PM)
Yeah. Can understand that.

Glad you do, because I know zilch about models and the making thereof.

Hehe. Well 1½ years face to face with 3dartists make you realise some basic things atleast.
ShadoWarrior
QUOTE (TheSpaceMan @ Dec 16 2005, 05:02 PM)
Hehe. Well 1½ years face to face with 3dartists make you realise some basic things atleast.

Did I neglect to mention that while I have a very good eye for art (and ear for music) I have very poor eye-hand coordination? The best I can do is mechanical drafting, and even that's not easy for me. As I've mentioned before, I leave creating art to those with the talent for it -- which is pretty much anyone but me.
Variable
Has anyone else had a problem with the duralloy armours? None of them actually appear on the soldier in my game =\ Not in the squad screen, tactical game or the little portrait thing. They DO actually have it, it just cant be seen... same goes for the new psionic gear... it appears but is kind of floating in mid air most of the time.
The MP7 seems to keep firing the rest of its burst after the target has died, no other guns seem to do that?

Any chance of getting that one-handed energy weapon in the next version? =) I have a feeling that the end game is coming up and i'd like to be fully loaded! It would be nice if it was built from the hyper-energy weapon factory... Why is the meson rifle not accessed from the hyper lab/factory btw?
ShadoWarrior
QUOTE (Variable @ Dec 16 2005, 06:28 PM)
Why is the meson rifle not accessed from the hyper lab/factory btw?

Because it's not based on "hyper-energy" science.
Sadist
Don't know if its a bug of the game or the mod, but the adv. weapon factories aren't able to manufacture gyrostabilizers for some reason.
roglok
QUOTE (Sadist @ Dec 17 2005, 08:18 AM)
Don't know if its a bug of the game or the mod, but the adv. weapon factories aren't able to manufacture gyrostabilizers for some reason.

advanced energy weapon fact, if memory serves, then again I didnt get that far into the energy factory department of research, since all my gyro's are battlefield salvaged tongue.gif
ShadoWarrior
QUOTE (Sadist @ Dec 17 2005, 02:18 AM)
Don't know if its a bug of the game or the mod, but the adv. weapon factories aren't able to manufacture gyrostabilizers for some reason.

Correct factory. Have you researched "Advanced weapon supplements blueprints"? You need "Basic scanners blueprints" before you can do that.
pimpa
Could be added a 'bipod' attachment? Such attachment would be 100% Recoil Compensator *IF* you shoot laying prone.

Only usable with LMG and such...
ShadoWarrior
QUOTE (pimpa @ Dec 17 2005, 06:08 AM)
Could be added a 'bipod' attachment? Such attachment would be 100% Recoil Compensator *IF* you shoot laying prone.

I've answered this before in this thread (on Nov. 20 and Nov. 29), and I'm getting tired of repeating things for people who don't take the time to read the thread. Especially you, pimpa, since you keep doing it despite my asking you to please either read the thread or do a simple search. You're wasting my time, and I don't like it.

Also, a bipod does NOT eliminate recoil. It actually doesn't reduce it much. What it does is steady the aim.
Rezed
Shadow, i just want to say whank you for your mod smile.gif
Its simply great! Gave the game a new layer, now WG are even able to hit some one with those grenade launchers biggrin.gif

Great work!
Keep it up smile.gif
ShadoWarrior
QUOTE (Rezed @ Dec 17 2005, 06:24 AM)
Shadow, i just want to say whank you for your mod smile.gif
Its simply great! Gave the game a new layer, now WG are even able to hit some one with those grenade launchers biggrin.gif

Great work!
Keep it up smile.gif

'Whank" me? Sounds painful. wink.gif

I'm trying to finish up the equipment entries for a flamer and its ammo so I can give it to Caelum (he's going to release it in a standalone mod, I think, before I release it in my mod). After that I'm doing a UB flamer. Then I can get back to work on a one-handed advanced energy weapon for all those poor, whining Rangers out there. tongue.gif
pimpa
QUOTE (ShadoWarrior @ Dec 17 2005, 12:21 PM)
QUOTE (pimpa @ Dec 17 2005, 06:08 AM)
Could be added a 'bipod' attachment? Such attachment would be 100% Recoil Compensator *IF* you shoot laying prone.

I've answered this before in this thread (on Nov. 20 and Nov. 29), and I'm getting tired of repeating things for people who don't take the time to read the thread. Especially you, pimpa, since you keep doing it despite my asking you to please either read the thread or do a simple search. You're wasting my time, and I don't like it.

Also, a bipod does NOT eliminate recoil. It actually doesn't reduce it much. What it does is steady the aim.

I'm terrible sorry... really. The search function take ages to return a answer with my connection, but I will do it in the future. I just wanted to help.

Also in another note, as you previously stated I'm playing with Drones now, Walker/Fighter with Laser HMG/LMG/.50 HMG and Rockets.

I can't hit much with the MG's, the drones really should be a STABLE shooting platform, cause my cyborg with Heroic Mechanical Skill and Recoil Compensator+Gyro are WAY better shot. Especially the .50 HMG, I need to drive the drone very close to a WG to be effective.

And I noticed that the Fighter Drone has Ranger3/Scout3, so I tried to fit 2 5.56mg to check if it could fire it in 'dual mode', but only one shows up in tactical screen. It would be very could to use it dual... imagine a 20 bullets burst!!!

So the only use of droids right now are 'bait'. You drive one ahead and make the aliens shoot this target instead of yours soldiers.
ShadoWarrior
QUOTE (pimpa @ Dec 17 2005, 07:14 AM)
I can't hit much with the MG's, the drones really should be a STABLE shooting platform, cause my cyborg with Heroic Mechanical Skill and Recoil Compensator+Gyro are WAY better shot. Especially the .50 HMG, I need to drive the drone very close to a WG to be effective.

