- type: fr
strings:
STR_ARMORED_VEST: Gilet de Combat
STR_ARMORED_VEST_UC: GILET DE COMBAT
STR_XCOM4_CORPSE: Corps
STR_ARMORED_VEST_UFOPAEDIA: Gilet pare-balles en céramique, offrant une protection non négligeable contre les projectiles ou les explosions.
In the inventory screen the pants are as dark as the knee pads. In the battlescape the pants are a much lighter brown. I would recommend to make the pants in the inventory screen lighter like they are in the battlescape. Besides that it looks pretty good.The darker brown in the paperdoll looks good though.
question...I think the original combination used by Ryskeliini is really the best, so I kept it unchanged.
why are all these combat armor mods green? i know they stand out so you can tell them apart but... shouldn't they be similar colours to the jump suit? or like... dark/black?
or am I the only one who dislikes the green?? it just looks a little too stand-out-ish
French translation (from 1.0)Thanks and done. Uploading new version as soon as I can.Code: [Select]- type: fr
strings:
STR_ARMORED_VEST: Gilet de Combat
STR_ARMORED_VEST_UC: GILET DE COMBAT
STR_XCOM4_CORPSE: Corps
STR_ARMORED_VEST_UFOPAEDIA: Gilet pare-balles en céramique, offrant une protection non négligeable contre les projectiles ou les explosions.
The darker brown in the paperdoll looks good though.Then make the pants browner in the battlescape. It doesn't look like it was done well with two completely different browns.
- type: pl-PL
strings:
STR_ARMORED_VEST: Kamizelka opancerzona
STR_ARMORED_VEST_UC: KAMIZELKA OPANCERZONA
STR_XCOM4_CORPSE: Zwłoki
STR_ARMORED_VEST_UFOPAEDIA: Ceramiczna kamizelka balistyczna, zapewniająca ochronę przed pociskami i eksplozjami.
frontArmor: 28
sideArmor: 12
rearArmor: 16
underArmor: 12
damageModifier:
- 1.0
- 0.7
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 0.9
- 1.0
Then make the pants browner in the battlescape. It doesn't look like it was done well with two completely different browns.Truth is these are two mods I very quickly put together for personal use. I'm sharing but I don't really want to work anymore on them because I personally think they're fine as they are.
question...
why are all these combat armor mods green? i know they stand out so you can tell them apart but... shouldn't they be similar colours to the jump suit? or like... dark/black?
or am I the only one who dislikes the green?? it just looks a little too stand-out-ish
Since we've been having a translation fest lately... ;)PL language added; will upload later. Thanks.Code: [Select]- type: pl-PL
strings:
STR_ARMORED_VEST: Kamizelka opancerzona
STR_ARMORED_VEST_UC: KAMIZELKA OPANCERZONA
STR_XCOM4_CORPSE: Zwłoki
STR_ARMORED_VEST_UFOPAEDIA: Ceramiczna kamizelka balistyczna, zapewniająca ochronę przed pociskami i eksplozjami.
By the way, we've been analysing armours lately with Dioxine and I think this should have a bit different profile, considering its original purpose and pre-XCom tech level (as gauged from Earth weapons - yeah, we've spent quite a bit of time on this). Please consider this:Code: [Select]frontArmor: 28
sideArmor: 12
rearArmor: 16
underArmor: 12
damageModifier:
- 1.0
- 0.7
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 0.9
- 1.0
It's not exactly worse, actually it's a little better against bullets, but weaker side and under armour are more in line with how it works in real life.
Oh, I personally like the new sprites very much... Those who do not like pants, consider: Torso& head is just basically 5 pictures. Recoloring pants means redrawing like 80 pictures :)
The only thing I don't like are the grey sleeves - they should be brown to match the pants.
PL language added; will upload later. Thanks.
About the armor stats.
I think your stats make sense in a context where you consistently encounter enemies using AP weapons (and probably this how it is in Dioxine's mod).
In the case of a lone armor however it could be used in any context, including vanilla. In vanilla, where you basically face plasma (and esplosive) attack only, with your stats I think it would be too useless (only the front armor have a significant value).
Therefore I think using "general purpose" armor values, instead of special damage modifiers, is better: it makes the armor consistently equally useful in any type of context.
See, that's why I'm not a big fan of human armours in X-Com. I totally agree that it's not very useful, but then again, that's how it logically should be. Kevlar and ceramics must be crap against plasma, period.Xcom is a simulative game and that nature is what makes it so special and good to me (and that's why I hate the 2012 remake); but at the same time I feel it never pursues "realism for the sake of realism". There are a lot of aliens that just have a thick skin (muton, snakeman, reaper) or a chitin exoskeleton (chryssalid), and they're all effective against plasma; so I don't see why ceramic "must be crap": it should be crap only if it makes sense inside the gameplay for it to be crap.
