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ALTAR games official forum > UFO: Aftershock > UFO:AS Modding
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Gastrian
I've only tried identical, I can try a shotgun and a light gun combination and see if that works.

is there any way of checking in-game how ammo a drone has left? I know you can't dual wield but want to check to see if it uses one gun and once that's empty uses the second gun.
ShadoWarrior
QUOTE (Gastrian @ Dec 17 2005, 12:44 PM)
is there any way of checking in-game how ammo a drone has left? I know you can't dual wield but want to check to see if it uses one gun and once that's empty uses the second gun.

Don't know. In spite of what it says in the Glossary about ammo usage on drones, none of mine have ever come close to empty so I've never worried about it. Your planned experiment sounds intriguing.
Gastrian
Tomorrow I will go through the tedious task of equipping a drone with two weapons, take it into combat, only use that drone on single shot to take on everyone and count through each drone message in the box, total them up and compare them to the stated ammo capacity of the weapon.

Its going to be a long mission.
FrozenWarrior
Well once again great mod! I was just thinking about better armor when you put it out.

Before I ask my question I will say I have not read all the previous pages. Is it possible to make an Underbarrel Sonic gun? Thanks in advance and thanks for all the work you have put in.

Frozen Warrior
Gastrian
The sonic guns look far too bulky to be used as an under barrel device. Possibably a single shot weapon but nothing more than that.
ShadoWarrior
QUOTE (FrozenWarrior @ Dec 17 2005, 01:19 PM)
Is it possible to make an Underbarrel Sonic gun?

I'll give you my standard negative response:

Is it possible? Yes. Will I do it? No. wink.gif
Hellbringer
Would it possible to create a underbarrel 1-shot thingie that has nice range and accuracy but does stun damage ? I'm thinking of something that can be used on a shotgun when you see a sniper or mg and u just want to bite it , and while his attack is interrupted run for cover... 1 shot - so it won't be abused .
ShadoWarrior
QUOTE (Hellbringer @ Dec 17 2005, 02:15 PM)
Would it possible to create a underbarrel 1-shot thingie that has nice range and accuracy but does stun damage ? I'm thinking of something that can be used on a shotgun when you see a sniper or mg and u just want to bite it , and while his attack is interrupted run for cover... 1 shot - so it won't be abused .

I already provided the UB laser gun for that purpose. A UB sonic gun won't do as much damage, nor as far. All it'll do is switch the damage to non-lethal. Since all you care about is reaching out and touching something, use the UBL.
mde
QUOTE (ShadoWarrior @ Dec 17 2005, 06:06 PM)
And I cannot restrict a weapon to only be used by Cyborgs.


Cyborg Training required?
ShadoWarrior
QUOTE (mde @ Dec 17 2005, 03:15 PM)
QUOTE (ShadoWarrior @ Dec 17 2005, 06:06 PM)
And I cannot restrict a weapon to only be used by Cyborgs.


Cyborg Training required?

Okay, good point. However, by giving it that training req. I strongly suspect that it would prevent the weapon from being used by Rangers. Someone might want to test my theory. If I'm wrong, I'll admit it. OTOH, making it a Cyborg weapon would obviously mean no one else could use it, even with both hands ...
Phoenixwcu
May be more work then you are willing to do or contrary to game balance but if you might be able to make a second version of the gun in question that requires cyborg training. Give it basically the same stats(cyborg upgrades make it possible to dual wield) perhaps nerf the accurary a little since the upgrades aren't perfect and for balance.
ShadoWarrior
QUOTE (Phoenixwcu @ Dec 17 2005, 03:26 PM)
May be more work then you are willing to do

I don't see any point to creating a modified version of the Colt SMG when I have already provided several other -- and BETTER -- SMGs that people can use. It's a colossal waste of time.
Stratigamo
I just want to say this MOD is delicious.
ShadoWarrior
QUOTE (Stratigamo @ Dec 17 2005, 04:09 PM)
I just want to say this MOD is delicious.

I just want to say "thank you". smile.gif
cFirefox
As for the Drone with two different weapons:

It is possible with all weapons that take up only one slot in the drone. Laser, Shottie and light drone gun (5.56).