And I noticed that the Fighter Drone has Ranger3/Scout3, so I tried to fit 2 5.56mg to check if it could fire it in 'dual mode', but only one shows up in tactical screen. It would be very could to use it dual... imagine a 20 bullets burst!!!

So the only use of droids right now are 'bait'. You drive one ahead and make the aliens shoot this target instead of yours soldiers.

I, too, have noticed that the drones suck when it comes to the accuracy of their heavy weapons. It's on my list of "THINGS TO FIX". I have many things I'm working on at the same time, and only so much time in the day. sad.gif Right now I'm very busy working on flamethrower stats so I can hand them to Caelum so that he can test them later today after he wakes up (he went to bed).

The heavy weapons all use two drone slots. The fighter only has two slots. It is impossible to mount two heavy weapons on ANY drone.

The defender drone, with a heavy shield and a .50cal HMG makes good 'bait'.
pimpa
QUOTE (ShadoWarrior @ Dec 17 2005, 01:31 PM)
The heavy weapons all use two drone slots. The fighter only has two slots. It is impossible to mount two heavy weapons on ANY drone.

No... I meaned the 'Light' one, the one you can fit in the scout drone, a 5.56mm MG, it only uses a slot, so i tried to fit 2 in the fighter drone.
ShadoWarrior
QUOTE (pimpa @ Dec 17 2005, 07:36 AM)
No... I meaned the 'Light' one, the one you can fit in the scout drone, a 5.56mm MG, it only uses a slot, so i tried to fit 2 in the fighter drone.

The "dron light gun" is not a MG. It's a drone assault rifle.

To the best of my knowledge, the game's engine does not allow the use of more than one weapon on a drone. The fighter drone can mount one heavy weapon, or a light weapon + shield.
roglok
if you want SW, I'll get an energy-based melee weapon for you, since the demand is high after all...

just point me to a template item in equipment.txt and I'll modify it with values you can give me smile.gif cant test though, still on my cheatmod, and I dont like melee tongue.gif
Gastrian
Pimpa, the only weapons you can dual wield are one handed pistols, drone weapons are either two handed or no handed weapons so can't be used with the ambidextrous ability.
ShadoWarrior
QUOTE (Gastrian @ Dec 17 2005, 11:16 AM)
Pimpa, the only weapons you can dual wield are one handed pistols, drone weapons are either two handed or no handed weapons so can't be used with the ambidextrous ability.

As I mentioned above, the real problem is that drones cannot mount more than one weapon. Try it and see ...
Sadist
Is it possible to make Colt SMG's available for dual-wield?
ShadoWarrior
QUOTE (Sadist @ Dec 17 2005, 11:43 AM)
Is it possible to make Colt SMG's available for dual-wield?

No. Google one and then try to tell me how you'd do it with real ones ...
Gastrian
I can mount two laer rifles or drone light machine guns as they only take the one spot, haven't paid much attention to combined firing in tactical missions though.
shadowkeeper
QUOTE (Gastrian @ Dec 17 2005, 06:47 PM)
I can mount two laer rifles or drone light machine guns as they only take the one spot, haven't paid much attention to combined firing in tactical missions though.

they can be fitted on the drone but they can't be fired in a combined fassion
ShadoWarrior
That's odd. I cannot mount two weapons on the defender drone.
Sadist
QUOTE (ShadoWarrior @ Dec 17 2005, 05:46 PM)
QUOTE (Sadist @ Dec 17 2005, 11:43 AM)
Is it possible to make Colt SMG's available for dual-wield?

No. Google one and then try to tell me how you'd do it with real ones ...

Hey, it's almost impossible for a human to dual wield lets say MP5s (effectively), but they do it in game. I dont see a reason why a very strong cyborg couldnt dual wield Colt smg's.

Colt SMG
MP 5

Compare the length and the weight. They differ by no more than 10%.
Now because the colt uses a different model in game (assault rifle, iirc), it'll be impossible to dual wield, but as you can see, it's not a lot bigger than the original MP5.

Raising the issue for dual-wield in general - do the soldiers get ANY penalties for dual wielding non-pistols?

And by the way, thanks for helping me with the gyrostabilizer problem.
ShadoWarrior
QUOTE (Sadist @ Dec 17 2005, 11:58 AM)
Compare the length and the weight. They differ by no more than 10%.

Wrong. First, you're comparing the length of the MP5 without having collapsed the buttstock. Second, the version of the MP5 in the game is not one of those listed on the (excellent) guns.ru site (which I routinely use as one of my sources). The game's version is shorter. Use the MP5N as an example pic.

The Colt 635 is quite a bit bigger, and more importantly, badly balanced compared to the much-better-designed MP5. (IMO, the Colt is a piece of crap. If I'd've been one of the devs, it would never have been in the game.)

And I cannot restrict a weapon to only be used by Cyborgs. Which renders that argument moot. Speaking of moot, can we please not discuss the Colt any more in this thread? This argument isn't new. I hate rehashing the same stuff over and over. Please?
Sadist
Blech, fine.
Gastrian
QUOTE (ShadoWarrior @ Dec 17 2005, 05:56 PM)
That's odd. I cannot mount two weapons on the defender drone.

I can do it with the fighter and defender drones. Which weapons have you tried?
ShadoWarrior
QUOTE (Gastrian @ Dec 17 2005, 12:18 PM)
I can do it with the fighter and defender drones. Which weapons have you tried?

Shotgun and any MG. Do the weapons have to be identical?
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