Welcome KingMob4313! I like the idea of gradually lowered accuracy after each fired shot with chemical propellent weapons or any weapons with significant recoil on that matter!
I've always appreciated work you put in ETM, although have never felt the need of introducing real ammo or weapons equivalents to the game. There are of course those who like it I just think Pistol, Assault Rifle, LMG work good as well!
Took a look at the weapon specs and looks interesting. Some things at first glance I was like "really?" but of course it's completely unfair to make comments like that before trying it. I'll look forward to trying it out in the game.
Just wondering about the choice to add the HE/I rounds to the SAW, though that is a nifty and interesting option. If you add a the grenade launcher into it, then that would give you those options while letting the machine gun it's role. Something to think about. It'd also be really cool to supply new graphics for the "new" weapons.
I guess I'm in the minority but I really like the heavy and auto canon of the original (though not the graphics so much) and will miss them, particularly the auto canon loaded with HE for rookies who can't hit the broad side of a barn. 'Course, you also need to stand back when they let loose. Don't know how "realistic" that is, but I like it. :)
Thanks for sharing.
Progress keeps soldiering on. Added a pair of shotguns based on Warboy1982's code, graphics to the sniper rifle from Toshiaki2115, Warboy1982 and new sounds from the gun range to the sniper rifle.On mod site, perhaps should you add some warning at end of your short description. Something like "TO AVOID ISSUES, PREFER NOT TO USE WITH OTHER WEAPONS MODS"
I am also at work on a Designated Marksman Rifle and an SMG, which I'll put through the test ringer before I release.
On mod site, perhaps should you add some warning at end of your short description. Something like "TO AVOID ISSUES, PREFER NOT TO USE WITH OTHER WEAPONS MODS"
(also in a better english...)
The compatibility issues I reported are not about files (I didn't check that) it's that in the ruleset you select existing default weapons (like STR_PISTOL) and modify them until they are nothing like the original.
If your mod is designed to replace the starting inventory, you should :
1) Add your weapons as "new" weapons (STR_somethingnew)
2) Add a non-existing requirement for every original item that you want to suppress (see the bottom of page: https://www.ufopaedia.org/index.php?title=Rulesets_(OpenXcom) (https://www.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)) ) and costBuy: 0 so that it's not listed in the store
3) redefine the starting base so that it doesn't contain the removed pistols etc, and instead contains your new weapons
KingMob, I wanted to contribute more than just critics, so here's a modification of your ruleset which looks better as an OpenXCOM mod. It implements the above recommendations, plus:
For changes that modify only a few fields of an existing item, I kept only lines that change something. Personnally, I also keep the "original value" as a comment, I think it's friendlier as a reminder, and helps user see what the MOD brings.
Added some listOrder numbers so that the items are listed "in the right place" in lists, especially if other mods insert weapons.
Defined a "starting equipment" which brings the right clips with the weapons
Added strings for the new ammo types
KingMob, I wanted to contribute more than just critics, so here's a modification of your ruleset which looks better as an OpenXCOM mod. It implements the above recommendations, plus:
For changes that modify only a few fields of an existing item, I kept only lines that change something. Personnally, I also keep the "original value" as a comment, I think it's friendlier as a reminder, and helps user see what the MOD brings.
Added some listOrder numbers so that the items are listed "in the right place" in lists, especially if other mods insert weapons.
Defined a "starting equipment" which brings the right clips with the weapons
Added strings for the new ammo types
- type: STR_HC_HE_AMMO
costBuy: 0
- type: STR_HC_I_AMMO
costBuy: 0
Hi King,
Find attach a correction of your Equal Terms mod, feel free to compare with your own ruleset yrizoud provided. I'm essentially trying to make sure that my mod doesn't overwrite anyone else's.
But I may change the name of the file to 'Anti-Materiel Rifle' per your recommendation.
