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> Weapon Rebalance mod v3.17, All things having to do with equipment!
LaserFodder
post Jul 24 2006, 07:08 PM
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I figured. I work with computers, it's a field I got inot not because I particularly enjoy it, but more in self-defense. I seem to have a knack for discovering new and unique problems with anything more complicated than a calculator smile.gif
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Xentax
post Jul 24 2006, 08:09 PM
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I've gotten a *rare* Muckstar capture mission, but it's still usually Morelmen. I don't know that I ever got a Muckstar one before I started playing with WR, but as SW said, it's hard to imagine how the mod could be a factor.

They are definitely harder if you don't have good stun weapons yet, but they're actually pretty handy units once captured wink.gif

-X
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LaserFodder
post Jul 24 2006, 08:42 PM
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QUOTE (Xentax @ Jul 24 2006, 03:09 PM) *
I've gotten a *rare* Muckstar capture mission, but it's still usually Morelmen. I don't know that I ever got a Muckstar one before I started playing with WR, but as SW said, it's hard to imagine how the mod could be a factor.

They are definitely harder if you don't have good stun weapons yet, but they're actually pretty handy units once captured wink.gif

-X


I've actually gotten to the point of making the capture the last thing I do on these missions. I try to take out everything else first, just so I don't have to worry so much about healing the capture before time runs out and such, or having it sniped by some other creature (for some reason, they LOVE to snipe your capture).

I'm not really seeing how the mod could affect it, either, but I've gotten nothing but Muckstar captures so far (I've done about four capture missions, just restarted a while back with the WR mod, and I'm about 4 days left on the countdown right now). It does seem to be related, but I'm betting it's something esoteric. The only thing I could think of is if it's related to the increased weapon choice. If the Morelman's random weapon assignment is somehow thrown off, maybe it defaults to a Muckstar? I dunno.

I also had what appeared to be a flaster using an acid shooter like the Morelmen sometimes carry, but I'm not 100% sure I saw what I thought I saw. I'll start doing some testing and paying more attention to it, see if maybe I can track down whether this stuff is happening or not and what might cause it.
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ShadoWarrior
post Jul 24 2006, 08:49 PM
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Are you sure you are running WR v3.17 with patch 1.2? The reason I ask is that the flatsters in patch 1.1 were screwed up. Or any other mods that you haven't mentioned?


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LaserFodder
post Jul 24 2006, 08:57 PM
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ShadowWarrior:

I'm sure. I didn't get the game until about a month ago, and the first thing I did was load the available patches to bring it to 1.2. I downloaded your mod about a weak ago (the 3.17 version). The only other mod running is the LargeLandBase mod. I had tried to add the "no intro mod", but the game would CTD immediately, so I removed it.

Perhaps my install is bad. The only other thing I could think of is if there's some sort of corruption in my game files...I can try reinstalling and see if that makes a difference.

It's not a big thing, it definately makes you think out the capture missions much more carefully smile.gif Just an oddity that I wanted to see if anyone else was running into.

Just a thought, should the 1.2 patch be applied after the WR mod, or does it matter? I would assume it wouldn't really make much difference (or would have to be applied afterwards), but perhaps I did something wrong in the setup.

As an aside, I've also run into an interesting situation in which, every now and then, my Laputa will appear directly over the north pole after I complete a mission. I don't think this is mod related, though (it had happened before I added the mod, I think), but seems more related to saving and loading during a tactical mission.
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ShadoWarrior
post Jul 25 2006, 10:23 AM
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The 1.2 patch MUST be installed BEFORE the v3.17 mod. Also, I run the no intro mod with no trouble at all (plus the large bases mod, my Heroic Assualt mod, and WR).

The Laputa relocating itself is a known game bug.


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LaserFodder
post Jul 25 2006, 05:42 PM
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Well, then, I dunno what's wrong. AS I stated, I had 1.2 in first (I realize that was a stupid question now, as you have to replace the localization.vfs for your mod).

I probably won't have time to do an uninstall/reinstall until the weekend, and I think I need to eliminate any possible file corruption as a source before we dig into it too much. I'll have more time for testing over the weekend, as well. Considering I'm having issues trying to run some other mods, I'm leaning towards something particular to my system as the culprit. I'm guessing that it not showing up until I started using your mod is simply coincidental.

Although, Xentax stated that he had some Muckstar capture missions before, maybe I've just hit a particular streak on the random generator? Every one of my earlier games had nothign but Morelmen for the mutant capture, though, so I dunno. I'll try and start a couple new games, as well, and see what happens if I do that.
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LaserFodder
post Aug 3 2006, 02:20 PM
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Just a slight update.

