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> Weapon Rebalance mod v3.17, All things having to do with equipment!
ShadoWarrior
post Feb 28 2006, 09:35 PM
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Tubal has already been working on new skins for both the Duralloy armors and other items in my mod. Please be patient. I said a while ago that it would take several weeks.


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mailor
post Feb 28 2006, 09:51 PM
Post #1622


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smile.gif Phantastic news, thank you!

I don't want to be annoying, but I had just an idea, which I think is GREAT. Since you seem to be able to include different armor types, why don't you make about 3 or more types of all armors (which all have the same values), but each could be assigned a different skin.

For example (and I just consider Tubals skins here, because these are the only custom one's i know):
1) Green Camouflage armor
2) Wargot Camouflage armor
3) Standard armor (with the default skin)
and so on

So it would be possible in game to produce the armor you like most. This would allow skinners to make for example a "Captain's" armor or something, which should look a little different from the others...

I hope I made myself clear (I can't describe it better, because I am amiss of words in my euphoria about this idea).

Of course this would mean a very close co-work with skinners (Tubal mostly smile.gif )
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ShadoWarrior
post Feb 28 2006, 10:36 PM
Post #1623


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I'm not going to create multiple armors that differ only in skinning, sorry.


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injunjoe
post Feb 28 2006, 11:29 PM
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Tubal, Gorre, ShadoWarrior,

Thanks guys for your quick comments. Just updating the mod to the latest one did the trick, without editing the save games. Now I can manufacture those super weapons. There is one issue still, that is, those weapons I couldn't manufacture don't appear in the glossary even though I updated the mod. But this isn't a big problem.

Anyway, now I can start the game again. Thanks for this great mod, ShadoWarrior.
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Hellbringer
post Feb 28 2006, 11:50 PM
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Okay I've got a bit of a problem - I can't seem to able to research AP ammo - the only thing I'm missing is a .50 cal weapon - but I already manufactured one (a sniper rifle) and some ammo for it - but it still says I don't have a .50 weapon. I believe I've read somewhere that someone had the same problem - but thru search I only hit the WR thread which is 100+ pages long ... :S
This happened on my newest profile under 3.14 version. O_o;
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ShadoWarrior
post Mar 1 2006, 06:56 AM
Post #1626


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Hellbringer, that's not a mod problem. It's a bug in the game. Please search the General and Tips forums for one of the various threads that provide solutions. (I could give you the answer, but I wish to discourage off-topic questions in this thread.)


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khamul
post Mar 2 2006, 01:06 PM
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Two requests.

(1) Plasma SMG - 3 or 4 'round' bursts, poor accuracy, short range (20?) maybe 200-300 damage/round, one handed?
Something for rangers to use until needlers are available, or against enemies with high AP resistance? I know plasma pistols have been turned down, but I felt that something spitting a bunch of small globs of plasma at short range kind of kept with the feel of Plasma weapons. Of course, I'm not the one with a physics degree - feel free to say no.

(2) I see no long-range paralysis projector in the planned items. Please don't deny me my long-range paralysis projector: best psionic weapon by far. WG that can't move can't shoot.

Just installed the mod, not had a chance to do much with it yet. Wish I'd installed it sooner: I'm killing time (and WG) until I can take the mothership, and I've suddenly got a lot more challenge on my hands, and a lot of new techs that I really should have researched by now. Ah well. I'll manage.
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Alles Luge
post Mar 9 2006, 10:20 AM
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How about of Duralloy Wakidzasi? As I know that 2xWakidzasi more effective than 1xKatana.
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Glacialis
post Mar 9 2006, 02:31 PM
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Far as I know it's there. smile.gif
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Alles Luge
post Mar 9 2006, 03:53 PM
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QUOTE (Glacialis @ Mar 9 2006, 02:31 PM) *
Far as I know it's there. smile.gif


Sorry. I did'n noticed them. smile.gif
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ShadoWarrior
post Mar 9 2006, 03:56 PM
Post #1631


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QUOTE (Alles Luge @ Mar 9 2006, 09:53 AM) *
Sorry. I did'n noticed them. smile.gif

Please read (or reread) the history.txt file that I supply with the mod. You might then discover other items you may have overlooked.


