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Apr 6 2007, 05:17 PM
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#1
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
Version 1.3
Updates: Version 1.3! This update includes a fix to the stealth missions, radar base actual stats found out and Expedition armor deal made easy to get (demands are untouched) Version 1.11 can still be downloaded from here Sneak peak into 1.4 “Little sphere, Big boom” Version 1.11 is released! The fix to game time is now here. the feature was removed since apparently it causes game errors and well... pretty much breaks the game. 1.1 can still be downloaded from here Version 1.1 is here! new features include a longer build time for rocket bases (due to the bonus that was given to them the other two you must read in the changes version 1.0 can still be downloaded from here this update does NOT require a restart! version 1.0 is out! two new features! game time increased to 2.5 years and rocket bases should now take out almost all attacks. these two additions probably need a restart (terribly sorry.) Version 0.9 can still be downloaded from here you should be able to see the changes it makes in the extended description Changes Index: Weapon Addon changes: RED Scopes Addon changes: BLUE Suit/Robot Addon changes: GREEN Faction changes: PURPLE Laser Addon changes: CYAN Mission changes: YELLOW Diplomacy changes: PINK Research changes: ORANGE Other changes: WHITE Changes: 1. Aiming support bonus raised to 1.45 (originally 1.15) 2. Regular scope accuracy bonus raised to 1.3 (originally 1.15) 3. Adv scope accuracy bonus raised to 1.5 (originally 1.35) 4. Laser scope accuracy bonus raised to 1.35 (originally 1.25) 5. Gyrostabilizer accuracy bonus raised to 1.35 (originally 1.1) 6. Gyrostabilizer aiming time lowered to 0.8 (originally 0.9) 7. Adv Gyrostabilizer accuracy bonus raised to 1.45 (originally 1.2) 8. Adv Gyrostabilizer aiming time lowered to 0.5 (originally 0.75) 9. Robo Gyrostabilizer accuracy bonus raised to 1.4 (originally 1.25) 10. Laser Cooler time to ready lowered to 1.3 (originally 1.5) 11. Laser Cooler range effect increased to 0.8 (originally 0.7) 12. Laser Heater damage bonus raised to 1.6 (originally 1.5) 13. Laser Heater time to ready reduced to 1.8 (originally 2) 14. Laser Heater energy consumption lowered to 1.85 (originally 2) 15. Recoil Compensator effect increased to 1.4 (originally 1.15) 16. Adv Recoil Compensator effect increased to 1.55 (originally 1.25) 17. Expedition aggressiveness reduced to 0.7 (originally 0.9) 18. Beastmen aggressiveness reduced to 1.9 (originally 2.9) 19. Martian aggressiveness increased to 2 (originally 1.5) 20. Kill group defense objective frequency increased to 0.55 (originally 0.35) 21. Kill group attack objective frequency increased to 0.30 (originally 0.07) 22. Stealth missions attack objective frequency increased to 0.03 (originally 0) 23. Martian spoken language can now be researched without Martian soldier interrogation (originally it needed Martian soldier interrogation) 24. The Expedition now gives 3 Expedition Reticulan Armors for 5 human EMP grenades and 3 Martian EMP grenades and should be easy or hard to get. randomly (originally they only gave 1 armor for that deal and it was a very hard deal to get) 26. Rocket bases now take out 0.95 of raiding parties on medium difficulty (originally 0.5 on medium difficulty.) 27. Prone (crawling) accuracy bonus is now 1.8 (originally 1.6) 28. Character size during prone (crawling) is now 0.40 (originally 0.75, same as prone) 29. Accelerator damage bonus is now 1.15 (originally 1.07) 30. Accelerator range bonus is now 1.20 (originally 1.07) 31. Adv Accelerator damage bonus is now 1.30 (originally 1.15) 32. Adv Accelerator range bonus is now 1.25 (originally 1.15) 33. Game time change removed (apparently changing game max time breaks the game) 34. File name changed to mod_recalc to avoid any complications when updating from version to version. this is a modified version of the word document that i pasted with the mod. it has been modified to help you decide if you want the mod. the main questions: Q1: why was Martian aggression increased? A1: because they usually get cornered by Beastmen or the player and often the player has to give away his territories to invading Martians to keep them from getting