Check here (https://openxcom.org/forum/index.php?topic=2432.msg24581#msg24581) for issues related to your Equal Terms mod
The attached file contains already all the needed modifications
It depends if you made other modifications since you uploaded it to my intention (or if you want to redo yourself, what is a good initiative)
Changelog:
Version 0.86 - July 2014
- ruleset cleaned up by 'yrizoud'. Base weapons are removed from buy list and initial base stores and new weapons are added, instead of the ruleset overwriting the base weapons.
- added Designated Marksman's Rifle, a using a modification of a graphic added by 'Chiko'
- added an incendiary grenade
- added a Submachine gun
- adjusted TU and fire rate on laser rifle and plasma weapons slightly
- adjusted Range based accuracy numbers based on battlescape scale research
- removed rifle launched grenades
- changed ufopedia for machine pistol
- ufopedia cleanup
Version 0.85 - June 2014 (internal)
- added a shotgun and improved technology shotgun mod based on Warboy1982's mod
- added new graphic to sniper rifle and magazine based on Toshiaki2115, Warboy1982's work
- added new sound to sniper rifle
- added new sound to assault rifle
- change Avalanche missile description to remove nuclear from descriptionI wonder what genius wrote that description. The original had nothing suggesting that it was a nuke.
I wonder what genius wrote that description. The original had nothing suggesting that it was a nuke.
Thanks for the mod! Actuallyy machine pistol is the vanilla pistol, so why not leave it as it is know and rename auto pistol or something else? Insteda of having a machine pistol would be intesestin have an mp-7 kinda hardware :8 or at leazt a mac 10 like one featured in men in black mod, though i prefer an imi uzi :p
Dear KingMob4313
Don't mention it!!! Please may you add some more screenshots on portal mod (https://www.openxcom.com/mod/equal-terms). Also some of them are duplicated, so please replace these with others regarding new items? (eg the new skin for the assault rifle, yummy xD)
Other improvements may be new laser weapon skins (different from the others feature in past mods) and take out the reinforced elerium shotgun and the rocket luncher, replacing them with an m72-law (https://en.wikipedia.org/wiki/M72_LAW) (a single shot weapon that once fired should be automatically removed from inventory), a shotgun is already present, so no need for more ;)
Also, as of 0.87 version there's a bug regarding magnum ammo in the purchasing menu:
(https://s28.postimg.org/lzxdrxia1/equal_term_mod_087_magnu_ammo_bug.jpg) (https://postimg.org/image/lzxdrxia1/)
Thanks again!
I might try this on my next campaign.
One question thou, about "marketing". Why do you have auto cannon graphics on the first screen shot? It makes the mod look like very unfinished. I watched it couple of times and after seeing that first picture I just jumped to some other mod. Now I noticed that this mod is actually much more interesting than the first screen shot that the mod portal is showing makes you believe. People don't read, we just watch the pictures :)
It would also be nice to see some battlescape screenshots of the weapons.
I might try this on my next campaign.
One question thou, about "marketing". Why do you have auto cannon graphics on the first screen shot? It makes the mod look like very unfinished. I watched it couple of times and after seeing that first picture I just jumped to some other mod. Now I noticed that this mod is actually much more interesting than the first screen shot that the mod portal is showing makes you believe. People don't read, we just watch the pictures :)
It would also be nice to see some battlescape screenshots of the weapons.
Agree, especially on the screenshots screen :D
Also I'd little add: I think it does not make quite a difference havin the sniper rifle and a marksman rifle: an original idea may be to replace that marksman thing with an "improved assault rifle" researchable till start. It could be a slightly improved version of the vanilla AR rifle designed from scratch. Or maybe replaced with some other human weapons. My 2 cent's.
Also, since a submachine gun (SMG) is already present, i'd revert the machine pistol to vanilla pistol, but grant it auto shot capabilities, and a fair weakness compared to the magnum .44. And lasrly decrease clip size from 24 to 15.
Ok, thanks for kind explanation! So other eventual addiction from you will be fine ;)
Version 1.0 - August 2014
[b]DONE[/b]
● added full hand view for SMG
● fixed issue with list order for incendiary grenade
● adjusted range based accuracy for LMG autofire
● changed Avalanche missile description to remove nuclear from description
● adjusted detection rate for small radar & large radar to 30 and 15 respectively.
