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ALTAR games official forum > UFO: Aftershock > UFO:AS Modding
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shadowkeeper
they do alter the appearance of the arms, can't make any screens tho' atm (my brother ran off with the dvd ;-p )
ShadoWarrior
QUOTE (shadowkeeper @ Dec 25 2005, 09:05 PM)
they do alter the appearance of the arms

Crap. I'm working on four new leg chipsets for v3.03, but there are no existing leg chipsets to use as models. I was hoping I could reuse the arm models. Now I have to hunt around for a 'neutral' model that has no visual impact. sigh
LimXC
I tested only those skills which have been unused before in a unmodded equipment.txt, not those already being used other than agilty and hit points using the Fluid motion vambraces. I found that all unused before skills (dodge, speed, medical, enemy, perception) does not work when used now. Agilty and hit points which has been used before does work.
Drauk
I have downloaded this mod and read the readme file and have several questions (im sorry if those were answered already, but i didnt managed to get through 30+ pages)

What does the following means ?

changed: Recoil Compensator accuracy is now 1.05 (unmodded value 0.85)
fixed: (bug in patch 1.1) restored flatster to pre-patch values of area="Target" and radius=0 (patch was "Constant" and 2)
changed: Recoil Compensator range is now 0.95 (unmodded value 0.85)
fixed: changed sound volumes of the Silencer to 95 & 15 (unmodded value 0 & 0)
ShadoWarrior
QUOTE (LimXC @ Dec 26 2005, 12:24 AM)
I found that all unused before skills (dodge, speed, medical, enemy, perception) does not work when used now. Agilty and hit points which has been used before does work.

Which strongly suggests that the programming code for handling those skills is missing from the game's engine. I'll have to report this a a serious bug. Thanks.
ShadoWarrior
QUOTE (Drauk @ Dec 26 2005, 03:39 AM)
What does the following means ?

changed: Recoil Compensator accuracy is now 1.05 (unmodded value 0.85)
fixed: (bug in patch 1.1) restored flatster to pre-patch values of area="Target" and radius=0 (patch was "Constant" and 2)
changed: Recoil Compensator range is now 0.95 (unmodded value 0.85)
fixed: changed sound volumes of the Silencer to 95 & 15 (unmodded value 0 & 0)

An unmodded recoil compensator reduces the range and accuracy of a weapon it's attached to by 15% (to 85% of normal). My modded one increases accuracy by 5% (105% of normal), and only reduces range by 5% (95% of normal).

Patch 1.1 changed the way the flatster attacked. My mod changes it back to the way it was before patch 1.1.

Ignore the silencer sound volume changes. The change fails to do anything because of the way the game works.
Drauk
QUOTE (ShadoWarrior @ Dec 26 2005, 02:17 PM)
An unmodded recoil compensator reduces the range and accuracy of a weapon it's attached to by 15% (to 85% of normal). My modded one increases accuracy by 5% (105% of normal), and only reduces range by 5% (95% of normal).

Patch 1.1 changed the way the flatster attacked. My mod changes it back to the way it was before patch 1.1.

Hmm, does an unmodded recoil compensator do anything good than ?

Could you please explain about flasters attack in detail ?

Ive noticed that your mod includes not only weapon rebalance, but also bug fixes for vanilla AS. Do you have plans do release mod with only these fixes ?
ShadoWarrior
QUOTE (Drauk @ Dec 26 2005, 08:22 AM)
Hmm, does an unmodded recoil compensator do anything good than ?

Yes. It reduces recoil.

QUOTE (Drauk)
Could you please explain about flasters attack in detail ?

Not in this thread (or even in this forum). Such a question belongs in the General forum, or in the Game Tips & Strategy forum.

QUOTE (Drauk)
Ive noticed that your mod includes not only weapon rebalance, but also bug fixes for vanilla AS. Do you have plans do release mod with only these fixes ?

No.
LimXC
I suggest changing the Fluid motion vambraces into something that increase the hit points skill. Seems the closest to dodge.
ShadoWarrior
QUOTE (LimXC @ Dec 26 2005, 08:42 AM)
I suggest changing the Fluid motion vambraces into something that increase the hit points skill.

