OpenXcom Forum

Modding => Work In Progress => Topic started by: KingMob4313 on June 22, 2014, 05:07:35 am

Title: 'Equal Terms' 1.0 Mod Discussion.
Post by: KingMob4313 on June 22, 2014, 05:07:35 am
Hello everyone.

Very happy to see all the amazing work done for the Open X Com project.

Right now I am working on an openxcom version of my Equal Terms mod, which seemed very popular previously.  I have been maintaining this mod since 2000 and with the widening of capabilities that Open X Com presents, I am excited to contribute to this project.

The concept of this modification is to make some unused weapons useful again and to convert certain weapons to a real life equivalent, ie: weapons NATO would be using against these UFO attacks, starting with a .45 calibre machine pistol, and an 6.8spc Assault Rifle, a Squad Automatic Weapon and a .50 calibre M107 Anti-Materiel rifle Sniper rifle.  It also increases some explosive damages and tweaks the other damages, accuracies and fire rates for the other weapons to create some sort of game balance.

Additionally, I am a professional Visual Studio developer, and I am looking forward to trying to work with the team with attaching more hooks for modding into the software.

This would facilitate mods such as a more natural version of my 'Highlander' mod, where soldiers are only lost if they are MIA, those who are 'KIA' instead are wounded for months at a time (My old version of it used batch files).  I am also looking to put together a more realistic autofire mod where each shot after the first gets less accurate.

Currently my v0.8 of Equal Terms for OpenXCom is up at: https://www.openxcom.com/mod/equal-terms
Title: Re: Equal Terms Mod for OpenXcom
Post by: darkestaxe on June 22, 2014, 07:44:53 am
Welcome to OXC! Always good to see new devs come to this little corner of the internet.
Title: Re: Equal Terms Mod for OpenXcom
Post by: niculinux on June 22, 2014, 12:23:11 pm
Thanks! Palyed ufo since 1998 but never heard of equal terms mod but seems cool  8). Please may we het screenshots as the mods progresses? Thanks again!
Title: Re: Equal Terms Mod for OpenXcom
Post by: AlienMuncher on June 23, 2014, 01:14:20 pm
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!
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on June 24, 2014, 03:55:56 am
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!

Much appreciated.

The awesome part about this mod is that now, with everything exposed, I can modify the game to my taste and expand things wildly, although it seems others have beat me to it, with the awesome mods I've been seeing!

Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on June 24, 2014, 04:24:19 am
Just added a link to my mod at https://www.openxcom.com/mod/equal-terms
Title: Re: Equal Terms Mod for OpenXcom
Post by: wsmithjr on June 24, 2014, 05:47:10 am
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.
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on June 24, 2014, 06:17:37 am
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. 

The HE/I rounds are to mimic the old rifle-launched grenades.  There's an oversight, where I left the grenades off the sniper rifle as well.  Each 'mag' for the HE/I only hold one shot, so it's very limited.

https://en.wikipedia.org/wiki/M7_grenade_launcher is an example of one in real life.

Also, there is some balance breaking here, the power weapons are doing much better damage compared to before (the assault rifle and sniper rifles are especially guilty), with the assault rifle doing more than the vanilla auto cannon's AP rounds.  But it's to draw a different balance than what is seen in the vanilla game, where for certain soldiers or playstyles, you might want to take powder weapons deep into the game, maybe all the way to Cydonia!

Quote

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.  :)

I do like those too, the insane randomness of two guys in a hallway, firing HE rounds everywhere like a drunken fireworks show.

Quote
Thanks for sharing.

Thanks for the feedback!
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on June 26, 2014, 04:34:03 am
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.

I am also at work on a Designated Marksman Rifle and an SMG, which I'll put through the test ringer before I release.
Title: Re: Equal Terms Mod for OpenXcom
Post by: Aldorn on June 26, 2014, 05:23:42 am
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.

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...)

Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on June 26, 2014, 09:32:00 am
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...)



Bawooop.

Will do.  That's a very good point.  I will also switch around folder and pathnames so that they do not conflict.
Title: Re: Equal Terms Mod for OpenXcom
Post by: yrizoud on June 26, 2014, 11:25:35 am
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
Title: Re: Equal Terms Mod for OpenXcom
Post by: Solarius Scorch on June 26, 2014, 01:15:29 pm
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

+1

This is indeed a very good approach.
Title: Re: Equal Terms Mod for OpenXcom
Post by: yrizoud on June 27, 2014, 03:29:48 am
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

Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on June 27, 2014, 04:13:42 am
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

Hey! Much appreciated with the help and the recommendations.  I was already attrib-ing you in the readme in preparation of doing the code changes.  I'm sorry I made a mess of things, but I'm coming from the modding days of Xcom where you could only really replace items, rather than add items.  So the 'new' weapons ended up replacing the weapons that were already there, since the served similar roles.

Everything you are saying makes perfect sense.  Keeping original values keeps me from having to go to ufopedia to look up the original stats.

I'll be working to incorporate this for a version 0.86, which will include the DMR, SMG and Incendiary grenades.

