Glacialis
Dec 22 2005, 04:04 PM
Okay. So it's similar to a gyro-stabilizer, except better. At least, I hope it's better, because gyros drop like flies and UBL takes a bit more research to acquire.
ShadoWarrior
Dec 22 2005, 04:07 PM
QUOTE (Glacialis @ Dec 22 2005, 10:04 AM)
Okay. So it's similar to a gyro-stabilizer, except better. At least, I hope it's better, because gyros drop like flies and UBL takes a bit more research to acquire.
The UBLS gives 5% more accuracy than the gyro, but doesn't give the gyro's 15% recoil reduction. Overall, I'd rather have the gyro (if the weapon has recoil and burst fire).
Glacialis
Dec 22 2005, 04:26 PM
Oooh, right.
As an aside, do you know if anyone has figured out just how much impact recoil has on time-to-start-firing? If not, I think I'll play with it when I get home tonight. Theorizing with zero evidence

that recoil of 3 is 3 seconds delay between the end of the firing animation and the start of another.
ShadoWarrior
Dec 22 2005, 04:32 PM
QUOTE (Glacialis @ Dec 22 2005, 10:26 AM)
As an aside, do you know if anyone has figured out just how much impact recoil has on time-to-start-firing?
Recoil (to the best of my knowledge) has
zero effect on "time-to-start-firing", aka the time
between bursts. It dramatically affects shot accuracy for the second and subsequent rounds in a burst, and it
may (no one has tested this AFAIK) affect the "time-between-rounds"
in a burst.
Glacialis
Dec 22 2005, 04:42 PM
Oooh. Okay, so I need to check to see if there's a recoil value on weapon that don't have bursts. Only ones I can think of off the top of my head would be some pistols and sniper rifles.
Either way, gyro for recoiled automatic weapons (non-laser) and UBL for sniper rifles and single-shot weapons. Works for me.
ShadoWarrior
Dec 22 2005, 04:46 PM
Sniper rifles don't have underbarrel slots ...
Glacialis
Dec 22 2005, 04:51 PM
Well then. Pistols and....er....?
ShadoWarrior
Dec 22 2005, 04:58 PM
QUOTE (Glacialis @ Dec 22 2005, 10:51 AM)
Well then. Pistols and....er....?
Most pistols have burst modes. You use a gyro on any weapon that has a burst mode with non-zero recoil (lasers in my mod have zero recoil) and UBLS on anything else. Unless, of course, you want an underbarrel
weapon and not an enhancer.
Glacialis
Dec 22 2005, 05:48 PM
When not considering UB weapons, laser sights for laser weapons and gyros are for everything else. Oy -- can a laser sight go on the sights slot, or would that be worth it?
ShadoWarrior
Dec 22 2005, 05:49 PM
QUOTE (Glacialis @ Dec 22 2005, 11:48 AM)
can a laser sight go on the sights slot
No. That's why it's called "Underbarrel Laser Sight".
Glacialis
Dec 22 2005, 06:17 PM
Bah!