destroyed. players want Martians as allies and this helps them a bit Q2: what are stealth missions? A2: this is a mission type you might have seen in the demo. but it does not occur in game. this mission involves taking an object and getting it back to the UFO without being detected, as soon as you are detected the enemy runs to destroy the object and you must kill the enemies that seen you to avoid the object from being destroyed. Q3: does this mod require a restart A3: alternations 1-16 and 27-34 do not require a restart and all others probably require a restart. To get ALL effects activated in this mod restart is mandatory. but if anyone can report for any other effects not requiring a restart, it would be gladly appreciated. Q4: how long did it take to make this A4: total time: a couple of days... work time: estimated 5 hours Q5: is this the so called "Addon Tuneup" mod you promised? A5: yes. But I decided to take it another step forward Q6: will you update this mod? A6: yes. For now I want to see how this mod goes, later if I learn how to modify 3D models i might create NEW things. Q7: do you intend to compete with the "Total Rebalance Mod"? A7: definitely not. I respect the TRM mod and I will never be able to beat it alone Q8: why don't you just reverse engineer the TRM mod and make an even better one? A8: because this is an act of "n00bishness" and any moron can do that. the TRM mod should be respected. SW and his team slaved over this mod. they don't deserve it to be hijacked. Q9: why are you wasting time making a mod if you aren't going to enter the contest? A9: I know I can't compete with the top modders and win. and I am not here to win. if I get good responses before the 30th of April I might submit this mod to the contest. Q10: are you going to make more mods? A10: yes Q11: will updating to 1.3 require a restart to maintain the effects of 1.11? A11: yes. This is my best mod yet! I hope you enjoy Files changed: "items\configs\effect" "game\configs\strategic\maps\faction" "game\configs\strategic\maps\objectivetype" "game\configs\strategic\diplomacy\diplomacycontract" "game\configs\constant" "items\configs\movementtype" “game\configs\strategic\maps\map” this mod is incompatible with most of my mods.. yes I know some attributes from my other mods are not the same here. on the job decisions. this mod mostly empowers the player to ease the game a bit and bring the game a bit closer to realism, where these toys do a lot more then they do in game. Yanlin’s Recalc mod link(Check version) Alternative mirror: Filefront installation instructions included with the mod file in a word document PERFECTLY COMPATIBLE WITH MY EM TRAINING MOD -------------------- |
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Apr 6 2007, 10:55 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'll post this in the SC files section later (can't access it right now).
-------------------- Greetings from Olav (Staff at StrategyCore.co.uk, Slaughter)
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Apr 6 2007, 11:00 PM
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#3
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
you mean my mod will get added to StrategyCore.co.uk ?
YYYYYYYYYYYYYYYYYYYYAAAAAAAAAAAAAAAAYYYYYYYYYYYYYY P.S. like the new mod banner i made? EDIT: notice the new 1.0 version! LONG LIVE YRM! -------------------- |
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Apr 7 2007, 10:45 AM
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#4
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Member ![]() ![]() Group: Members Posts: 219 Joined: 24-February 07 Member No.: 4676 |
nice compilations -
makes the production of those weapon addons justified And i also like especially point 23. in my vanilla game i accidentally destroyed martians by capturing one of their guys (without slaughtering em all) to interrogate it - and then they vanished :/ (it was their only piece of territory) IMO point 18. with point 26. would weaken the beastman pretty hard (maybe a suggestion -> if your rocket base is that good - why not increase building time - it takes time to install the bigger badder rockets another suggestion : maybe you can add a fix to that beastman acid ammo research problem ? -------------------- my game crashed - reading this forum didn't help - can't even delete this account !