Thanks again.
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on June 27, 2014, 06:04:39 am
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

Just read through the changes. Wow, thank you ever so much. That was a lot of work you've done and it's great and easy to read.

This will be rolled up with the incoming changes soon, I just have some pixel art to do before 0.86.

Title: Re: Equal Terms Mod for OpenXcom
Post by: Aldorn on June 27, 2014, 06:56:58 am
Hi King,

Find attach a correction of your Equal Terms mod, feel free to compare with your own ruleset

Check here (https://openxcom.org/forum/index.php?topic=2432.msg24581#msg24581) for issues related to your Equal Terms mod


Proposed modifications are :

- you don't need to define new ufopaedia entries as you are just replacing existing weapons
   => delete lines 3 to 22 of your original ruleset (not needed anymore)
ufopaedia:
  - id: STR_PISTOL
    title: STR_MACHINE_PISTOL
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_MACHINE_PISTOL_UFOPEDIA
  - id: STR_RIFLE
    title: STR_ASSAULT_RIFLE
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ASSAULT_RIFLE_UFOPEDIA
  - id: STR_HEAVY_CANNON
    title: STR_SNIPER_RIFLE
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_SNIPER_RIFLE_UFOPEDIA
  - id: STR_AUTO_CANNON
    title: STR_SAW
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_SAW_UFOPEDIA

- as you just replace existing weapons, instead of using Items property "name", prefer to directly overrule the vanilla extrastrings
   => delete lines 25, 67, 109, 149
    name: STR_MACHINE_PISTOL
    name: STR_ASSAULT_RIFLE
    name: STR_SNIPER_RIFLE
    name: STR_SAW
   => replace extrastrings 576 -> 583 and 586 -> 593 : just overrule vanilla extrastrings
Also
      STR_MACHINE_PISTOL: Machine Pistol
      STR_MACHINE_PISTOL_UFOPEDIA: Designed by H&K...
      STR_ASSAULT_RIFLE: Assault Rifle
      STR_ASSAULT_RIFLE_UFOPEDIA: Developed by both Colt...
      STR_SNIPER_RIFLE: Sniper Rifle
      STR_SNIPER_RIFLE_UFOPEDIA: The M107 Sniper Rifle is...
      STR_SAW: SAW
      STR_SAW_UFOPEDIA: The Squad-Automatic-Weapon...
Becomes
      STR_PISTOL: Machine Pistol
      STR_PISTOL_UFOPEDIA: Designed by H&K...
      STR_RIFLE: Assault Rifle
      STR_RIFLE_UFOPEDIA: Developed by both Colt...
      STR_HEAVY_CANNON: M107
      STR_HEAVY_CANNON_UFOPEDIA: The M107 Sniper Rifle is...
      STR_AUTO_CANNON: SAW
      STR_AUTO_CANNON_UFOPEDIA: The Squad-Automatic-Weapon...

- to be consistent with your M107 ufopaedia, you have to disable HC unused ammo
Code: [Select]
  - type: STR_HC_HE_AMMO
    costBuy: 0
  - type: STR_HC_I_AMMO
    costBuy: 0

- Finally, regarding M107, as there exist another mod about a real Sniper Rifle, I suggest you rename yours to M107 as named in Ufopaedia description
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on June 28, 2014, 01:36:08 am
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


Hello, Aldorn!  I'm taking your recommendations and folding them into the code base that Y
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on June 28, 2014, 04:31:13 am
aaaaand, I just hosed my yaml.

Back to trying to merge again.
Title: Re: Equal Terms Mod for OpenXcom
Post by: Aldorn on June 28, 2014, 04:38:14 am
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)
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on June 28, 2014, 05:59:03 am
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)

I was making modifications to merge my 0.81 version into your cleaned up version. I got it solved, this time.  Next release is 0.86.
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 02, 2014, 04:44:40 am
Version 0.86 is now out.  Big thanks to everyone who helped.

Code: [Select]
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

Future plans:
- add a magnum pistol
- change Avalanche missile description to remove nuclear from description
- create modified graphics for all weapons
- create modified graphic for small rocket / APFSDS round
- add grenade launcher with arc shot
- add one shot rocket launcher (AT-4)
+ possibly shift laser weapons to require alloy research
+ possibly shift plasma weapon research to require alien power supply research first
+ possibly add alloy ammo types for powder weapons, adjusting normal ammo's damage down towards standard, and current values will be for the alloy rounds
+ possibly rename Sniper rifle to Anti-Materiel Rifle per suggestion by 'Aldorn'
- possibly 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 made 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.
   
Code proposals:
+ add code for recoil handling for weapon's autofire. Will account for strength
+ add code for causing initial damage from incendiary explosions, Damage/10 for 3 rounds
+ add code for dropoff of less than 1 ie: 1 per 5 squares
+ add code for damage dropoff after certain ranges
+ add code for stopping shots after certain distances

All yaml code, sounds and sprites by KingMob4313, except where attributed below.  Original concept by Ickschuss and KingMob4313/Shortstop4313.