The UBLS is useful...but on a limited basis. Would it be a better deal if it was slightly better, or is that extra 5% plenty good and I'm just not seeing it?
ShadoWarrior
Dec 22 2005, 06:25 PM
QUOTE (Glacialis @ Dec 22 2005, 12:17 PM)
Would it be a better deal if it was slightly better, or is that extra 5% plenty good and I'm just not seeing it?
If the UBLS was better than the current +20% it would be unbalanced. Is 5% worth it? The gyro weighs 420g and the UBLS 355g. The UBLS is 5% better accuracy and 65g lighter. If you don't *need* the recoil modifier, then use the UBLS. If you have a ton of gyros already and have better uses for the factory, then stick with the gyros. Only make UBLS if you have nothing better to do with a detection factory. In my case, I *ALWAYS* have something better for a detection factory to make.
Gastrian
Dec 22 2005, 08:59 PM
In the dexcription for the UBLS it also states that it increases the range of the weapon (or at least it does in mine). Is this true or does it just have the accuracy benefit mentioned?
ShadoWarrior
Dec 22 2005, 09:06 PM
Anything that increases accuracy also increases the range that is displayed on the inventory screen. The description says "in effect increasing the range". Note the "in effect" part. As I have stated before, all that the UBLS does is a +20% accuracy boost. It does not directly increase range. The only add-on that even touches the range factor is the recoil compensator, and its effect is detrimental.
ishantil
Dec 22 2005, 09:40 PM
Hey ShadoWarrior,
My love for the Samothracians aside, what are the major (unpatched as of 1.2) bugs remaining in the game? Could you provide a quick list in what to look for?
I haven't had much change to play recently. This will be my first time encountering some of the new items.
Laser Machinegun: The rate of fire for this weapon seems to be too low to classify it as a "machinegun". I used it against some cultists, the setup time is very long (as expected) and the ROF seems a bit low. Perhaps I missed turning it on "burst mode" or something similar.
Any chance of some sort of "pulse laser" weapons? Three quick shots like an assault rifle?
I notice that you didn't comment on the armor idea I had. Too complex a system to include? Or too gamebreaking? I am a big fan of balance. I haven't encountered the Wargots yet, but I'm looking forward to the challange.
You've done a greally great job on this mod. Thanks for all your hard work.
Thanks,
Ishantil
ShadoWarrior
Dec 22 2005, 09:58 PM
QUOTE (ishantil @ Dec 22 2005, 03:40 PM)
what are the major (unpatched as of 1.2) bugs remaining in the game? Could you provide a quick list in what to look for?
That's covered in other threads on other forums, and is off-topic in this thread.
QUOTE (ishantil)
Laser Machinegun: The rate of fire for this weapon seems to be too low to classify it as a "machinegun". I used it against some cultists, the setup time is very long (as expected) and the ROF seems a bit low. Perhaps I missed turning it on "burst mode" or something similar.
My bad. It was supposed to have a burst of 8, same as the drone model. It's fixed for the upcoming v3.0 of my mod. Thanks for the heads-up.
QUOTE (ishantil)
Any chance of some sort of "pulse laser" weapons? Three quick shots like an assault rifle?
No.
QUOTE (ishantil)
I notice that you didn't comment on the armor idea I had. Too complex a system to include? Or too gamebreaking? I am a big fan of balance.
You just answered your own question.
Glacialis
Dec 23 2005, 12:28 AM
Patch notes mention the gyro stabilizer's effect as being less noticable. Will that change affect your mod or is it an engine alteration?
ShadoWarrior
Dec 23 2005, 12:32 AM
QUOTE (Glacialis @ Dec 22 2005, 06:28 PM)
Patch notes mention the gyro stabilizer's effect as being less noticable. Will that change affect your mod or is it an engine alteration?
Must be an engine alteration. Oh, and as far as Elevrai has been able to test (see all of today's posts in
this thread), the "fix" to the gyro does not appear to work.
Black_Ninja
Dec 23 2005, 06:58 AM
Shadowwarrior: I found some strange things:
1. If i use medikit during combat - then placed it into inventory - exit to combat - back to inventory - medikit full again (even if it was fully used before). I think this is not fare

and MUST be fixed someway...
2. In defend civilian missions there is no casualties anyway in the exit screen (even if all exept 1 civilians are died). I think this is not fare too

and MUST be fixed someway...
PS. Could anyone tell me is that possible to force the game to notice me and pause then new province automatically explored (not whose i started explore mission but others)? Now i round the globe looking for newely explored provinces like sick monkey - its VERY annoying
ShadoWarrior
Dec 23 2005, 02:17 PM
QUOTE (Black_Ninja @ Dec 23 2005, 12:58 AM)
1. If i use medikit during combat - then placed it into inventory - exit to combat - back to inventory - medikit full again (even if it was fully used before). I think this is not fare

and MUST be fixed someway...
2. In defend civilian missions there is no casualties anyway in the exit screen (even if all exept 1 civilians are died). I think this is not fare too

and MUST be fixed someway...
PS. Could anyone tell me is that possible to force the game to notice me and pause then new province automatically explored (not whose i started explore mission but others)? Now i round the globe looking for newely explored provinces like sick monkey - its VERY annoying

These are problems in the game itself, not my mod, nor can they be fixed by modding. There is an entire forum devoted to discussing bugs. Please discuss game bugs there and not here.
ShadoWarrior
Dec 23 2005, 02:20 PM
Cathexis, please note the changes to human warp weapons for the upcoming v3.0 and let me know what you think.
ShadoWarrior
Dec 23 2005, 03:10 PM
Updated the mod to version 3.0!(please see first post in thread for download link)I decided to make a release now, with the human warp weapon tweaks, and not wait until I'm done with adding all the new gauss weapons. If I can get them done before Sunday, I'll make another release. If not, at least you have this gift from me.

