![]() ![]() |
Mar 13 2006, 09:55 AM
Post
#1651
|
|
|
Newbie ![]() Group: Members Posts: 13 Joined: 4-November 04 Member No.: 482 |
|
|
|
|
Mar 13 2006, 10:05 AM
Post
#1652
|
|
![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Ok. Thanks. Found. But why ambidextrous conflicts with L2 Cyborg? It's your or in-game bug? The game was never designed to permit what I'm trying to do. Depending on your point of view, it's a game bug or it isn't. Doesn't matter because Altar isn't going to make any changes to Aftershock, so whether you call it a bug or a design shortcoming, it won't be fixed. -------------------- |
|
|
|
Mar 13 2006, 10:11 AM
Post
#1653
|
|
|
Newbie ![]() Group: Members Posts: 13 Joined: 4-November 04 Member No.: 482 |
The game was never designed to permit what I'm trying to do. Depending on your point of view, it's a game bug or it isn't. Doesn't matter because Altar isn't going to make any changes to Aftershock, so whether you call it a bug or a design shortcoming, it won't be fixed. Ok. Thanks for explanation. No more questions about this. |
|
|
|
Mar 13 2006, 02:27 PM
Post
#1654
|
|
|
Newbie ![]() Group: Members Posts: 13 Joined: 4-November 04 Member No.: 482 |
Also, I've just equiped my rangers with the all new MP7 (with accelerators). Now that is one hell of a weapon! Heh... It's only beginning! When you equip them with Needlers (with aimpoint finder), then you will see the TRUE HELL, when you with ONE ranger wipe all Cultists in one mission without a serious injures!!! Also with Wargots, but more harder, but not impossible. 2ShadowWarrior: Thanks for this mod. Especially for Wakidzasi. |
|
|
|
Mar 13 2006, 06:08 PM
Post
#1655
|
|
|
Member ![]() ![]() Group: Members Posts: 126 Joined: 10-March 06 From: hostdef destination Member No.: 3031 |
Let us hope I'm not kicking a dead horse now. ShadoWarrior, do you remember that Duralloy Heavy Armor
(equipment id 384) glitch that prevented you from adding helmet add-on slot and armour add-on slot to it simultaniosily? I beleive I have a solution to it. It is somewhat simple matter, really. Just change text in strategic/configs/stratgame/equipment/equipment.txt for id 384 from ;receptacle PTR 1 Receptacle Recepts RECORD inventorypanel STR "OtherCompose" ListOfReceptPoint ARRAY 1 INT 15 ;"Armour slot" END_OF_ListOfReceptPoint END_OF_Recepts to ;receptacle PTR 1 Receptacle Recepts RECORD inventorypanel STR "OtherCompose" ListOfReceptPoint ARRAY 2 INT 12 ;"Helmet slot" INT 15 ;"Armour slot" END_OF_ListOfReceptPoint END_OF_Recepts And (this is a best part, I understand you've tried above about 3 moths ago) make change in strategic/configs/stratgame/interface/teammanagementwnd_opt.txt, so the game would actually show you two separate upgrade slots instead of two slots in the same place. To do so, locate entry for OtherCompose interface CONTROL "OtherCompose" then change in CONTROL "Add-on" and CONTROL "Helmet" CONTROL "Add-on" PROPERTIES CONTROL_TYPE CONTAINER ; POSX 71 ;<-- as of unmodified game POSX 141 ;<-- new value POSY 401 CONTROL "Helmet" PROPERTIES CONTROL_TYPE CONTAINER ; POSX 71 ;<-- as of unmodified game POSX 3 ;<-- new value POSY 401 I did a quick test on ordinary heavy armor - and it works as intended (i.e. two separate slots). Side effects of this hack include - this change at very least applies to medium armor and helmets - since strategic/configs/stratgame/interface/teammanagementwnd_opt.txt is about 500k size, it will considerably increase size of your mod. Better aproach would be defining new interface group in strategic/configs/stratgame/equipment/inventory.txt, then adding new group in strategic/configs/stratgame/interface/teammanagementwnd_opt.txt and possibly in strategic/configs/stratgame/interface/teammanagementwnd_.txt (unsure if the game uses this one), but I feel it would unnesessary complicate things. edit: some typos -------------------- Walk softly... and carry a big gun.
|
|
|
|
Mar 13 2006, 06:13 PM
Post
#1656
|
|
![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
I refuse to apply a change to heavy armors that will also affect medium armors.
-------------------- |
|
|
|
Mar 13 2006, 07:39 PM
Post
#1657
|
|
|
Member ![]() ![]() Group: Members Posts: 126 Joined: 10-March 06 From: hostdef destination Member No.: 3031 |
I refuse to apply a change to heavy armors that will also affect medium armors. Fair enough. There is a alternate way. Did you know devs intended "LegEnchancer" to be used as Heavy Armor add-on? Currently, in your mod there is one item which uses inventorypanel STR "HeavyArmour" and it is Heavy Armor itself. It has one additional (and currently unused) entry for "Leg Enchancer". So, one can take advantage of this fact (you used this slot for cyborg add-ons anyway) and change it to "Add-on" (armor add-on). To do so: 1. Change strategic/configs/stratgame/equipment/inventory.txt Locate name STR "HeavyArmour" and change name STR "Enhancer" to name STR "Add-on" inside. 2. Change strategic/configs/stratgame/interface/teammanagementwnd_opt.txt Locate CONTROL "HeavyArmour" and change inside CONTROL "Enhancer" to CONTROL "Add-on" TEXT "ID_EQUIP_ENCHANCER" to TEXT "ID_EQUIP_ADD-ON" END_OF_GUI_COMPONENT "Enhancer" to END_OF_GUI_COMPONENT "Add-on" Second change is purely cosmetic, as it changes window description, other two are important. 3. Last, change in strategic/configs/stratgame/equipment/equipment.txt for desired armor Receptacle Recepts RECORD inventorypanel STR "OtherCompose" ListOfReceptPoint ARRAY 1 INT 15 ;"Armour slot" END_OF_ListOfReceptPoint END_OF_Recepts to Receptacle Recepts RECORD inventorypanel STR "HeavyArmour" ListOfReceptPoint ARRAY 2 INT 12 ;"Helmet slot" INT 15 ;"Armour slot" END_OF_ListOfReceptPoint END_OF_Recepts Possible side effects will result only in increasing the size of your mod. As for adding new inventory group - it didn't worked for me now. -------------------- Walk softly... and carry a big gun.
