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> Weapon Rebalance mod v3.17, All things having to do with equipment!
ShadoWarrior
post May 19 2006, 03:03 AM
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QUOTE (Casper @ May 18 2006, 09:33 PM) *
One that I liked, was the idea of the "sound making dispositive", thatyou could leave on a place and atract monsters... but it would stop making sounds if there wasn´t any one by there... I thought about a kind of "sound grenade". You throw, and it would keep making sounds, atracting the monsters...

First, there's no way to make something go silent if there are no enemies nearby. I think it might be possible to create a "noisemaker" grenade, but I strongly suspect that it will not have the effect of attracting enemies to the location of the grenade.


QUOTE (Casper @ May 18 2006, 09:33 PM) *
And off topic, you said that the AP bullets won´t work, but the Explosive ones would be a little effective against all, or did I misunderstand?
Explosive bullets are only effective against some SGs. I have already (repeatedly) stated which weapons works best against which SGs. Just so you (and everyone else) knows, I will not answer this question again. If anyone wants to know exactly how effective a certain weapon is, they have two choices: (1) kill an SG and autopsy it, or (2) search inside the equipment.txt file.


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Xentax
post May 20 2006, 01:08 AM
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QUOTE (ShadoWarrior @ May 17 2006, 01:02 AM) *
Xentax, yes, the firing of a railgun would, of course, generate some recoil (due to Newton's Third Law). However, since the force applied to accelerate the flechette takes place along the entire length of the barrel (rather than instantaneously from an explosion as in a regular firearm), that incrementally-applied force results in a smaller recoil as felt by the weapon. The firer, however, does feel the (normal) full force of the recoil, because even though the recoil is spread out over a few milliseconds, the human time perception won't notice the difference.

And yes, Duralloy is a "magic" material. Though carbon, in the forms of fullerenes and diamonds do have some of the properties I'm ascribing to Duralloy.

Finally, I did see that (and all other) Mythbusters episodes. It could have been calculated if the show was more math-inclined. An object with a given amount of kinetic energy fired into a substance with a given amount of resistance (friction) per centimeter (air, then water). Also factoring in the aero/hydrodynamic shape of the bullets on the drag, surface tension effects of the air/water interface, and (of course) the pull of gravity. Anyone who also watches one of the various CSI shows (such as CSI:Miami) where they use a water-filled tank for ballistics testing knows that bullets only travel (at most) a couple of feet in water. One of the few things Hollywood ever gets right is when a "good guy" dives into water and bad guys spray that spot with submachinegun fire the good guy almost never gets hit. heh


Yeah sure they could calculate it, but you have to admit that:

1) The result is non-intuitive if you don't have the grounding in physics ("a shotgun can penetrate water farther than a fifty-cal rifle? WTF?"); and
2) Shooting big guns is a LOT more fun to do (and watch) than having the guys draw at a whiteboard would be smile.gif
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Casper
post May 20 2006, 02:30 AM
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Sorry about the AP bullets... I must have misunderstood it during my readings, and you are right about not wanting to answer this kind of question anymore - and that´s why I´m saying sorry...

The sound grenade was the first idea that came to my mind... The other one is a little bit overpowering, as adding armor slots on the psy suits... as psyonics are a bit physical weak, but I don´t dare to ask you, as you said you won´t do armors anymore...

And resuming, you have covered much of the gaps on the production and evolution of the game weapons, armors and itens...for many kinds of players. And has all that restriction of the game code and closing of the game´s producer... Do you think that is there much left to do? I know you have your "special damage" rifles, as is written on the first page.

Thanks for all!


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ShadoWarrior
post May 20 2006, 02:48 AM
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QUOTE (Casper @ May 19 2006, 09:30 PM) *
And resuming, you have covered much of the gaps on the production and evolution of the game weapons, armors and itens...for many kinds of players. And has all that restriction of the game code and closing of the game´s producer... Do you think that is there much left to do? I know you have your "special damage" rifles, as is written on the first page.