How I can to translate this string [STR_ARMORED_VEST_UC]? Please, help!
ps - type: ru [Бронежилет]
- type: ru
strings:
STR_ARMORED_VEST: <YourRussianTranslation>
STR_ARMORED_VEST_UC: <YourRussianTranslation>
STR_XCOM4_CORPSE: <YourRussianTranslation>
STR_ARMORED_VEST_UFOPAEDIA: <YourRussianTranslation>
Dear Aldorn, I'm sincerely grateful to you that you didn't left my message without your attention and agreed to help me! Thank you very much)You're welcome
- type: ru
strings:
STR_ARMORED_VEST: Бронежилет
STR_ARMORED_VEST_UC: БРОНЕЖИЛЕТ
STR_XCOM4_CORPSE: Труп
STR_ARMORED_VEST_UFOPAEDIA: Керамический баллистический жилет, обеспечивающий защиту от снарядов и взрывов.
- type: uk
strings:
STR_ARMORED_VEST: Бронежилет
STR_ARMORED_VEST_UC: БРОНЕЖИЛЕТ
STR_XCOM4_CORPSE: Труп
STR_ARMORED_VEST_UFOPAEDIA: Керамічний балістичний жилет, що забезпечує захист від снарядів і вибухів.
fix should be to replace colour 0 in the sprite palettes with transparency, i get the feeling the problem is something to do with the palette recolouring for skin/hair, but i've no clue what it is.
Armored vest 1.2 deos actualy works under linux, but there are some problems in rendering sprites in battlescape:
(https://s9.postimg.org/xxine2czv/openxcom_10_armored_vest1_2_mod.jpg) (https://postimg.org/image/xxine2czv/)
(click to enlarge)
warboy1982 suggested: (https://openxcom.org/forum/index.php?topic=2309.msg23563#msg23563)
fix should be to replace colour 0 in the sprite palettes with transparency, i get the feeling the problem is something to do with the palette recolouring for skin/hair, but i've no clue what it is.
anyone may want to try? thanks!
As mentioned in that other thread this is some issue with sprites in folder under Linux. When they are in one indexed file it works fine.
Please sterbo, coul you explain in simple fool-proof words? Im a very linux , and in general pc newbie :'(
I guess he is speaking about "handSprite" and "spriteSheet" features.
...
And if I well understand, having a unique pic (2nd case) works better under Linux than having to deal with 288 pics (1st case)
As a conclusion, if you are able to merge all the small pics to a unique image, it will be better for performance and should apparently avoid some Linux issues
Hope it is clear, and hope it was the right answer :-\
The Armoured Vest is probably the best armour mod available for OpenXcom.
Why? I mean it's only tier one and doesn't even protect from Plasma Fire!
Well for one good reason: It doesn't add weight to your soldier. I mean, face it. Half of the soldiers we send on missions have >30 strength unless if you want to buy 100 soldiers to get 3 good ones that have <40 and 10 good ones that have <30. So having armour that weighs even 6 or 8 (I've seen the armour weight go all the way up to 15 on a mod) means a soldier can carry a rifle and maybe a grenade, nothing more.
So while it's not good armour, it's still better than most armour mods out there.
It's a little useful against Plasma Pistols -the standard early alien weapon- too.
Plasma Pistol does 0-104 damage. Considering an average health of 32, and the shot coming from the front:
- 45 damage to insta-kill kill an unarmored soldier;
- 63 damage to insta-kill kill an armored soldier;
For Plasma Rifles you need that Personal Armor .
It's intended to be a little extra layer of protection for your most promising soldiers, more than an armor that you use systematically on all your troops.
Also given the stats of the Personal Armor, it can't be stronger than this otherwise the Personal Armor would be a joke. IMO.
I want this small rockets! Does anyone have a working link?Sorry Docent I couldn't find the original file archived anywhere, however I cobbled together a replacement based on the mods description so I hope that will do.
Downloads attached (extra weapons mod contains small rockets too).
I reeeeally need to use the new mod site.
Does the armored vest preserve the ethnicity of soldiers when worn?I can confirm it does on the inventory screen.
Downloads attached (extra weapons mod contains small rockets too).Thank you, I've been having fun using that weapon set.
Does the armored vest preserve the ethnicity of soldiers when worn?
If you add this to the armors.rul to the corresponding armor (for mods with a standard set of soldiers):
spriteFaceGroup: 6
spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] # M0 F0 M1 F1 M2 F2 M3 F3
spriteHairGroup: 9
spriteHairColor: [144, 144, 164, 164, 245, 245, 164, 164] # M0 F0 M1 F1 M2 F2 M3 F3
then ethnicity will be visible on the battlescape.