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Apr 7 2007, 02:25 PM
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#5
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
will do. update 1.1 will include longer build times for radar bases and if more people plead to better beastmen. i will do better beastmen.
also the acid ammo has a simpe fix. take one acid ammo cartridge and one acid grenade along to a mission and when they come back the research is available. requests should come via PM btw. -------------------- |
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Apr 8 2007, 01:32 PM
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#6
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
woohooo! 1.1 is out!
go get it! (please...) http://files.filefront.com/Recalculation_M...;/fileinfo.html -------------------- |
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Apr 8 2007, 10:44 PM
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#7
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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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Apr 8 2007, 11:14 PM
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#8
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
YEAH!!!!!!
my goal has been achieved! i shall keep it up! oh btw... DARI said he DID download my mod but my counter says NOBODY even went to the page... he suggested the counter is broken... so.............. any suggestions? and i want a host that wont demand 1 download per *insert time here* to keep it up... so... any specific things needed? I'll try to reverse engineer mods to find how they work. thus improving my mod... i might be able to learn something game altering! like adding new items! oh btw. i just tested every faction and mission aspect... though i didn't get a stealth mission yet, i did notice a reduced beastmen aggression and also the Reticulans took far longer to attack me after i denied their alliance offer. i also checked it on my running profile and well... the aggression seems to not require a restart... not really sure... be ready to update regularly! I'm gonna be dishing out at least all the way to 1.3 (and 2 days from now (April 9th) passover vacation ends so I'll be slowed down at my mod making. i can't believe it... i made it with just 5 hours worth of experience... so here's my message. any idiot can make a mod. but it takes just a little skill to create a successful mod. you don't have to be an ULTR4 1337 C0D3R / H4X0R3R to make a mod. you just need a little dedication. -------------------- |
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Apr 8 2007, 11:24 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 |
i can't believe it... i made it with just 5 hours worth of experience... Not quite. You've neglected to factor in the hundreds of hours of work of other modders whose mods you're reverse-engineering in a matter of minutes. If you had to learn how to make all the changes yourself, without the benefit of seeing how other modders have done it, it would be taking you far far longer. -------------------- |
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Apr 8 2007, 11:48 PM
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#10
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
i think you got me wrong here. i didn't reverse enginner ANYTHING until the rocket base tuneup (which i admit i took from another mod.)
so until version 1.0 (namely version 0.9) i did't do anything without my own experiance. so yeah. this mod was made with just a total of 1 hour work and yes i did time myself. -------------------- |
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Apr 14 2007, 04:41 PM
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#11
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
here comes 1.11!
i'm not gonna bother say what it does or where you can get it from. you have to READ THE UPDATE! P.S. i'm going to add it to the contest! after all, it was what inspired me. originaly i did not inted to compete but... what the hell. whats the worst that can happen? losing? bleh. -------------------- |
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Apr 17 2007, 04:27 PM
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#12
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![]() Chief Patchmaker ![]() ![]() ![]() Group: Honoured Posts: 740 Joined: 19-August 05 From: Finland Member No.: 927 |
22. Stealth missions attack objective frequency increased to 0.03 (originally 0) I hope you are aware that just changing the objective frequency to larger than zero is not enough to make those stealth missions functional. It is also necessary to edit the map.txt file to assign those mission types to the maps that support them and finally, you'd have to rewrite parts of the missions scripts that are missing. map.txt is located inside game/config/strategic/maps folder and the missions scripts can be found from game/scripts/tactical/reticulans folder. -------------------- |
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Apr 17 2007, 05:20 PM
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#13
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
thanks,
oddly without doing your advice i have obtained a stealth mission but update 1.3 will increase it to 0.10 instead of 0.03 i assume it should be one of those late game missions? -------------------- |
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Apr 17 2007, 08:59 PM
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#14
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 317 Joined: 20-February 07 Member No.: 4581 |
thanks, oddly without doing your advice i have obtained a stealth mission but update 1.3 will increase it to 0.10 instead of 0.03 i assume it should be one of those late game missions? It probably generates missions where the name and description is 'stealth mission' but if the script is wrong or incomplete the missions will not run as intended like failing if you are seen or whatever is supposed to happen. |
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Apr 18 2007, 01:55 PM
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#15
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Advanced Member ![]() ![]() ![]() Group: Banned Posts: 513 Joined: 20-March 07 Member No.: 5053 |
i did the mission and completed it. no bugs at all.
anyway, update 1.3 is comming sometime after the 20th -------------------- |
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