● shortened range of small radar
● adjusted size of mag for machine pistol down to 18
● added new graphic and sound for machine pistol
● fixed issues with cropping in inventory graphics for a few items
● added full hand view for DMR
● added full hand view for SAW
----Below is not done as of Sunday July 13th----
● added new graphic for assault rifle
● added conventional body armor
● Light Armor P: 16 AP:80%, HE: 85%
● Tactical Armor P: 22 AP:65% HE:70%
● added one shot rocket launcher (AT-4)
● created modified graphic for small rocket / APFSDS round
Future plans:
■ projected + likely * problematic and complex
Version 1.8 - Oct 2014
■ add another step into alloys research tree: Alloy Manufacturing (Dependency: Alloys)
■ Alloy research allows for Alloy Reinforced Armor
■ add alloy ammo types for powder weapons, adjusting normal ammo's damage down towards standard, and current values will be for the alloy rounds (Requires: Alloy manufacturing + Any autopsy unlocks Alloy rounds)
■ adjust explosive damages back down to standard
■ create alloy rockets/grenades with higher damages
■ create human elerium high explosives and rockets
■ add/replace body armors
■ Improved Light Armor: P: 24 AP: 65% HE: 75% PL: 95% (Dependency: Alloy manufacturing - Consumes 1 light armor and 2 alloys )
■ Improved Tactical Armor P: 28 AP: 55% HE: 60% PL: 90% (Dependency: Alloy manufacturing - Consumes 1 tactical armor and 3 alloys)
■ adjust game armors
■ Personal Armour (Original Stats P: 50) P: 34 PL: 80% HE: 60% AP: 55%
■ Heavy Personal Armor: P: 46 AP:50% PL:75% Requires 6 alloys
■ Power Armor (Original Stats P: 100) P: 60 AP: 45% HE: 50% PL: 65% now requires 7 alloys
■ Scout Power Armor P: 60 AP: 45% HE: 50% PL: 65% now requires 6 alloys
■ Flying Armor P: 60 AP: 45% HE: 50% PL: 65% requires 7 alloys
■ adjust damage resistance and armor for aliens to match new paradigm - More resistance, less armor.
■ shift laser weapons to require alloy research (Dependency: Alloy manufacturing)
■ shift plasma weapon research to require alien power supply research first (Dependency UFO power Supply + Alloy manufacturing)
Version 1.9:
■ Alloy Manufacturing allows for creation of alloy crafted interceptor
■ add DMR, SMG and SAW/LMG versions of laser and plasma rifle. Will require the proper technology sniper rifle and rifle both to be researched
■ shift laser pistol lose autofire and gain damage
+ change so that Heavy Plasma and Plasma pistols cannot be manufactured by humans.
+ clips for those weapons, along with the DMR, SMG and SAW/LMG versions will be able to be manufactured, along with a new Plasma Magnum to differentiate with alien plasma pistol.
+ X-Com can still use the Plasma Pistol and Heavy Plasma captured and returned from the battlescape, but just can't manufacture them.
- The heavy plasma and plasma pistols will be slightly better than previous versions of this mod
Version 2.0:
Final Version
Yours is a very interesting mod. The starting weapons of the vanilla game are so disappointing, it is nice to see someone working on improving them. Great work!
I had a look at your plans for version 2.0 and it looks very promising but.. Isn't that too much for a single mod? I can list:
- Alloy Ammo (Already done, but would need to be redone for your mod)
- New alloy armor
- Explosive tweaks
- Laser weapons tweaks
- Plasma weapons tweaks
- Alloy interceptor
Those are 6 different and unrelated topics, except maybe in the overall game balance that you achieve through using all of them. Maybe it would be better to keep Equal Terms as the "starting human weapons" mod, and work on further individual mods that are intended to be used together?
I find reading large rules files for ambitious mods to be difficult. More importantly, it also makes it particularly difficult to use the "compilation" mod with other mods, whereas one could much more easily pick and chose some of yours and others' mods to create the experience they want.