You can cycle through weapons and firering modes (aka laser) by clicking the fire mode button.
Ammo is shown if you point the Mouse on the weapon-picture in the status screen. But I think the automatic reload in the (strategic) squad screen is buggy. To reload I have to "unload" via button and reload manually.

So much for this one.
ShadoWarrior
QUOTE (cFirefox @ Dec 17 2005, 05:06 PM)
But I think the automatic reload in the (strategic) squad screen is buggy. To reload I have to "unload" via button and reload manually.

It is bugged. I can confiorm it. When you return from missions drones do not get reloaded. I, too, do the unload/reload trick. It's annoying.
Gastrian
My drones reload as long as there was ammo left in them at the end of a mission.
Gorre
Shadow, your first post says "new in V.2.16" but up above it says "V.2.15a". does the "new in V.2.16" just mean what's coming up next? or is it a mistake lol.
ShadoWarrior
QUOTE (Gorre @ Dec 17 2005, 07:39 PM)
Shadow, your first post says "new in V.2.16" but up above it says "V.2.15a". does the "new in V.2.16" just mean what's coming up next?

I always list what's coming up in the next release. You just haven't noticed my pattern before. wink.gif
Gorre
ah, ok, thx.
ShadoWarrior
Let me clarify things a bit further for everyone. When I put something in the "coming up in x.xx" list, it means that I have completed the implementation of that item/change (means it's ready to go), and I'm working on something else.

Just FYI, v2.16 is complete (I do not intend to add anything more to this release) and there are some issues with the flamer that are being looked into by Caelum. When he's satisfied, I'll do a final rebuild, then upload the mod and post the release notice. You'll see v2.16 later tonight (well, it's 19:49 my time) or early tomorrow morning at the lastest.
Sadist
2 techs in the advanced weapon factory appear as 514::Name and 513:Name, and oh, yes, again with the dual wield: H&K UMPs can not be dual wielded for some reason tongue.gif . And yes, they are small enough to be DW and should be. wink.gif
Glacialis
Hmm. Cyborg only gear? The one thing that springs to mind is a "weapon link" -- plug the weapon into your cyborg for increased accuracy. Works like a very, very nice scope. *shrug* Thought wanted to claw its way out of my brain, so here it is.
LimXC
QUOTE (ShadoWarrior @ Dec 17 2005, 02:07 AM)
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.)

Got the same problem with the duralloy light armour not showing up but the helmet seems fine. The soldier wearing the armour is shown wearing the cloth uniform. Don't know about advanced damage circlet because I don't have it yet. I checked the equipment.txt file for the duralloy light armour entry and as far as I know there is no mistake.

Edit: Same thing happen with the duralloy medium armour.
ShadoWarrior
Updated the mod to version 2.16!
(please see first post in thread for download link)

I've had to link to StrategyCore for downloads as I'm having weird socket error problems trying to upload to my own server.

This version introduces the long-awaited flamethrower (for which Caelum deserves much thanks).

Please take careful note of the changes to the meson rifle and 12-gauge AP ammo.

Enjoy!


PS - now I get to work on the UB flamer and drone flamer ...
ShadoWarrior
QUOTE (Sadist @ Dec 17 2005, 11:56 PM)
2 techs in the advanced weapon factory appear as 514::Name and 513:Name, and oh, yes, again with the dual wield: H&K UMPs can not be dual wielded for some reason tongue.gif . And yes, they are small enough to be DW and should be. wink.gif

If you see pointer problems like the 514::Name it's probably due to not properly installing the LocalizationPack.vfs, or an incompatibility with your language version of the game.

Please bear in mind that you must NOT be in the UFO game when you try to update the Localization file.

The UMP is a two-handed weapon. My final word on SMGs: there will be no more changes to the ones already in the mod. Please don't bring the subject up again, folks. It's starting to be annoying.
ShadoWarrior
QUOTE (Glacialis @ Dec 18 2005, 12:32 AM)
Hmm. Cyborg only gear? The one thing that springs to mind is a "weapon link" -- plug the weapon into your cyborg for increased accuracy. Works like a very, very nice scope. *shrug*

It is very doable. I could create a weapon add-on that is Cyborg-only ... cool.gif
shadowkeeper
CODE
       range FLT 10
       accuracy FLT 15.5


are you sure these won't collide? (range being the point at which the weapon has 10% base accuracy and accuracy being the point where you attain 50% base accuracy ... (thats how mmk explained it anyway) )


oh and this:
CODE
lights STR "tactical/configs/lights/na-itemlights.txt.txt"

might not go well either, but the game might just ignore it
ShadoWarrior
QUOTE (shadowkeeper @ Dec 18 2005, 08:03 AM)
CODE
       range FLT 10
       accuracy FLT 15.5

are you sure these won't collide?