|
|
|
|
Mar 14 2006, 04:54 PM
Post
#1658
|
|
![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Anyone who wishes to beta-test the armor changes (implemented per rman's posts) in v3.15 to make sure they work as they are supposed to, please send me a PM with your email address so I can send you the ZIP. I don't have time at present to test them myself.
-------------------- |
|
|
|
Mar 14 2006, 09:44 PM
Post
#1659
|
|
|
Advanced Member ![]() ![]() ![]() Group: Members Posts: 304 Joined: 17-March 05 Member No.: 718 |
This may just be my lack of knowledge of the relevant real-world weapons, but:
Why does the 66mm grenade have higher damage and blast radius than the 85mm grenade? I know bigger isn't always better, but when it comes to rocket-propelled grenades, I figured size would be pretty proportional to damage potential. Does the 66mm use a more powerful warhead/explosive or something? BTW, I'm only barely into a new campaign (on Veteran), but so far I definitely like the changes in the mod (a muckstar climbing into a cooling tower and hiding ticked me off though...). Can't wait to get past that initial hump of not being able to make enough ammunition to allow my units to practice recon-by-fire (they're still at the cleanup-via-browning knife stage). One other unrelated question: Does the taser paralyze in addition to stun damage? I had a capture mission where the guy was paralyzed as well as unconscious, and I was trying to figure out how that could have happened... -X |
|
|
|
Mar 14 2006, 09:53 PM
Post
#1660
|
|
![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
One other unrelated question: Does the taser paralyze in addition to stun damage? No. -------------------- |
|
|
|
Mar 15 2006, 04:03 PM
Post
#1661
|
|
![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Anyone who wishes to beta-test the armor changes (implemented per rman's posts) in v3.15 to make sure they work as they are supposed to, please send me a PM with your email address so I can send you the ZIP. I don't have time at present to test them myself. I forgot to mention that any volunteers must be familiar enough with modding AS to be able to edit savegames, since you'll need to do so to get the new armor slots to show up on any armor you've already built. -------------------- |
|
|
|
Mar 18 2006, 03:23 PM
Post
#1662
|
|
|
Newbie ![]() Group: Members Posts: 3 Joined: 18-March 06 Member No.: 3057 |
I started a game using the 3.11a version of this mod. I have tried to install the 3.14 version. Unfortunately the game now crashes when loading a saved game - "A problem has occurred and the program has to close blah blah send/don't send"
Has anyone else had this problem and/or can anyone suggest anything to try? I did back up 3.11a, and it works when I reinstall that. I've re-downloaded the zip file in case I got a corrupted version. I've tried several different save files (in strategic game, tactical) Alternatively can I download a different version (3.12, 3.13)? Maybe one of those will work. I can't see a link to them anywhere though. -------------------- We are the peaceful cousins of the Wargots
|
|
|
|
Mar 18 2006, 03:26 PM
Post
#1663
|
|
![]() Advanced Member ![]() ![]() ![]() Group: Moderators Posts: 911 Joined: 30-October 05 From: Belgium Member No.: 1376 |
I suggest you read the faq included with the mod, some version changes require you to edit your savegame to be compatible with the changes, not making those alterations will result in the problems you describe
-------------------- I am nowhere, yet I am everywhere, I am the eyes that don't see but see all, I am therefore I live
|
|
|
|
Mar 18 2006, 06:22 PM
Post
#1664
|
|
|
Newbie ![]() Group: Members Posts: 3 Joined: 18-March 06 Member No.: 3057 |
I suggest you read the faq included with the mod, some version changes require you to edit your savegame to be compatible with the changes, not making those alterations will result in the problems you describe Nothing in the FAQs or history to say this would be necessary. Having searched the forums (before posting, of course Also injunjoe said he successfully jumped from 3.04 to 3.14 without editing the save files (though he may not have been so far into the game as my current save). Clearly, though, there is something wrong with my save files, but I haven't a clue what to look for or how to go about fixing it. Can anyone help? -------------------- We are the peaceful cousins of the Wargots
|
|
|
|
Mar 19 2006, 01:13 PM
Post
#1665
|
|
![]() Advanced Member ![]() ![]() ![]() Group: Moderators Posts: 911 Joined: 30-October 05 From: Belgium Member No.: 1376 |
succesfully jumping a wide versiongap requires you don't have any items in inventory that are changed too much in the version you pass, early game works best in this regard (almost no itmes)
as for jumping from 3.12 to 3.13, there was a namechange on grenades, but I'm not sure if that would need any changes in the savegames (if it does, then you've got your "unable to load save" reason right there) (ps: I've sent you a pm) -------------------- I am nowhere, yet I am everywhere, I am the eyes that don't see but see all, I am therefore I live
|
|
|
|
![]() ![]() |
| Lo-Fi Version | Time is now: 31st July 2010 - 03:08 PM |