No, I won't do that. What I am doing is reporting the bug to Altar, because it also affects two of the new cyborg chipsets I'm creating.
Wyco
I'M having problems d/l-ing the file. Anyone else?
ShadoWarrior
QUOTE (Wyco @ Dec 26 2005, 09:19 AM)
I'M having problems d/l-ing the file. Anyone else?

It's working. But if you are having problems, try the mirror at StrategyCore: Weapon Rebalance Modification v3.02 (current).
Wyco
Thnx, this is okay. The other still brings up an error. :/
SieurNewT
hello i have just begin to use the "wargot plasma rifle" and the weight seems to be little to light, its written need 4 hand and weight is ultra heavy but when i loot other item seems MG60 and other weapons are more heavy that the wargots guns, is it normal ?

seem to be the default wheight of a riffle "weight FLT 3800" , same that an hk 33
ShadoWarrior
QUOTE (SieurNewT @ Dec 26 2005, 10:01 AM)
hello i have just begin to use the "wargot plasma rifle" and the weight seems to be little to light, its written need 4 hand and weight is ultra heavy but when i loot other item seems MG60 and other weapons are more heavy that the wargots guns, is it normal ?

From the Glossary: "Wargot Plasma Rifle"

"This effective and deadly rifle is a fine example of Wargot weapon technology. It inflicts a great deal of damage by emitting streams of superheated deuterium plasma that initiates a micro-fusion reaction upon making contact with the target.<BR>Before we can use the Wargot plasma rifle, we must research Wargot Plasma Weapon Operation. Due to the weight of this weapon, only our strongest soldiers can wield it properly.<BR>Developing our own weapons, based on the plasma technologies, appears to be more effective than trying to duplicate this design.<BR>Heavy equipment training is required to operate it."

Does not say anything about needing "4 hands" or being "ultra heavy". However, you are correct in that a M60 does weigh ~3kg more than this gun does. The wargot weapon is ~400g heavier than the equivalent human plasma gun. But all the plasma guns are lighter than the more primitive machineguns. I presume that's because they use high-tech/alien materials in their construction.

I didn't write that Glossary description; it's unchanged from how Altar wrote it. What I'll do is remove the weight reference in the description for the next release of my mod.
SieurNewT
ok thanks tongue.gif the 4 hands & extra fingers part was on the wargots technology :38 in the french release, i beleive same things on the UK one smile.gif

but looking again it's needing "heavy equipement" skill so should not this be an heavy item ?
Gastrian
I believe that the four hands come from wargot plasma operation research in the english version and not the description of the rifle. It does say in the wargot physiology research that they have four arms (two normal and two smaller) and that there weapons are designed for use by the normal and smaller arms working in conjunction.
ShadoWarrior
Updated the mod to version 3.03a!
(please see first post in thread for download link)

On the fourth day of Christmas yours truly gave to you ...

4 cyborg chips!
LimXC
Except for loadmaster, all other leg chipset does not work.

Savegame have to edited to enable both advance legs to use the chipset.
ShadoWarrior
QUOTE (LimXC @ Dec 27 2005, 01:28 AM)
Except for loadmaster, all other leg chipset does not work.

That was expected, and was already in the FAQ that is in the download package. Thanks.

I reported the bug to Altar 17 hours ago. wink.gif

QUOTE (LimXC)
Savegame have to edited to enable both advance legs to use the chipset.

That, too, is to be expected. Any time you add/remove slots on an item, or change its size you must edit saves.
ShadoWarrior
BTW, I just had the opportunity to use my shiny new meson rifles against the evil wargot scum. Wow! They are one-shot kills (3100-3800pt headshots) against most wargots and four or five 2500pt headshots take down a power armor. Sweet!
TrifanTiberiu
I have a problem with the rail-tech (rail gun principles says in its description "(placeholder)" and after i researched bouth entris in energy lab i couldnt bild nothing new i searched evry factory and evean on the "no factory" slot
ShadoWarrior
QUOTE (TrifanTiberiu @ Dec 27 2005, 07:21 AM)
I have a problem with the rail-tech (rail gun principles says in its description "(placeholder)" and after i researched bouth entris in energy lab i couldnt bild nothing new i searched evry factory and evean on the "no factory" slot

Perhaps you didn't notice either in post #1 in this thread, or in the changelog file, that I haven't added the weapons and ammo yet, as I'm still working on them. It is also the reason why I haven't written the description to replace "(placeholder)". Sorry, but I'm working on it as fast as I can.
shadowkeeper
take your time SW, we'll be waiting wink.gif
Glacialis
You do realize there's been 28,000+ views of this therad? At the very worst, assume 28 people here are rabid fans of yours and they've viewed this thread 1,000 times.