"Sir, we've broken the warp barrier!"
"You may fire at will, Lieutenant."
Merry Christmas!
TrifanTiberiu
Dec 23 2005, 03:21 PM
I belive that i may be late, but i started playing with youre mode only recently (im ant 10 days before wargot now) and i have a problem i cant bild the custom ammo for the andvaced stuff like hkmp7a1 and for the vvs sniper rifle!
And on the glosary page on some weapons the [art where it shoud dislpay damage and rate of fire there is nothing Ex: adv rifl hkg11k2(i get dmage and rf only in squad skreen only after i manualy selec amo from uper corner! oh for this item i can bild ammo,vvs again.......)
ShadoWarrior
Dec 23 2005, 03:26 PM
The MP7 and VSS (and a few other weapons) only use AP ammo, which requires you to do some research you have probably not yet done.
There is nothing wrong with the display of damage and ROF. You will only see the numbers if you have selected an ammo type.
TrifanTiberiu
Dec 23 2005, 03:35 PM
Thanks for the eficient and quik answer!
What is youre age if i may asq?
ShadoWarrior
Dec 23 2005, 03:38 PM
QUOTE (TrifanTiberiu @ Dec 23 2005, 09:35 AM)
What is youre age if i may asq?
46
ishantil
Dec 23 2005, 03:51 PM
Curses! I've got to upgrade to patch 1.2 AND 3.0 of the mod! Now I can't wait to get home!
TrifanTiberiu
Dec 23 2005, 05:13 PM
I hope that i'm not off topic but my shotguns(pump-act) never misses but the dammage varries incredibly from 200 to 6200(pb) i'v seen something like this in a post about first gen moded MG.
Glacialis
Dec 23 2005, 05:27 PM
Please search around the boards more. Two accuracy-boosting modifications, such as accuracy ammo (flechette) and a gyro-stabilizer, will trigger a bug that results in the error you've experienced.
ShadoWarrior
Dec 23 2005, 05:37 PM
QUOTE (TrifanTiberiu @ Dec 23 2005, 11:13 AM)
I hope that i'm not off topic but my shotguns(pump-act) never misses but the dammage varries incredibly from 200 to 6200(pb) i'v seen something like this in a post about first gen moded MG.
In addition to what Glacialis said, please also read "Addendum II" in my pinned thread:
How damage is modelled in AS
Glacialis
Dec 24 2005, 02:16 AM
Not that I'm expecting you to work through the holidays

but so I'm not here checking every hour or so

what's your schedule looking like for the rest of the year? Plan on anything beyond 3.01?
ShadoWarrior
Dec 24 2005, 02:26 AM
QUOTE (Glacialis @ Dec 23 2005, 08:16 PM)
but so I'm not here checking every hour or so