Other than what's left on my to-do list, namely the top seven items on that list, I do not think there's much left to do.

The fact that Altar has chosen to not properly support this game (ie: no more patches to fix the many remaining bugs) removes many of the things I could do, and the loss of having Martin available to answer questions removes most of any incentive I had. If the developers do not care about their game, why should players? There are plenty of other games available that have fewer bugs, FAR better customer support, and MUCH better modding capabilities. Such as Civ4, EAW, and Oblivion ...


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BulletSix
post May 26 2006, 05:46 AM
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Hi ShadoWarrior smile.gif

I came back after a good time of Ufo-Absence and checked on the prgress of your mod ... AWESOME !!!111oneoneeleven
Kudos to you an those helping!!

As i understand it, "self-produced" projectile-weapons are now a viable choice throughout the game smile.gif and you put in my favorite weapons, complete with MODELS!

I love it already although i am just starting a new game smile.gif

thanks for your massive work and for keeping to it despite of your troubles!

Greetings
BS
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ambenR
post May 30 2006, 08:39 PM
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Hello.

First of all, I wish to say a big 'thank you' to ShadoWarrior. Your WRmod (+HAmod) is really something that keeps me on running the game regularly. Without that, it's just so very easy to play smile.gif

Well, back to the point. I read this thread for quite some time, and it seems, that nearly everything possible but grays has been modded. Why do you forgot these little guys? Sure, they are the reason that the Earth was destroyed, but.. OOC, without them we would not see this game at all smile.gif

Why not to give them that basic, sun, sky, and bio-armor, that they used throught UFO:AM? While I played AS on superhuman level, i sought at least 3 different qualities of greys (well, maybe more, but I really don't remember, you know, they die so very fast smile.gif ). The idea is: no change to 'basic reticulans', so players could still kill them with that pathetic weapons smile.gif, give 'sky' armor (resistances of it) to advanced reticulans, and 'bio' armor to 'power-armored' reticulans, that sometimes appear in later-game. Rationale: reticulans surely lost their minds (by the story of the game), but not lost their weapons. So why they lost their excellent armor? smile.gif Especially in late game, where greys seems nothing but the source of their warp-weapon.
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The Man from Unc...
post Jun 1 2006, 03:25 PM
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I am a big fan of this game as I am of Aftershock and their spiritual forefathers from the X-Com series. I was living in China through much of 2004-2005 and had no idea that this game was even in the pipeline to made, let alone completed and released, until I saw a copy in a local shop a few months ago. I’m a fairly keen overclocker so my first impression of this game (before I patched it at all) was that, while it was great, it was basically more hassle than it was worth to play because of the ruthless and devastating crashes (though I did manage to get as far as the Wargots arriving). However about 2 weeks ago, after having reached a very stable overclock on my CPU as well as having just bought another graphics card, I decided to give it another go. Somehow I ended up finding your mod and downloading it which spurred me to finding and downloading the patches as well.

With that preamble over, what I want to say is simple. Thank you very much. It’s still not perfectly stable (as much due to my computer I am sure), but it’s more than playable and the weapons mod is fabulous. I’m playing it on veteran, the cultists have just appeared on the map, and it’s exactly the game I wanted. In fact the hours at work have ticked slowly since I rediscovered it.

I feel a bit guilty asking (given that you’ve probably answered this many times before), but you must understand that having spent more than an hour reading through this thread and only getting to page 12, I think it might be quicker to just ask than to read through and hope my question is answered (I suspect it is, but I can’t quite decipher all the terminology). Anyway, I was wondering if there is a single index somewhere that lists the weapons in the game, perhaps even with their salient statistics. I’m not useless in terms of software, but I don’t know how to find the weapons.txt file that I’ve heard mentioned.

Anyway, in case I was unclear in the above, the main purpose of this post is to thank you for helping to create an end product that ranks as high up my all time favourite game list as any I’ve played in a long time (and I have played a lot of games). Well done.
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drake88
post Jun 1 2006, 06:49 PM
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Man_from_Uncle

The best way to find the list of weapons in the game is to first read through ShadoWarrior's "Guide to Modding" at the top of this forum. It will talk about a file called "equipment.txt".