I uninstalled the game, cleaned out the old folders (including my save files), and reinstalled. Added the 1.2 patch and applied the Weapon Rebalance mod.

Haven't had my first mutant capture mission yet, but I'll play some tonight and see how it goes. The "NoIntro" mod still causes it to crash, though. I'm suspecting that's a quirk of some sort in my system, though, as it happens with or without your mod.

I did find something, but not sure if it'd be a problem. I suspect I may not have had the correct localization pack installed. I backed up the one that was there before installing your mod the first time, but I think I had the localization pack in the ufo.exe directory, rather than in the localization directory. Would your mod work with an unchanged localization pack? I can't remember if I had it in the correct place initially, but I don't recall putting it in the localization folder, so I can't be sure.
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ShadoWarrior
post Aug 3 2006, 02:24 PM
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QUOTE (LaserFodder @ Aug 3 2006, 09:20 AM) *
Would your mod work with an unchanged localization pack?

Not very well, if at all.


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LaserFodder
post Aug 3 2006, 08:50 PM
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That probably wasn't it, then smile.gif

I'll update tonight. I'll try to play until I go through several mutant capture missions, and see if it keeps giving me Muckstars as my capture targets.
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LaserFodder
post Aug 7 2006, 09:25 PM
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Okay, seems that the "Capture Muckstars" thing isn't reoccuring, so I'm suspecting the problem was in my installation somewhere. Somehow I got some file corruption or something.

One more question, though. What type of attacks are Flatsters supposed to have?

When I first played (base game patch 1.2) they fired a beam very similar to what the muckstars have. Now, they seem to be melee only, and cause a damage-over-time burning effect much like that of the Morelman's acid shooter. This, of course, makes them even more of a PITA than they were (flasterprods and/or tasers are mandatory equipment for ALL my soldiers now). Is this correct, or do I still have a problem somewhere?
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ShadoWarrior
post Aug 7 2006, 09:29 PM
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QUOTE (LaserFodder @ Aug 7 2006, 04:25 PM) *
Now, they seem to be melee only, and cause a damage-over-time burning effect much like that of the Morelman's acid shooter. This, of course, makes them even more of a PITA than they were (flasterprods and/or tasers are mandatory equipment for ALL my soldiers now). Is this correct, or do I still have a problem somewhere?

The flatsters have the correct attack (or at least the attack I want them to have). wink.gif


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LaserFodder
post Aug 8 2006, 05:42 AM
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Ah, okay. Then it seems like everything is working correctly. I didn't notice anything in the FAQ for your mod about that (nothign specific, I should say), so I wanted to make sure smile.gif

Only thing I can figure is that my earlier install was corrupted somehow (which gave me muckstar captures, talk about hard to do). The new style flaster attack certainly changes tactics a bit, and makes the tasers and flatster prods highly useful. Getting those melee weapons changed my missions from an average of two dead per mission to barely damaged smile.gif
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Gorre
post Aug 10 2006, 02:58 AM
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ShadoWarrior if you ever get back to making a little progress with this mod could you finish the sniper versions of the psionic weapons? I think right now they are the things I'm looking forward to most in your (if coming) next release.

And I think I know how you feel. After playing, and even modding, Oblivion, I have had little desire to come back to Aftershock. However, I think I'm getting back into the AS mood, because I've been playing it more often lately.

I've even done some modding in Oblivion. It's very fun. You get to learn the insides of the game, and you get to tinker around alot. I've already made 2 (personal) mods that I use.

ANYWAY back on track I'd really like to be able to paralyze an enemy from long range and have some of my close range guys move in for the kill. It would also come in handy for those "capture muckstar" missions that have become increasingly prevalent, if that's even a word.

Yeah... Thanks again for the mod and for suggesting TES4.


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ShadoWarrior
post Aug 10 2006, 03:06 AM
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Been busy playing, and modding, JA2 1.13, recently. Besides that 'distraction', I've also been waiting to see if any of the folks that have promised to provide non-English versions of my 3.17 Localization file will in fact do so.

PS - I never finished my game of Oblivion. One of these days I need to go back to it. Hell, for that matter, I never finished UFO:AS. So rest assured that *someday*, when I get in the proper mood to finish my game of UFO:AS that I'll be doing more work on the mod. Incidently, I'm also partway through a game of Titan Quest, and I never even started Civ4 (if I get into Civ4, I'll vanish from sight for months I expect, so I've been avoiding it).


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