what's your schedule looking like for the rest of the year? Plan on anything beyond 3.01?
I
will be working on the mod over the holidays, and I
will be releasing versions after 3.01. Versions starting sometime after 3.01 (when, exactly, depends on how much more gets added to my to-do list) will include French, German, and Spanish translations of the Localization file. Other languages will require volunteers to do the translating.
Sadist
Dec 24 2005, 06:52 AM
1. The G11 seems to be a bit overpowered, having 8-shot burst mode - was wondering if you were ever going to change that.
2. Will there be advanced shotguns to expand the rather scarce choice in the future, like Saiga, or Jackhammer?
ShadoWarrior
Dec 24 2005, 07:07 AM
QUOTE (Sadist @ Dec 24 2005, 12:52 AM)
1. The G11 seems to be a bit overpowered, having 8-shot burst mode - was wondering if you were ever going to change that.
2. Will there be advanced shotguns to expand the rather scarce choice in the future, like Saiga, or Jackhammer?
1. No. It can only use non-AP ammo. That's more than enough balance.
2. The Saiga is inferior to the SPAS 15, and the Jackhammer never went into production. Neither of them can be considered "advanced" shotguns. The South African Stryker holds 12 rounds, but is much more cumbersome to wield and slower to reload than any of the European models. No, there won't be any new shotguns. The SPAS 15 and my underbarrel shotgun (XM26) is more than adequate to represent the entire class of magazine-fed semi-auto shotguns.
If you're interested in learning more, try
Combat shotguns.
ShadoWarrior
Dec 24 2005, 08:11 AM
Updated the mod to version 3.01!
(please see first post in thread for download link)
Another present from me: "fixed" the cloaking armor add-ons so they work. I also tweaked the UB shotgun.
Be advised that this release breaks the underbarrel shotgun if you have any in inventory or composed. You will have to edit your savegame. Search for "itemTemplateStringId STR "Underbarrel shotgun"" and replace all instances of "Underbarrel shotgun" with "XM26".
After making this change you will still see references to "Under-barrel shotgun". (Note the hyphen.) I don't know why, or how to get rid of it and make them say XM26 as they should.
Merry Christmas!
Cathexis
Dec 24 2005, 10:28 AM
hey there, bringing this over from Icefire_Neon's thread containing a few questions for you.
QUOTE (ShadoWarrior @ Dec 23 2005, 05:29 AM)
QUOTE (Cathexis @ Dec 23 2005, 05:49 AM)
I've been wondering acutally, have you done anything to make the warp weapons any more effective?
No. First, I'm not far enough into the game myself to have warp weapons of my own to play with. Second, I wasn't aware that anyone thought they needed tweaking.
Oh, and I'd really rather not discuss my mod outside the (other) thread designed for that purpose. It'll just make it harder for people to keep track.
My main beef with the way that warp weapons are handled in the stock game is that while they are the superior boomstick in terms of dealing out damage per shot, their ability to out-perform a burst-capable assault rifle in competent hands is seriously lacking. It's not that I have anything against good old 20th century firearms, I just feel that the end-game super scary guns should be able to outperform, or at least have comperable performance to the early/mid game weapons.
Granted I played on a vanilla install of Aftershock (plus 1.1 patch and my stat fix mod) so I don't have experience with how things stacked up in your mod, but the original 3.5/2.4 second shot times were just rediculous. Looking at the patch notes for 3.0 the times seem reasonable, with the rifle taking approximately as long as the high-end sniping pieces to fire (which doesn't seem at all egregious to me). This means that at some point I'll have to re-play Aftershock with the rebalance mod in (and not only because of warp weapons, there's a bunch of new toys I want to fiddle around with). Probably after I finish some of the other stuff that I'm playing these days I'll have time to do a second run-through of Aftershock.
I also saw the doubling of the accuracy on the Wargot plasma guns and I have to say that making that change alone would have increased their effectiveness about three-fold since now they can hit. When I did the Wargot ship mission I'd ended up using some Wargot Plasma Rifles to mitigate ammo shortages (totally caused by poor planning, I hadn't realized that you could put stuff in the ships stores that wasn't being carried by someone until after I'd committed to the mission, and by that point I just wanted to blow some stuff up) and I had to get within five or six squares before my guys could hit anything. Better accuracy + armor that isn't a joke = scary wargots == a good thing.
Cheers!
Neko
Dec 24 2005, 04:07 PM
QUOTE (ShadoWarrior @ Dec 24 2005, 08:11 AM)
Updated the mod to version 3.01!
(please see first post in thread for download link)
Another present from me: "fixed" the cloaking armor add-ons so they work.
[/color]
Nice one Shadow

I've been giving your mod a go the last few days cos it was time for a fresh game anyway. The Action Express keeps saving my guys lives

Good to see a faster firing warp rifle too - those things kept getting my squad pummelled because they couldn't get the shots off in time. Mind you, warp rifle + UBLS = headshot with 9000 damage. Can't go wrong there!
Wasn't aware the cloaking armour add ons didn't work... but this may explain why I never found them any good. Shall have to try them out now