If you open up his weaponrebalancemod.vfs, look for the above mentioned file (it's location is listed in SW's guide).

Within the equipment.txt file all of the weapons, armours and stuff are listed there.


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BulletSix
post Jun 6 2006, 01:36 PM
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hi there smile.gif

as i postet in another thread, "copy-edit-texture-edit" can give "doubled" models other looks.
Aso f now with following results:
original MP5: -> "new" MP5SD:

going on ...



next one:
original HK33: -> "new" HK G3:


edit: ... strange ... what does "IPB Image" mean?
going on...

hmm i can´t post more than two images and the forum auto-joins two following posts ... unsure.gif
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ShadoWarrior
post Jun 6 2006, 01:37 PM
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I need rman to remodel the MP5SD by sticking a nice fat silencer in place of the stubby 2" barrel at the weapon's business end. Once that's done, perhaps BulletSix would be kind enough to reskin it.


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BulletSix
post Jun 6 2006, 01:43 PM
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first: i would be happy to contribute not just use the work of others to my joy smile.gif

edit: silly me ... now all of the re-used-reskinned models so far ...(first one is just a re-skin of the cool G11-model smile.gif )

old ones: ................HKG11.................... -----> .....................MSG 90........................ -----> .....................HK-33/HK-G3


"new ones:" ................HKG11.................... -----> .....................L115A1........................ -----> .....................HK-G3



next ones will be duralloy weapons (Katana, Bayonet) and the FN Minimi.
NO new models, just copied models with other skins (except rman or someone else capable of doing so, would be so kind and edit some models smile.gif ). Goal for me was to be able to distinguish which one my soldier has in his hands without reading a description wink.gif.
greetings
BS
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The Man from Unc...
post Jun 7 2006, 09:18 AM
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Well I’ve finally started to see what this mod is all about and thy name is ‘Laser Machinegun’. What a good idea and what a powerful weapon. Devastating at medium range due to a combination of great accuracy and 8 shot burst (far better than any rifle I’ve so far got), but not an ‘ultimate solution’ weapon as it will still lose out at close range to 12 gauge shotgun and the lack of single shot mode means it can be a bit wasteful.

I also just installed my first under-barrel laser gun, which by the looks of it is just a laser pistol. Again, a really good idea as chopping and changing from ballistic to energy (particularly for capture missions) is a real pain, not only in the mission but when equipping the squad before hand.

Just thought I’d sing the praises of this mod again. Well done and thanks very much.
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MJ12 Commando
post Jun 15 2006, 01:44 AM
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I was wondering about new weapons.

I kinda want the XM8 to have its proper variants ingame (a LMG, marksman rifle, and the XM8 carbine) using the appropriate skills and with the appropriate prereqs, but I'm not quite sure how the balancing would be.

Would be interesting to have a 5.56 sniper rifle. I believe all the others are 7.62 or .50 cal besides the laser, meson, and rail rifles.

Hmmm... a 40mm AGL for Drones would be fun, if not particularly balanced. Or maybe give it horrid accuracy to make up for the grenade spammage capability. biggrin.gif
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Huggy_Monster
post Jun 19 2006, 04:23 PM
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recently started playing AS again and decided to try out this mod, got to say tho great work, its like a mini expansion pack with all the work thats gone into it.....


however i do have one very small thing i like to say regarding the new 'HUD' attachment, i have to say with the passive dopper effect it does seem a little overpowered for a non scout, dont think this should maybe reserved for scouts only?
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silencez
post Jun 21 2006, 08:21 AM
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Hi Shadow :-)

any reason why they don't support their game anymore?
I mean, in UFO aftermath they did great support, with releasing patch 1.4 nearly a year after game release & fixing all the bugs + adding improvements.

W'll see what ufo afterlight brings.
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