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> Weapon Rebalance mod v3.17, All things having to do with equipment!
xcomer968
post Feb 5 2007, 07:50 PM
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QUOTE (ShadoWarrior @ Feb 5 2007, 07:38 PM) *
QUOTE (xcomer968 @ Feb 5 2007, 02:33 PM) *

My question is: it seem that all the stimulants didn't do diddly in the original... are the effective with the Mod?

This mod hasn't touched the stims at all. For a full detailing of what this mod does or doesn't do, I strongly encourage you to read the history and FAQ files that are included in the mod's archive package.



Okay, will do. Thanks again.

s
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BulletSix
post Feb 9 2007, 06:41 AM
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I just read about your mother sad.gif

My condolences aswell.


Thank you (again) for this mod and (not again wink.gif ) for sticking to the community after your personal trouble!
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Thunder_GR
post Mar 3 2009, 09:42 AM
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Well, I do not really expect a reply, 2 years after the last message posted here, but I wanted to ask this.
It is obvious that you could have fixed the issue with the Medic III promoted soldiers not able to heal permanent damage, as they were supposed to, but you didn't do it.
Is there a reason behind it? I mean, it appears to be a bug, since the initial intention was to be able to do it.
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shadowkeeper
post Mar 9 2009, 01:23 PM
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They do heal permanent damage, but not in the strategic part of the game.
Medic III reduces the recovery time your squad members require in hospital as a result of permanent damage.
This is by design and thus will not ever be changed.


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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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Thunder_GR
post Mar 10 2009, 07:59 AM
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QUOTE (shadowkeeper @ Mar 9 2009, 03:23 PM) *
They do heal permanent damage, but not in the strategic part of the game.
Medic III reduces the recovery time your squad members require in hospital as a result of permanent damage.
This is by design and thus will not ever be changed.


I really thought that medic III was supposed to use medikits to heal permanent damage in tactical missions. I guess I missunderstood the description.
Thank you very much for clarifying this.
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Gepard
post Jun 24 2009, 11:21 AM
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Hej i play ufo aftershock to :-D and tryed this mod, there is only one thing i like if there cut be in the mod.

Knife/sword whit energi damage 15-25% of normal damage, if posible 50%(2-10% energi 40-48% normal dmg). Text to weapon:
energi made of swinging walking and turning, then charged i to the battery in the weapon found by induction tech.

That armor cant be higher then 98%. (you can allways hit it just how:-) if posible make it harder to hit alien whit 98%.
that give about the same but now theres a chance to kill it if you try hit a 98%. i can kill the sun by heat but its hard;-)

Plating, upgrade to armor, give the armor more protection about 2-15% (low lvl if can heavy armor feat needed).
burning laser about 170 dmg lower then laser. (higher tech then laser).

higher laser/burn laser lvl and lot slower and more battery eating, dmg x2,3 eat x3 more, max 2 shot. (high tech).
(if can 40/60 % dmg burn/energy)
healing gun about 50heal range15m (high tech).

Phosper gun 70 20meter, bullet there burn when hit (higher tech then flameweapons).
Bullet upgrade, (higher then energi tech) you can make bullet there give energi dmg to some normal weapons (30%) and cost x2 then normal.

The pasonics item shuld give a little armor 0-1% even small item can protect you.
flash gun, blinde target (tech higher then laser)

Acid knife dmg 250 + acid dmg /poisen knife (tech way of medic)
genate there can burn longer time then normal in a small radius to protect income tru doors. or make a fire wall if you have casted a lot ;-)
burn 350 dmg time 180 sec. range 2.

i found out that mod i got the wargods trowing weapons can hit me even tru wall im not shure if the fail is done now i have not read all 130 sides yet.
(Cant remember if that was befor mod or after mod)

What is the AP do ?
i cant see big diffence. do it reduce the armor % on enemy or?
how big if its reduce?

can there been talking about a heavy armor to lvl 3 parasonics els theres no big deal take heavy armor feat.
range +5-15% armor range then the highest parasonics armor.

