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Oct 7 2006, 09:56 PM
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#1876
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Once reccomendation. Remove hte Rocket training requirement for granades and missiles (not the launchers, the ammo). It sooo bugs me when I put rocket ammo in a backpack of someone who doesn't have rocket training and I get the warning box. For Christ's sake, he's carrying them, not using them! I have no intention of doing what you request. I specifically added this requirement to my mod. There is no such restriction in the unmodded game. If you don't want to see the warning then you have two choices. Either don't have soldiers carry items they aren't trained to use, or do as other players do when they don't like something and change the mod to suit yourself. -------------------- |
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Oct 7 2006, 10:50 PM
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#1877
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![]() Member ![]() ![]() Group: Members Posts: 88 Joined: 16-August 05 From: Croatia Member No.: 922 |
Oh, I allready changed it for myself.
This was just a reccomendation since it is annoying (at least for me). Some people like having pack mule charachters -------------------- - Moddler and modder
- Tolkien and Escaflowne fan |
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Oct 8 2006, 12:04 AM
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#1878
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![]() Advanced Member ![]() ![]() ![]() Group: Moderators Posts: 911 Joined: 30-October 05 From: Belgium Member No.: 1376 |
an implant can only be "composed" BEFORE it is implanted, so that advanced body armor will stay as-is untill you replace it with a new one with a filled up slot Uh, I'm pretty sure I've re-composed implants after implanting them...are you sure about that? yes -------------------- I am nowhere, yet I am everywhere, I am the eyes that don't see but see all, I am therefore I live
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Oct 9 2006, 09:15 PM
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#1879
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Newbie ![]() Group: Members Posts: 9 Joined: 30-September 06 Member No.: 3740 |
Hey Shadowarrior, i did edit the savegame test.vfs and so on without problems, but i have no idea what "md5 checksum" is and how i can update it.. help me please
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Oct 9 2006, 09:20 PM
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#1880
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Ichi, please reread my Guide to Modding AS for Beginners. Also, please do not post general questions about modding in this thread. Start a new thread if you have questions that are not specifically about my mod.
-------------------- |
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Oct 18 2006, 10:03 PM
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#1881
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Newbie ![]() Group: Members Posts: 9 Joined: 30-September 06 Member No.: 3740 |
there should be no stuck for boosters... its like cheating if u have done it serveral times ur soldier will be a super hero... i think stimulants don'T work , shot my soldier and was same damage as before without stimulants...
can't use 2 psi weapons ( one handed ) if if my psyonic is ranger lv 2 |
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Oct 18 2006, 11:14 PM
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#1882
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
{polite warning number 2}
Ichi, I've asked you before to please not use this thread for posting questions or opinions of a general (ie: not specific to my mod) nature. Please respect the purpose of this modding forum, and my mod thread. If you have things to say that are not specifically about my mod, say them in the general forum. {end of polite warning number 2} {stern warning} If you continue to post off-topic in this thread after being asked not to, I'll be forced to ask one of the moderators to do something about it. {end of stern warning} -------------------- |
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Oct 19 2006, 02:38 PM
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#1883
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Newbie ![]() Group: Members Posts: 9 Joined: 30-September 06 Member No.: 3740 |
{polite warning number 2} Ichi, I've asked you before to please not use this thread for posting questions or opinions of a general (ie: not specific to my mod) nature. Please respect the purpose of this modding forum, and my mod thread. If you have things to say that are not specifically about my mod, say them in the general forum. {end of polite warning number 2} {stern warning} If you continue to post off-topic in this thread after being asked not to, I'll be forced to ask one of the moderators to do something about it. {end of stern warning} It was no general question or opinion, I use ur mod and found some mistakes you maybe could work out, sorry i didn't read all 124!!! pages of this threat to find out if someone else told you the same, I'm right now on page 10 and i'm proud of it... So if your bot tries to balance the game please disable the stuck of boosters, no normal human can get 10000 intelligence just buy taking drugs, it's the same with strenght and so on, the body still has his limits.. an alternativ would be to get some penalties when taking to much drugs, for example losing health or accuracy or panic attacks .... hope i don't get f****d for my ideas, polite greetings ichi ahh and is there a reason why psyonics can't use for example confusion projector 2 handed (if rager training done), maybe she just can concentrate on one projector or she is to weak to aim them both. ahh and sorry for my first off topic post, i really regret it. |
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Oct 25 2006, 03:16 PM
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#1884
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![]() Newbie ![]() Group: Members Posts: 43 Joined: 20-December 05 Member No.: 2381 |
Hey all, I was in the forums a while back (probably more near page 40, haha).
I just started playing Aftershock again, and I reloaded it (and remembered how much I hate StarForce). I had a long drawn out battle with a bad power supply which damaged nearly all of my computer's components. Now I've got it back together and working, so it's once more time to load the games! Anyway, I reloaded the Weapon Rebalance mod (I don't play without it!) and I'm again impressed! Back when I was using it before the new models hadn't been added. Let me say that all the new tech, new weapons, new models and changes (corrections) to the text really add to the game. I found myself really enjoying the game. Right now I'm trying to erradicate the last cultist faction before the ship arrives, so I can take over as much territory before the Wargots. Quick question: Does the WR mod change the experience system at all? -------------------- You're going to be involved, you might as well have the big guns… Quell
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Oct 25 2006, 03:20 PM
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#1885
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Does the WR mod change the experience system at all? No. BTW, exactly what the mod does is precisely detailed in the docs included with the mod. -------------------- |
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Oct 27 2006, 12:52 PM
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#1886
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Newbie ![]() Group: Members Posts: 16 Joined: 3-October 06 Member No.: 3756 |
Great mod, thanks for all the hard work ShadoWarrior.