Now, 28 people who adore my work? I'd be speechless. I've got a handful of people who enjoy my fiction writings sometimes, and I'm glowing for days after I read the responses -- good and bad.

The fact that there's probably a great deal more than 28 people keeping track of this thread should give Shado enough of a boost to kick the idiots in the jaw and keep on going. Man, I hope the developers give Shado and the other members of the Modders group all the support they need, because that's what's going to keep the game alive.

To those who doubt that mods keep a game alive, go to tauniverse.com. tongue.gif

Keep up the great work Shado, and we don't care if our engineers are taking too long to get us those railgun blueprints. wink.gif
ShadoWarrior
QUOTE (Glacialis @ Dec 27 2005, 09:10 AM)
Keep up the great work Shado, and we don't care if our engineers are taking too long to get us those railgun blueprints. wink.gif

The train delivering the blueprints to the manufacturing facilities was attacked and destroyed by Cultists. And we seem to have misplaced the golfball after our last swing, er, mission.
Glacialis
I knew I should have built a Barracks...or does that just provide more people to convert to Cult-ism?
obi-mark
thank you shadow warrior for wonderful mod. adds certain flavor to the game. problem: katana is still 5x2 weapon and 4.7 mm caseless is 2x2 dimension
advanced accuracy circlet doesn't show on portrait of a soldier
also any word on graphics for the new weapons?
ShadoWarrior
QUOTE (obi-mark @ Dec 27 2005, 09:58 AM)
problem: katana is still 5x2 weapon and 4.7 mm caseless is 2x2 dimension

Did you read the FAQ file that was in the .ZIP archive?

QUOTE (obi-mark)
advanced accuracy circlet doesn't show on portrait of a soldier

It should. Are you using v2.17a or newer of the mod?

QUOTE (obi-mark)
also any word on graphics for the new weapons?

Sorry, no.
OGGleep
I read through about 20 random pages and still couldnt' find the answer....anyone who has DL'ed the mod, are there new gfx? Or are new weapons using existing weapon graphics.

Thanks.
ShadoWarrior
QUOTE (OGGleep @ Dec 27 2005, 07:06 PM)
anyone who has DL'ed the mod, are there new gfx? Or are new weapons using existing weapon graphics.

No one has yet been able to create a new model for Aftershock, though some are trying. All new items in my mod reuse existing models.
Glacialis
If you don't see talk of new graphics, then there aren't any. Remember that the official modding tools aren't out yet and working with raw binary graphics data is not something most people are willing to do just yet.
obi-mark
I'm using 2.17a haven't gotten around installing patch 1.2 still haven't formed an opionon about it. sorry about katana, should've read the manual smile.gif

as for graphics, if we were in matrix... smile.gif
OGGleep
QUOTE (Glacialis @ Dec 28 2005, 01:10 AM)
If you don't see talk of new graphics, then there aren't any. Remember that the official modding tools aren't out yet and working with raw binary graphics data is not something most people are willing to do just yet.

This is not nessisarily true. First off, theres 40 plus pages I didn't read. Second I have seen many a mod, not all of them discussed every aspect, including new gfx.

Thats a shame though...is altar planning on releasing toolsets for importing new models and textures?
ShadoWarrior
QUOTE (OGGleep @ Dec 28 2005, 03:52 AM)
Thats a shame though...is altar planning on releasing toolsets for importing new models and textures?

Guys, if you wish to debate/discuss this further, please do so in a thread devoted to that subject. This thread is for discussing issues directly related to my mod, not general modding-related chat. thx
Mirari
Do tasers and flasterprods do stun damage? The descriptions don't really make it clear. If they don't, I must wonder if they have any redeeming qualities at all.
ShadoWarrior
QUOTE (Mirari @ Dec 28 2005, 04:38 AM)
Do tasers and flasterprods do stun damage? The descriptions don't really make it clear. If they don't, I must wonder if they have any redeeming qualities at all.