Kind of like how it is better to build many small functions and larger functions that calls upon them, within a larger program. If you build many small mods, you can make a larger mod that is based on the small one while still allowing someone to build something different based on your work.
And it is much easier to share work on multiple mods between multiple contributors than trying to coordinate everything within a single mod ;)
That sounds like a good plan. Described like that, all the steps look quite interesting.
I am just about to get to work on a XCom version of the Alien Armoury Expanded (freshly posted it), to expand the craft selection of XCom, and provide conventional and laser equivalent to the new weapons in the Alien Armoury.
It looks like what you propose to do could cover the need for conventional and laser weapons. How do you think your "level 2" pack would interact with the Alien Armoury Expanded? I guess one could just disable the AAE weapons pack and only keep the UFOs, but that would also take away the work done to keep different weapons "active"..
Well, I must say (having shortly tried 1.01 and counting) that I personally can't wait for this.
Along with New Terrain from hobbes, Gauss from Solar and Luke's extra UFO+Terror...shoudl definitely provide a ocmpletely new gameplay.
corpseItem: STR_CORPSE_UNIFORM_JUNGLE
corpseItem: STR_CORPSE_KEVLAR_JUNGLE
Great, but I have to report a bug, as seen in this thread here (https://openxcom.org/forum/index.php?topic=2755.msg28968#msg28968)
at line 764 of EqualTerms_Weapons_v1010.rul, it reads:
Code: [Select]corpseItem: STR_CORPSE_UNIFORM_JUNGLE
while it should be
Code: [Select]corpseItem: STR_CORPSE_KEVLAR_JUNGLE
The issue causes a crash when a soldier wearing the Light Armor Jungle dies due to unexistent floorobject.
corpseItem: STR_CORP
- type: STR_GRENADE
weight: 2 # 3
power: 75 # 50
- type: STR_HIGH_EXPLOSIVE
weight: 4 # 6
power: 150 # 110
blastRadius: 4 # 0
I have to reiterate the bug report, line 764 of a freshly downloaded Equalterms_v1011.ru reads as:Code: [Select]corpseItem: STR_CORP
dunno why that coudl be....
also, the proposed fix in grenades weight seems to not be there, we still have anyday grenades weight 2 instead of 3....or maybe I am mistaken?
Grenade item reads as:Code: [Select]- type: STR_GRENADE
weight: 2 # 3
power: 75 # 50
or, lighter and more powerful than vanilla.
Same for the High ExplosiveCode: [Select]- type: STR_HIGH_EXPLOSIVE
weight: 4 # 6
power: 150 # 110
blastRadius: 4 # 0
lighter and more powerful...unsure about blastradius.
I was working on the design of my own XCom style spinoff game for years.
(this is a feature request, or at least consideration, inspired by this thread)
One of the main features It Had was a differentiation between Penetration and Damage for weapons. Also for Explosives it "added damage" on a direct hit to make impact explosions much more deadly, while still retaining a moderately effective or even weak area of effect.
Overpenetration is the realistic effect, where you can shoot a wall with a high powered rifle, and the bullet will blow through the wall (without destroying it) but still carry lethal wounding effects through it. Raise this up to advanced technology levels . . . Laser Cannons, Railguns, Particle Beams . . . and you have a shot that can keep on going for quite abit.
--- Yet at the same time its Penetration doesnt mean it has to do alot of Damage either. Using Xcom Scale stats a particle beam could do like 60 damage but penetrate armor and scenery like it was doing 120.
Likewise a Penetration scaler should be possible so that way you dont necessarily have to make certain Armor types make it cause more damage, to compensate for their poor effectiveness at stopping it.
The same thing should be available for Explosions too.
Hand Grenades derive most of their explosive power from the Shrapnel they spit out. But despite the shrapnel being exceptionally lethal it does not have much armor penetrating power (about as much as a pistol maybe) so it would have a Penetration scaler lower than 1.0. That means tossing Hand Grenades at stuff that has good Armor isnt going to do hardly anything to them, and they would cause less scenery damage too.