A couple of comments. 1. The VSS Sniper rifle becomes available to manufacture before it's ammo does. That seems odd to me. Would it be possible to make both AP ammunition and Sniper rifle blueprints requirements for the VSS? 2. The changes to the Wargots resistances have made the Orange Wargots all but invunerable to human weapons on superhuman. An M60E3 wielded by a fairly skilled soldier does only 53 damage a hit, require at least 5 full burst to kill one. |
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Oct 27 2006, 03:30 PM
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#1887
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Welcome to the forum, Burzmali, and for your comments.
1. It's not possible to do that, due to limitations of how the designers wrote the code. You can have a tech have two (or more) prerequisites, but items can only have one manufacture or skill dependency. 2. It's as I intended. The WGs are supposed to be nigh-invulnerable to primitive weapons. They're advanced-tech aliens, regardless of how stupidly they behave on the battlefield. -------------------- |
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Oct 27 2006, 05:16 PM
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#1888
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Newbie ![]() Group: Members Posts: 16 Joined: 3-October 06 Member No.: 3756 |
Welcome to the forum, Burzmali, and for your comments. 1. It's not possible to do that, due to limitations of how the designers wrote the code. You can have a tech have two (or more) prerequisites, but items can only have one manufacture or skill dependency. Thought that might be the case. Then maybe "silent <weapon> blueprints" research items with AP ammo and <weapon> blueprints as requirements and a low research time, possibly with a "Silent Weapons" gating research topic. Might not be worth the effort though as stealth usually isn't worth the effort. 2. It's as I intended. The WGs are supposed to be nigh-invulnerable to primitive weapons. They're advanced-tech aliens, regardless of how stupidly they behave on the battlefield. It isn't the WGs in general that I have a problem with. Having to plunk half a clip of AP from a XM8 to knock one down isn't a problem. The orange WGs though have a different set of resistances that would require 3 or more clips from an XM8 to kill (thanks to the Ranger trait they pick up). I'm playing on Superhuman, so I don't mind difficulty, watching a WG get up after the tenth round from a barrett hits home is kind of weak. Difficult is good, reducing the player to cheating the AI in order to win (as I am going to have to do to survive the WG invasion of the Laputa) is not. For reference, one of the cultist cyborgs has the same "trait", I smashed 7 or 8 barrett rounds into him before he stayed down. |
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Oct 27 2006, 05:38 PM
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#1889
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Let me reiterate that my intent is for players to use more advanced weapons versus the WGs. Consider yourself fortunate that low-tech AP rounds work at all, and that your troops lived long enough for you to take the time to spray 3 full magazines into a single WG. Makes me wonder where that WG's comrades were while all that was happening. Usually, when you can shoot at a WG, it, and/or his pals, can shoot back ...
I'm also assuming that you are not using my Heroic Assault mod, because I'm confident that the increased numbers of enemies you'd be facing wouldn't allow you the luxury of using magazine after magazine of low-tech ammo to kill off a single enemy. Not when the "orange" WG's companions pepper you with rockets while you're standing still emptying your XM8s. A typical "squad" is 3-4, and there'll be upwards of 15-20+ total WGs on the map. Try using a XM8 under those conditions and you'll experience a Wargot incendiary rocket-rape. -------------------- |
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Oct 27 2006, 07:25 PM
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#1890
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Newbie ![]() Group: Members Posts: 16 Joined: 3-October 06 Member No.: 3756 |
Let me reiterate that my intent is for players to use more advanced weapons versus the WGs. Consider yourself fortunate that low-tech AP rounds work at all, and that your troops lived long enough for you to take the time to spray 3 full magazines into a single WG. Makes me wonder where that WG's comrades were while all that was happening. Usually, when you can shoot at a WG, it, and/or his pals, can shoot back ... I'm also assuming that you are not using my Heroic Assault mod, because I'm confident that the increased numbers of enemies you'd be facing wouldn't allow you the luxury of using magazine after magazine of low-tech ammo to kill off a single enemy. Not when the "orange" WG's companions pepper you with rockets while you're standing still emptying your XM8s. A typical "squad" is 3-4, and there'll be upwards of 15-20+ total WGs on the map. Try using a XM8 under those conditions and you'll experience a Wargot incendiary rocket-rape. Yes I am using the HA mod, and it is only the orange WG that are causing headaches. The green wargots and scouts fall to 2 or 3 barrett rounds and the PA are too slow to keep up with their friends. Also, are you playing the same game I am? By the time the Wargot's first attack, you don't have plasma or warp, and useful amounts of nano-tech and railguns would be a huge stretch. Rockets are useless, I am assuming incendiaries are as well. Going through the damage types that eliminates hard, slow, mechanical, and burn. Laser's are a maybe, but I have my doubts, I mean if the aliens can stop bullets that can go through a half inch of steel dead, what trouble would it be to stop a laser that takes a half dozen shots to do the same? The leaves only Psi, and since I am playing on superhuman and didn't throw everything into psi to start with, that really isn't an option either. In case you haven't noticed, WGs travel in packs of 3-4. Since MG fire of 10 round in a burst, if you have a decent % to hit, crits are pretty common. Since crits tend to "stun" the target, as long as you can concentrate 2-3 of your squadies on each WG, the crits keep them all suppressed. Of course, the only rub is that if one gets off a shot, the domino effect wipes out everyone. |
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