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Feb 25 2007, 03:50 PM
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#1
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
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Feb 25 2007, 07:29 PM
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#2
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High Member ![]() ![]() ![]() ![]() Group: Admin Posts: 1527 Joined: 7-April 04 From: Norway Member No.: 4 |
I was about to add this, but skipped it since it's part of the WRM.
-------------------- Greetings from Olav (Staff at StrategyCore.co.uk, Slaughter)
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Feb 26 2007, 08:11 AM
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#3
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Member ![]() ![]() Group: Members Posts: 105 Joined: 19-January 07 From: Poland Member No.: 4253 |
Ok, but what does it do? I mean will it change parameters of our soldiers only or maybe aliens' too?
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Feb 26 2007, 09:06 AM
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#4
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Vision changes affect friends and foes alike (this is true for any changes made to the visibilitytype.txt file). For details on what's been changed I suggest that you read the history file that's provided in the mod's archive.
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Feb 26 2007, 09:59 PM
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#5
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Member ![]() ![]() Group: Members Posts: 105 Joined: 19-January 07 From: Poland Member No.: 4253 |
Ok, thank you. I forgot that when you do something you do it (and document it) the way it should be done.
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Feb 27 2007, 07:32 PM
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#6
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High Member ![]() ![]() ![]() ![]() Group: Admin Posts: 1527 Joined: 7-April 04 From: Norway Member No.: 4 |
-------------------- Greetings from Olav (Staff at StrategyCore.co.uk, Slaughter)
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Mar 4 2007, 05:40 PM
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#7
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Version 1.1 has been released.
Please see post #1 in this thread for the primary link. -------------------- |
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Mar 5 2007, 06:10 PM
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#8
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![]() Member ![]() ![]() Group: Members Posts: 84 Joined: 25-February 07 From: Norway Member No.: 4711 |
The movement detectionchanges, are thoose related to the doppler scanner?
QUOTE changed: Hearing no longer sees through walls and obstacles (unmodded value true) Doesn't this effectively make them obsolete? After all, any target within hearingrange that isn't covered by a wall or obstacle will also be (far) within visionrange. Or am I missing something here?
changed: Hearthbeat no longer sees through walls and obstacles (unmodded value true) -------------------- |
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Mar 5 2007, 06:58 PM
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#9
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Version 1.1.1 has been released. Please see post #1 in this thread for the primary link. QUOTE changed: Hearing no longer sees through walls and obstacles (unmodded value true) Doesn't this effectively make them obsolete? After all, any target within hearing range that isn't covered by a wall or obstacle will also be (far) within vision range. Or am I missing something here?Sorry, hearing should still detect through walls. I was overzealous in making changes. Version 1.1.1 fixes that. -------------------- |
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Mar 15 2007, 08:42 AM
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#10
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Member ![]() ![]() Group: Members Posts: 66 Joined: 1-March 07 Member No.: 4800 |
QUOTE You must start a new game for this mod to work! DO NOT APPLY THIS MOD TO A GAME ALREADY IN PROGRESS!!! What breaks if you apply this to a game in progress? |
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Mar 15 2007, 08:46 AM
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#11
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Actually, nothing. That line in the readme file is a leftover from another one of my mods I copy/pasted the text from. Sorry about that.
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Mar 16 2007, 07:17 AM
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#12
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Member ![]() ![]() Group: Members Posts: 66 Joined: 1-March 07 Member No.: 4800 |
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Mar 16 2007, 08:54 PM
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#13
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Member ![]() ![]() Group: Members Posts: 66 Joined: 1-March 07 Member No.: 4800 |
Someone should make a list of the best mods available... and put this one in the #1 spot! It makes combat a lot more fun, without unbalancing the game.
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Mar 17 2007, 03:09 PM
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#14
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Member ![]() ![]() Group: Members Posts: 287 Joined: 26-October 05 Member No.: 1265 |
i know i always been the fussy one for details.....
i agree visual ranges was far to short by default, but doubling seems too much, well at least in respect to night time is it possible to keep the doubled daytime visuals but shorten the night time range significantly |
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Mar 17 2007, 03:19 PM
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#15
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Seeing out to range 24 at night hasn't struck me as unreasonable. Especially since an enemy has to be closer still to be targeted. 24 is max SMG range. The unmodded night range (at 12) was shorter than even pistol range.
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