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khamul
post Mar 9 2006, 05:25 PM
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Some time back, ShadoWarrior, you asked for feedback on the various enemies.

Well, I've met the Wargot and the StarGhosts now, and I reckon they could probably take a bunch of girl scouts in a fair fight - but the odds wouldn't be far off even.

The problem is range and speed. The Wargot are unimpressive because they all attack at the same range - medium - and they're pretty slow. At the same range, human (Psionic/Cyborg) snipers are much more accurate, about as fast, and more damaging. And because all the Wargot always fight at medium range, the only time lots of snipers don't work is when you turn a corner, and walk into them.

StarGhosts are better, because the stars and defenders fight close-up, but because they're so much quicker than everything else, you can normally deal with them before the spiders and clouds finally arrive.

Compare this to the cultists - cyborgs and cultists attacking you at close range with SMGs and melee weapons, while more of them pound you at medium range with AKs and machineguns, and psionics snipe in the distance. And they (normally) all attack at once. If you take just snipers, you can't put the cyborgs down fast enough - you need a varied team, and tactics. The fights I've had against cultists have been the hardest, and most fun, in the game.

I'm not sure how far this is possible, but here's some suggestions on how to make the SG and WG more interesting:

Wargot
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They need (ideally) to attack at multiple ranges at once, they need to all attack at once (as far as possible), and their weapons need to outperform human weapons at the same range.
---> More agility: fire faster, get to combat quicker, so you have to deal with more at once.
---> If possible, tweak weapon selection. Make that chaingun thing the only weapon for the priests, so they have to run up close, and you have to handle WG at 2 ranges at once.
---> Seriously pump the range and accuracy of the WG plasma rifles. I'm thinking range 60, accuracy 75, and make them fire quicker. This would make them too powerful in human hands, so boost the plasma resistance of all the wargot - except maybe the priests and PA, which should be weaker (40% resist? 50% resist?) to plasma (but maybe more resistant to hard and laser), so you have to field a balanced spread of damage types.
---> Is there any way to make the PA use something other than missile launchers? They tend to miss, and they're just not scary. And the PA needs to be MUCH quicker. They're dead before they've got more than a couple of shots off, at best.

StarGhost
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Interesting, well balanced and TOUGH enemies, but they do very little damage, and the spiders and clouds take so long to turn up, and the defenders and stars are so fast, that you've plenty of time to deal with them before the spiders are in range.
---> So make that range longer. I'm think range 120, accuracy 80. Let's see you brush off stars and defenders when the spiders are knocking your men down from the far end of the map.
---> One of the SG units should have a fairly hefty warp damage attack - it can't be the defenders, or they'd be too hard. Maybe the hover, at medium range? It's possible they already do - none of them have lived long enough for me to find out. So maybe a few more HP on the hovers?

You asked what aura on the clouds: advanced interference. And if possible, given them psychic detection.

Great mod. Thank you.
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Tubal
post Mar 9 2006, 07:28 PM
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The starghosts are the dullest to fight really (or they are as far as I've gotten anyway), they are only difficult because they are hard to kill. This isn't SW's fault of course, but I would like to see them changed even more then they already are smile.gif
More similar speeds could be one idea, making them attack in groups. What they'd really need is an AI overhaul but I suspect that's a bit outside the scope of the mod (if it's even possible).


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ShadoWarrior
post Mar 10 2006, 12:09 AM
Post #1634


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Khamul, thank you very much for your well thought out commentary and suggestions. Unfortunately, it is not possible (AFAIK) to change the speed of enemies. But I'll see what I can do about improving their weapons per your suggestions.


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Alles Luge
post Mar 10 2006, 08:33 AM
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QUOTE (ShadoWarrior @ Mar 9 2006, 03:56 PM) *
QUOTE (Alles Luge @ Mar 9 2006, 09:53 AM) *
Sorry. I did'n noticed them. smile.gif

Please read (or reread) the history.txt file that I supply with the mod. You might then discover other items you may have overlooked.


I already found them. Thanks.
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