Am I "sure"? No. Am I fairly confident it'll work? Yes. Especially since Caelum was using my numbers when he was testing last night.

QUOTE (shadowkeeper)
CODE
lights STR "tactical/configs/lights/na-itemlights.txt.txt"

might not go well either, but the game might just ignore it

Taken straight from Altar's own code. Do a search on equipment.txt, starting at the top of the file. Count the occurrences ...
shadowkeeper
k, I just thought I'd ask wink.gif
ShadoWarrior
QUOTE (shadowkeeper @ Dec 18 2005, 08:19 AM)
k, I just thought I'd ask wink.gif

No problem. Better to ask and check, than not to. I do make mistakes, occasionally. wink.gif
ShadoWarrior
Teaser: "Weapon Link"

"This advanced cybernetic device is a weapon add-on that can be mounted on the sights slot of most standard rifles. When a rifle is equipped with a weapon link, a Cyborg is able to almost become 'one' with the weapon, greatly improving aim and also reducing the effects of recoil.<BR>Our Advanced Implant Factories can manufacture weapon links. If we are unable to manufacture this item, we must research Firearm Accessory Operation in order to use it.<BR>In order to use this equipment, a soldier must have second-level implant training."
shadowkeeper
nice smile.gif
Hellbringer
I'd like to know what the modded weapon attachments actually do : for instance I know that silencer does both silence and light suppression - but does it decrease range or acc ? Also I've noticed that recoil compensator greatly increases acc (I know I've seen somewhere that it makes 1.05 weapon range or something).
A comprehensive table of these mods would be cool.
ShadoWarrior
QUOTE (Hellbringer @ Dec 18 2005, 10:26 AM)
I'd like to know what the modded weapon attachments actually do : for instance I know that silencer does both silence and light suppression - but does it decrease range or acc ? Also I've noticed that recoil compensator greatly increases acc (I know I've seen somewhere that it makes 1.05 weapon range or something).
A comprehensive table of these mods would be cool.

modded values:
CODE
Name                      Range   Recoil  Accuracy  Strength
   - visor -
Sniper Scope              1.00    1.00    1.25      1.00
Thermal Sight             1.00    1.00    1.00      1.00
Movement Finder           1.00    1.00    1.20      1.00
Weapon Link               1.00    0.90    1.25      1.00

   - muzzle -
Recoil Compensator        0.95    0.30    1.05      1.00
Accelerator               1.00    1.00    1.00      1.20

   - underbarrel -
Gyrostabilizer            1.00    0.85    1.15      1.00
Underbarrel Laser Sight   1.00    1.00    1.20      1.00

   - circlets -
Accuracy                  1.00    1.00    1.20      1.00
Damage                    1.00    1.00    1.00      1.20
Interference              1.00    1.00    0.70      1.00
Advanced Accuracy         1.00    1.00    1.30      1.00
Advanced Damage           1.00    1.00    1.00      1.30
Advanced Interference     1.00    1.00    0.50      1.00
ColdStone
QUOTE (LimXC @ Dec 18 2005, 07:19 AM)
QUOTE (ShadoWarrior @ Dec 17 2005, 02:07 AM)
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.)

Got the same problem with the duralloy light armour not showing up but the helmet seems fine. The soldier wearing the armour is shown wearing the cloth uniform. Don't know about advanced damage circlet because I don't have it yet. I checked the equipment.txt file for the duralloy light armour entry and as far as I know there is no mistake.

Edit: Same thing happen with the duralloy medium armour.

Same problem here
Variable
My Flamers cause no damage to cultists? There's a muzzle flash but no 'fire'.
Hellbringer
Considering that accelerators don't work can we assume that damage circlets don't work either ?

