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ALTAR games official forum > UFO: Aftershock > UFO:AS Modding
BadgerBadgerBadger
Modding:
  • Story elements to support my, er "alternate history"
    Some progress. text and wave files can be replaced to change the "results" of research or event occurences. I'm looking forward, for example, to recording the "distress call" from the Laputan probe's crew that falls victim to a confusion assault and starts to kill each other...
    Unfortunately, having the Myrmecol "eat", attempt to mate with, or simply ram the Laputa out of the sky and have the La Putans bound to earth until they finish their new shuttle doesn't seem like an option.
  • Considering using "Starghost" to represent Myrmecol "astral projection" - further discussion has made me question this - the female certainly never interefered THAT directly; and while the second male could very well have been the starghost (in story it was an other humanoid race) - the implications of them being able to foucs that directly I haven't fully explored.
  • Starghost will be given the "panic" ability (which it should have anyway, even if you reject my idea of the SG as the Myrmicol's astral projection...)
  • change in Vivid Image circlet - it nows confuses, the was-confusion projector I'm trying to make into the panic device, this is for play balance as much as story
    * misunderstanding of EFFECT FIELD - post to access Effect INT database.
  • trying to mod some psychic defense -and drop in psychic abiltiy - for each cybernetic component added to a cyborg
  • added 'prone' or crouch requirement to some heavier weapons; particularly the BFG Barrett ( i laugh at the elfin Cultist Psionics shoulder-firing that monster, even though I read it's recoil isn't that painful) - was hoping to further balance such weapons with manuever loss (*fixed with assistance from PeteriB)
  • making the Barrett primarily used by Cybrogs, and MSG (or Dragunov) the trademark Cultist Psionic Sniper weapon
  • All in-game SR's are semi-automatic. debating effects of giving any or all "burst" mode. Dragunov - meant to be mutli-role; is likely to be added and given this abiltiy. Soviet weapons seem favored by the Cyborgs, so it rather than SR-25 may become their trademark.
  • Restored: burst mode on SR's uses mechanical skill rather than long range (no burst body part target, strength helps keeping aim)
  • Wargot overhaul. Cosmetic - and otherwise. They should be frightening; and not solely by appearances.
    • now a seperate mod entry. This thread started as asking if their "crusade" could be modded so that they attack bases rather than resources, and hand control to the cultists rather than mutants.
    • (complete)Plasma weapons: the Wargot double-barrel has a burst mode that is both barrels firing.
    • Wargot rail or gauss weapons, no reason anyone using plasma need still propel with gunpowder. Needler 'sniper' weapon in trial. Gauss weapons do NOT leave a blue trail outside of old video games. or bad movies.
  • Other plasma rifles, including human plasma weapons, have only single-fire mode. *cosmetic change: human plasma rifle now looks lie the only plasma most people ever see: Lightning.
  • (complete) Laser changes -
    • all the rebalance commentary I've read on this seems to overlook that simply reducing the recoil of lasers makes them much more effective, even if nothing else is changed...
    • Non-Reticulan Lasers lose "pulse laser" burstmode - only Ret. technology can sustain that fire rate. Human lasers gain a longer "beam laser" mode that allows the to do better than un-modded damage if your accuracy is good.
  • Civilain weapons: it's post-apocalypse and everyone has exclusively top-line military weaponry? Expect to see mutants and militia types with revolvers, hunting rifles, and double-barrel shotguns ( ammo capacity: 2 shots or 1 2-barrel burst)
  • More Dakka!!! "area of effect" fire mode for machine-guns[/b] ...! I need suppressing fire!
    -in trial
  • Ocean-born mutants - limited by ability to put new models in AS.
  • Attempt to utilize unused mission types included in text data files
  • near-monomolecular blades that have improved armor penetration
  • psionic suits that improve protection by user's psychic stat * cosmetic "runic" alteration to psionic suit
  • "Psionic Ninjas" - they have natural cloaking ability, why wouldn't they find a way to channel their psychic powers into a , for example, sword? "sword" weapons with powers currently associated with the projectors. (beware psionics with the stalker ability)- after all, ninjas and assassins were "cults" (thugs, too)
  • Psionic melee weapons - the inability to mix damage types or specify multiple effects within a mode limits this; but so far i have a sword that can mode psionic or "blade" damage. A sword that could use psi-amplification to become for example, armor piercing or energy damage might be more picturesque - or a sword that paralyses (like a cattle prod) rather than being used to cut; is probably where this is headed.
  • bayonet "fix" - in experimentation. If successful, may allow wargots to use "power fist" attacks without seeming to switch weapons. If so - you won't be wanting to charge up to 'space marine' elephants anymore.
  • Various retexturing because I think I'm an artist.
    • additional mutant skins, some more fierce.
    • The Wargoth textures exist in sketches; I'm assured they look more imposing.
    • New skins for Hybrids : Hybrid reticulan. Hybrid cultist.
    • Considering skins for psionics implying they have some Hybrid as well.

    - other ideas I forget for now.


Thank you for your - I hope- interest and feedback.
BadgerBadgerBadger
update:
  • The bayonet is a GO. This opens up several other possibilities, including wargots not "switching weapons" to kick you or smash you with their giant armored power-fists ( the grandiers with no side-arm have been quite vulnerable). now if we can only get the AI to use any of these (experimenting with cultist bayonets first- how many cultists have died while they changed weapons to pull a knife while under fire?)
  • Full-auto MG mode still doesn't seem to do much but add amode where they're firing even more bullets - but the area fire aspect, so far, is apaprently ineffective. Still testing.
  • testing visual effect for cloak device.
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