They do electrical (laser) damage type. Their redeeming quality is they recharge between missions just like medikits do, so they don't use up battery packs -- unlike the Reticulan lasers.
ShadoWarrior
Updated the mod to version 3.04!
(please see first post in thread for download link)

Christmas is over. No more Mr. Nice Guy. Time to bleed some more. Next time you meet the Wargots, don't forget to duck. Better yet, bend over and kiss your ass goodbye!
Mirari
Is the flatsterprod any better than a knife, though? The knives you start with are limited in quantity, but still... is it worth having a flatsterprod in the game if I'm only going to build one for that last guy without a knife? Only to be used in the off chance that he runs out of ammo, because switching guns just for a flatster isn't worthwhile? I like the idea of a flatsterprod very much, as well as the taser, but they tend to be rather useless.

*Edit: come to hink of it, is the flatsterprod even equal to a knife? It has the same power but it runs out of charge.
ShadoWarrior
The only unmodded weapons that work well against flatsters are lasers (and plasma of course). Since the taser/prod uses the laser damage type ...

Conserving ammo is something that many players wish to do, and many others should give more consideration to. And the taser/prod is far more effective than a knife. But if you don't mind chewing up your Reticulan batteries, then there's no reason to use the tasers/prods.
Mirari
I run low on batteries like the next guy; I just use a shotgun when that happens, and the flatsters die quick enough. I'm probably the only one that thinks this way though, so I'll shut up now and thank you for the great work. Thank you.

Heh, maybe someday someone will mod in a mission type where you clear a flatster infestation out of villagers' barns. Could be fun to beat off swarms of flatsers with electrified sticks.
ShadoWarrior
I've decided it's far more efficient for me to kill a flatster with a single L115A1 AP round than to expend a half a magazine (or more) of XM8 AP ammo to do the same thing. Unfortunately, the damn flatsters rarely give me a clear line of fire for any of my snipers to do so. (My snipers stay safely back while my borg commandos with XM8s and human heavy armor/M60 gunners beat the bushes.)
Mirari
Usually by the time I'm that advanced I'm not worrying about ammo in the slightest. I'd suggest upping the cost of ammo, but it's still too easy to expand and build munitions factories. This would be a seperate gameplay issue, and I wish I could foresee an easy fix. What would that take, a cap on the type of each building you can build, thereby permanently limiting production and research times? I can understand saving ammo or personally limiting base number just to satisfy your own idea of how the game should go, though. I usually need to add an element of make-believe to my virtual games anyhow.
TrifanTiberiu
THe leg chips dont waok
I tried swift and nimble!
ShadoWarrior
QUOTE (TrifanTiberiu @ Dec 29 2005, 07:42 AM)
THe leg chips dont waok
I tried swift and nimble!

If you had taken the time to read the FAQ file that came with the mod you would have known that. It was also discussed in this thread about a page ago.

I wrote the FAQ specifically so that people too lazy to read the thread (or do a forum SEARCH) couldn't use the thread's length as an excuse to keep asking the same questions over and over again. I guess a one-page FAQ is still too much reading for these beggars. mad.gif
Glacialis
Haven't had time to play. What do you guys think of the Warp Pistol?
ShadoWarrior
QUOTE (Glacialis @ Dec 29 2005, 01:48 PM)
Haven't had time to play. What do you guys think of the Warp Pistol?

I'm not far enough into the game myself to have warp weaponry, and I don't have Rangers or ambi-chip equipped borgs. I was assuming that the warp pistol had made people happy, since after I added it all the "our Rangers need a better weapon" clamoring ceased. wink.gif
Glacialis
I'm pretty certain it will make people happy! I'm not far enough to tinker with warp weaponry, but if it's anything like in Aftermath, then yes. I will love it.
Gorre
1st off, I wanna say this is 1 of the best mods for any game I've played so far. I absolutely LOVE the progress ur making on this mod lol.

2nd, just a little request for next release, could you turn the wakizashi's back to the katana models? I looked through the changlog so I wouldn't request something that was already changed tongue.gif.

yeah anyway good job on the mod and keep it up smile.gif. Your mod is the only reason I play the game now... lol.
ShadoWarrior
Thanks for the high praise, Gorre! And sorry about the wakizashi. I thought I'd reverted it when it was discovered that the dual-wielding was a (now-fixed) bug in the game itself. It's fixed for the next release. Thanks for the heads-up on it, and for reading the changelog!
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