This also opens up all sorts of doors for Tier 0 mundane Ammunition which has Anti-Personnel effects, such as Hollowpoint bullets. That way you can make a pistol do 35 damage straight up but it doesnt penetrate good against Armor. But yet you can load up some Armor Piercing bullets and they'll do 30 without a penetration penalty.
Likewise you could have Sabot penetrator rounds which do 15 damage but penetrate like they were a rifle shot.
Most of this inspiration came from the ammo dynamics in the Fallout 1 and 2 games which were fairly realisitc on their own (though I wont give it much credit, because their rules/balance for it had bugs and they never fixed it).
A Black Ops world defense agency is going to maximize their chances in the face of alien threats (and before its mentioned, Depleted Uranium is not only dense, its also Polyphoric which means it catches fire and explodes on impact too, though perhaps not enough to create a blast radius - so it does +damage and +penetration both at the same time).
I love all of those ideas, as I was considering adding code for recoil (abandoned) and penetratiom as well, but both would require quite the codebase change. But I was beginning work on it regardless.
May have to be a 2.5 version.
The scaler is one idea, but it can be also done by "Penetration" value added to all ammo (default 0), which tells the game how many armor points to ignore. I think it's even better than a scaler, because won't lead to situations where a high-powered rifle with a good scaler busts through the frontal armor of a MBT.
OTOH, if a pistol would have a crappy multiplier, it'd never have a chance to penetrate even medium body armor - which is only half true, as people in such armor still can be killed and wounded even by humble 9mm para, if it hits an unarmored part of the body, or hits the armor at its seam.
The penetration != damage concept is really a basic and important one, and it would on the most basic level, at least allow to differentiate between pistols, rifles and shotguns, but I don't expect it appearing in this game anytime soon. Anyway thumbs up for the idea!
Oh yeah, RSSWizard, no offence meant but why should the author of the mod chose your gun waifus over more common/generic models that'd appeal to everyone? :)
...we seriously have a penetration flag now?!? ...really?? i so want this.
...no seriously, for real and legit? ._.
No I meant the flag could be *added*. Sorry for my clunky English and that misunderstanding :)
Nonono, the talk is only about simple "AP" value that ignores some of the DT... at least for now... :)
[not to add extra stats, the power needed to calculate how much dmg is needed for the bullet to pierce an alien clear through can be drawn from the armor value of its corresponding battlecorpse]
The negative: unloading 10 laser shots at a barn wall will make 10 holes in the barn wall, but won't destroy it for easy access.
I love this mod, but have 1 and ONLY 1 beef with it.
the SAW... When doing a burst from it, you should get MORE accurate as you fire. In reality you "walk in" a long burst which means you see where you miss and compensate. It wouldn't have to be a huge bonus, but something like 1% a shot and make a long burst be 7 shots.
But other than that... it is frickin' cool.
-HH
I do have a feature request... just a few things that I think would be great. grain of salt of course :)
1. A street sweeper shotgun like a Saiga 12 or a Pancor Jackhammer. Offers burst fire mode and has a 20 round magazine. Burst is three shots no option for aimed or snap, and it costs 40% TUs to shoot, and weighs a ton.
2. Incendiary shells for shotgun. These exist and they use them to start backfires fighting forest fires and I've shot a few myself and they would be SUPER useful on those night missions where you need light.
3.Backblast on the SSRL. like 1 square at 35 dmg, and another directly behind it at 17 and then nothing more. destroys terrain and has a little smoke.
4. A 5 shot pump action grenade launcher that could shoot smoke, HE, Phosphorus, and Buckshot. Look up China Lake launcher if you haven't seen it. It wouldn't have to be super powerful. 30 HE would be plenty and have it cost 45-50% to use. Buckshot would shoot 12-20 pellets at 7-15 dmg of AP.
More ideas... but I'm tired.
-HH
3.Incendiary proxy grenade. For those night missions with aliens sneaking in the dark, it is an insurance policy that illuminates and keeps our ET buddies toasty. You know what they say; build a man a fire and he's warm for a day, set him on fire and he's warm for the rest of his life.