Have a good christmas all!
ShadoWarrior
Dec 24 2005, 04:14 PM
QUOTE (Neko @ Dec 24 2005, 10:07 AM)
warp rifle + UBLS = headshot with 9000 damage. Can't go wrong there!
Yes, you can go wrong. You were exploiting a bug in the game that was fixed in patch 1.2 (and has not existing for those using my mod, since I fixed it in v1.11 of my mod -- long before even patch 1.1 came out).
Neko
Dec 24 2005, 07:49 PM
QUOTE (ShadoWarrior @ Dec 24 2005, 04:14 PM)
QUOTE (Neko @ Dec 24 2005, 10:07 AM)
warp rifle + UBLS = headshot with 9000 damage. Can't go wrong there!
Yes, you can go wrong. You were exploiting a bug in the game that was fixed in patch 1.2 (and has not existing for those using my mod, since I fixed it in v1.11 of my mod -- long before even patch 1.1 came out).
Aww nuts, I liked those headshots...
Now I may have to try to mod myself up a warp sniper rifle or something
tacitus123
Dec 24 2005, 09:59 PM
Just wanted to thank you you for the phenomenal quantity and quality of the work you have put into your mod and that I believe your mod has made AS a much better game.
Have a Merry Christmas and a Happy New Year!
ShadoWarrior
Dec 24 2005, 10:08 PM
QUOTE (tacitus123 @ Dec 24 2005, 03:59 PM)
Just wanted to thank you you for the phenomenal quantity and quality of the work you have put into your mod and that I believe your mod has made AS a much better game.
Thanks for the very kind words and praise!
ShadoWarrior
Dec 25 2005, 11:52 AM
Updated the mod to version 3.02!
(please see first post in thread for download link)
Merry Christmas!
LimXC
Dec 25 2005, 12:40 PM
The fluid motion vambraces does not increase the dodge skill on three psionics with different stats that I tried. I checked the equipment.txt file but nothing seems to be wrong. Maybe change it to increase agility to get around the problem?
The short name for it is D vambraces, shouldn't it be FM vambraces or F M vambraces?
ShadoWarrior
Dec 25 2005, 02:05 PM
That is VERY odd. The capacity and long range vambraces work just fine, and the FM are a clone of the capacity ones (with the skill changed, of course).
Increasing an attribute is not something that any of the psi devices do, so changing it to agility would be inconsistent. Also, improving an attribute by +1 is a more powerful change than improving a skill by +1.
The 'D' was for 'Dodge', but I'll change it to 'FM'.
OGGleep
Dec 25 2005, 03:41 PM
Quick question, if I had more time I probably would have searched through some of the 63 pages of threads but I am short on it at the moment and plan to start a new game after the festivities and wanted to give your mod a whirl....
I noticed in an old thread I just read, that the new content uses existing graphics, but the plans were to add in new gfx. I was just wondering if you had gotten that far along yet?
Thanks
t01qaet
Dec 25 2005, 04:30 PM
DUDE
* 6 4 Pages! *
ummm I think its time they add this as a topic to the forums. At least that way they can split the this thread up into issues/praise/faq etc....
I think your mod is great too but the first post hardly does justice to all the ins and outs here...
LimXC
Dec 25 2005, 06:12 PM
The fluid motion vambraces does work when I change it to increase agilty. I tried changing the capacity vambraces to increase dodge but it didn't work.
I took a look in skill.txt and Dodge is the correct word.
ShadoWarrior
Dec 25 2005, 07:08 PM
QUOTE (LimXC @ Dec 25 2005, 12:12 PM)
I took a look in skill.txt and Dodge is the correct word.
I had no doubts about it being coded correctly (I checked skill.txt when I was creating it). There must be some real subtle bug specifically with Dodge ...
ShadoWarrior
Dec 25 2005, 08:01 PM
Built my first HUD, looks
great on heavy armor:

Meson rifle with a sniper scope, looks cool!:
ShadoWarrior
Dec 26 2005, 12:25 AM
Can someone please post pics of any of the various arm chipsets? And when installed do they alter the appearance of the cyborg's arm?
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