Also - do silencers lower weapon range/acc ?
LimXC
QUOTE (Variable @ Dec 19 2005, 01:24 AM)
My Flamers cause no damage to cultists? There's a muzzle flash but no 'fire'.

I used the flamer against the Wargot but got the same result, no damage
roglok
thats odd, I've did a fresh install of the game (taking out my cheatmod) and (tried to) play up until I could get a flamer, works fine o_O.

Bad install of SW's mod?
ShadoWarrior
QUOTE (Hellbringer @ Dec 18 2005, 11:36 AM)
Considering that accelerators don't work can we assume that damage circlets don't work either ?

Don't make assumptions. Damage circlets work. Read this thread about them: Damage Circlets

QUOTE (Hellbringer)
Also - do silencers lower weapon range/acc ?

No. Silencers reduce damage by 10%.
Hellbringer
Then I don't get it... Damage increase works on cirlcets , damage reduction works on silencers , damage increase doesn't work on accelerators. There's no rhyme or reason to this.
ShadoWarrior
QUOTE (Hellbringer @ Dec 18 2005, 02:36 PM)
damage increase doesn't work on accelerators. There's no rhyme or reason to this.

It's been mentioned before in several threads. You should do a forum search, preferably in the BUGS forum, or the root forum with search children enabled.

The accuracy and damage ADD-ONS do not work correctly:

1. The damage factor of add-ons isn't working,

2. The accuracy factor, when combined with accuracy-enhanced ammo (flechettes) yields 100% out to max range.
ShadoWarrior
Variable and LimXC have both reported problems with the flamer not doing damage, yet roglok and Caelum have had no problems. Very odd.

Equally odd are those that are reporting invisible Duralloy armor. What's up with these things?

Does anyone have a clue as to why some people have problems and others don't? Because I'm sure stumped. sad.gif unsure.gif huh.gif

Question for those with the problems: which country is the version of the game you have meant for?
Hellbringer
QUOTE (ShadoWarrior @ Dec 18 2005, 09:10 PM)
2. The accuracy factor, when combined with accuracy-enhanced ammo (flechettes) yields 100% out to max range.

So you're saying if I used a sinper scope for instance and flachette ammo on a shotgun it's acc would skyrocket ?
ShadoWarrior
QUOTE (Hellbringer @ Dec 18 2005, 06:28 PM)
QUOTE (ShadoWarrior @ Dec 18 2005, 09:10 PM)

2. The accuracy factor, when combined with accuracy-enhanced ammo (flechettes) yields 100% out to max range.

So you're saying if I used a sinper scope for instance and flachette ammo on a shotgun it's acc would skyrocket ?

It does if you use a gyro'd shotgun with flechette shells, for example.
UFO_Junkie
Hey ShadoWarrior,

I too am having problems with the flamethrower. My UFO is the English version.

Have not yet experimented with the new armours, so I can't help you there.
ShadoWarrior
QUOTE (UFO_Junkie @ Dec 18 2005, 07:09 PM)
I too am having problems with the flamethrower. My UFO is the English version.

It may because I used "Gun" as the type for the weapon, while Caelum used "Rocket". He changed it last night when he was testing, but I never noticed. My fault. He's going to retest tonight to confirm that it needs to be "Rocket" (not "Gun") for flamers to work as we'd like. Which, IMO, is odd. Must be another quirk of the AS internals, possibly a factor relating to the burn effects at the target perhaps being hard-coded to exploding missiles ("Rocket" type). Which makes me think the devs never got very far in their design for flamethrowers in AS as flamethrowers don't launch large projectiles that explode at the target.

When Caelum confirms this later tonight, I'll expedite the release of my v2.17 to fix the flamers.
1stStrikeRecon
Not sure if this counts as a bug, but for some reason, cultist psionics can use the M82 .50cal sniper rifle without having Sniper L2.

Encountered this on my last cultist capture mission: I capped the psionic, who (Of course) had a M82.... and lo and behold, she had Sniper L1 and was still blasting away at my soldiers.
UFO_Junkie
QUOTE (ShadoWarrior @ Dec 19 2005, 01:30 AM)
When Caelum confirms this later tonight, I'll expedite the release of my v2.17 to fix the flamers.

Thanks ShadoWarrior. Hope it is something simple like that.
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