ps. sorry if my english is not that good, hope you can badEnglish to ;-)
i have made a rollplay game based on Ufo aftershock, and try upgrade it whit magic to, you can magic but not easy to be in start at all :-).
i have done my own dmg system, power as i call it is the is the energi in the bullet, if you have a gun bigger then 5 power you have to hold it in both hands, bigger then 10 you better have it to the ground ;-), and 15+ you dont whant to hold it (tank shot) (20 battle ship).
dmg come after i hit (2,3,4,6,8,10 mm/dice system and more) dice depent on where i hit, if the power is more then 0 or 0AP i can dmg, AP i count to as non dmg.
armor take dmg to in my system so if you armor i higher then bullet dont take easy on it thy might kill you in time :-)
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petter76
post Jul 4 2009, 05:02 PM
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hello

this question is surely asked and answered earlier, but is there any possibility to get this mod working alongside the: ACM total conversion mod?
if not.. is it possible to merge some of your unique new weapons with the acm?

ill have to add that im new to this game and therefore a noob tongue.gif
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ShadoWarrior
post Jul 4 2009, 06:29 PM
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No.


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Gepard
post Jul 7 2009, 10:39 AM
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1. How you read codes ? i see thy are 256 bit but no base text to read how you found out to read it.
(ShadoWarrior related)
i have made some change in some games but some i have problems whit.
I got the old UGE program and game like detroit i have made more fun to play normal you dont need the engine about 10 engine becose the older do have better hp and better range.

2. the system in ufo balance needs armor is not 100 % but 99% in real live a barrata sniper normal do a lots of dmg and wargods have one type there is immune to bullet, how can one alien, resist total dmg from a barrata sniper rilfe?
i think the bullet got over 12 hp of energi, it most brake a bone or make som blue marks or trip, even if the armor brakes the bullet total.
psi resist is 100% on robots becors of no brain ;-)
(a tank real live is not immune to a bullet of barrata sniper rilfe).
sword can be made lesser dmg to make it more real live, to balance the weapons.
250 knife
400 small sword
600 katana
D swords max on 850

Plz give one tell (ShadoWarrior) so i know what you thinking of the ideer.
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Orko
post Jul 10 2009, 09:30 AM
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QUOTE
.... armor is not 100 % but 99% in real live a barrata sniper normal do a lots of dmg and wargods have one type there is immune to bullet, how can one alien, resist total dmg from a barrata sniper rilfe? ....


As you statet its an Alien. Since its SciFi and real advanced aliens are involved its thinkable that those aliens invented a material that absorbs 100% kinetic energie hence total immunity to bullets. Well AP bullets do atleast some dmg since they don't do all there dmg in kinetic energy some dmg is cutting.
Also this mod isn't dedicatet to make the game as real as possible there is still Game balance to think about.

Those Whargot's are suposed to be a shock when they arrive and scare the shit out of you. And thats what the changes in this mod did to them. But if you get the right weapons they aren't anymore that threatening.
And you arent supposed to use bullets against WG's. Try Laser....

Like every unknown new threat you have to adjust to it after you encounter it.
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ShadowFox
post Sep 19 2009, 01:41 AM
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So... it is true that you are not doing any more of this mod ShadoWarrior?
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ShadoWarrior
post Sep 21 2009, 01:31 AM
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QUOTE (ShadowFox @ Sep 18 2009, 09:41 PM) *
So... it is true that you are not doing any more of this mod ShadoWarrior?
Correct. I will do no more work on this mod.


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ShadowFox
post Sep 21 2009, 06:08 AM
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QUOTE (ShadoWarrior @ Sep 21 2009, 12:01 PM) *
Correct. I will do no more work on this mod.


Blast, I was looking forward to more updates on this mod specifically the P90.
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McGeary
post Sep 22 2009, 12:10 PM
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Be grateful for what you've got alredy , no one paid ShadoWarrior to do the mod and i bet it took alot more work than most of the people here (myself included) realise.


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There aint no such thing as a close call when a sniper is firing at you , if a bullet from a sniper rifle comes anywhere near "Close call" range it'll still rip the skin off you as it flies past.

if it aint broken dont fix it , and if you broke it then you fix it
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ShadowFox
post Sep 22 2009, 02:52 PM
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QUOTE (McGeary @ Sep 22 2009, 10:40 PM) *
Be grateful for what you've got alredy , no one paid ShadoWarrior to do the mod and i bet it took alot more work than most of the people here (myself included) realise.


I know that. I guess I didn't word my previous post right.
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