Contributions:
Yaml reorganization: yrizoud (version 0.86)

Shotgun
Sprites: Warboy1982
Yaml Code: Warboy1982 & KingMob4313

Sniper Rifle
Sprites: Toshiaki2115, Warboy1982 & KingMob4313
Yaml Code: Warboy1982 & KingMob4313
Sounds: KingMob4313

Designated Marksman's Rifle (Marksmans Rifle)
Sprites: Chiko & KingMob4313
Yaml Code & Sounds: KingMob4313

Assault Rifle:
Sounds: KingMob4313

SMG
All: KingMob4313

Incendiary Grenade
All: KingMob4313
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 03, 2014, 10:40:11 am
Already working on a version 0.87 that has minimum ranges, a new .454 magnum complete with graphics and sounds and graphics for the SAW.
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 04, 2014, 06:18:48 am
New version 0.87 is out

Changelog:
Version 0.87 - July 2014
- added a magnum pistol
- fixed sniper rifle mag size 2x1 to 1x1
- added pixel art for SAW/LMG
- fixed minimum ranges for all relevant weapons

Along with future plans
- add body armors
- create modified graphics for all weapons
- create modified graphic for small rocket / APFSDS round
- change Avalanche missile description to remove nuclear from description
- add grenade launcher with arc shot
- add one shot rocket launcher (AT-4)
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 05, 2014, 04:10:25 am
This will be the last version before 1.0

V1.0 will have  a few more graphics for the rest of the basic weapons and some cleaner text for the weapons and maybe some body armor.

V1.0++ will have the new weapons types (Laser/Plasma SMG, LMG and Marksmans rifle) and research trees for those weapons.
Title: Re: Equal Terms Mod for OpenXcom
Post by: Warboy1982 on July 05, 2014, 02:35:38 pm
just for the sake of clarity: i believe Ryskeliini made the original combat shotgun sprite, i only made the reinforced one.
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 05, 2014, 05:44:36 pm
Noted Warboy, thanks. I will revise in the documentation.
Title: Re: Equal Terms Mod for OpenXcom
Post by: niculinux on July 06, 2014, 08:54:50 pm
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
Title: Re: Equal Terms Mod for OpenXcom
Post by: Sturm on July 07, 2014, 12:08:45 am
- change Avalanche missile description to remove nuclear from description
I wonder what genius wrote that description. The original had nothing suggesting that it was a nuke.
Title: Re: Equal Terms Mod for OpenXcom
Post by: Warboy1982 on July 07, 2014, 01:00:00 am
I wonder what genius wrote that description. The original had nothing suggesting that it was a nuke.

that genius would be none other than Julian himself. as you can see here (https://www.ufopaedia.org/index.php?title=ENGLISH.DAT) it came from the original game data.
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 07, 2014, 03:11:30 am
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

Thanks!

Yes, it is a replacement for the standard pistol.  Going to craft for it custom graphics that resemble something suitable for the manufacturer.  There is a one handed SMG that fills a certain tactical use, and the giant revolver for another tactical use.
Title: Re: Equal Terms Mod for OpenXcom
Post by: niculinux on July 07, 2014, 06:59:59 pm
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!

Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 08, 2014, 04:14:34 am
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!

The controls on the mod sight do not allow me to delete, unfortunately, so... Gotta wait on that.

I am working on a new skin for the pistol and assault rifle, also working on hand objects for all the new weapons. 

Thanks for the bug report, I have that and some other small bugs squashed, and I'm preparing for my 1.0 release.
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 10, 2014, 05:35:24 am
A quick bugfix version is out: 0.871

Changelog:
Version 0.871 - July 2014
- added full hand view for magnum
- changed sound for magnum
- added sound for SAW
- small change to fix text for magnum and size of Marksmans Rifle ammo
- fix to autofire range for SMG
- small modification for SMG and Magnum graphic
- fixed oddity with hand graphics for a few weapons

Title: Re: Equal Terms Mod for OpenXcom
Post by: Muukalainen on July 10, 2014, 02:13:08 pm
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.
Title: Re: Equal Terms Mod for OpenXcom
Post by: niculinux on July 10, 2014, 03:56:49 pm
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
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 10, 2014, 08:32:26 pm
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

As stated above, there is an issue with the website where I can neither delete old uploaded images, or reorder them, unfortunately.
Title: Re: Equal Terms Mod for OpenXcom
Post by: niculinux on July 11, 2014, 09:14:20 pm
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.
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 11, 2014, 11:37:46 pm
PING
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 12, 2014, 06:22:52 am
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.

The DMR fills a different role than the heavier sniper rifle, Just like the machine pistol fills a different role than the submachine gun.  All of these weapons have roles to play.

Machine pistol has a ridiculous cyclic rate and therefore is wildly inaccurate in auto modes, but up close and in the early game, it can drop a ton of hits at close range.

The SMG is slightly weaker than the machine pistol (design choice here) but is incredibly accurate at midrange and costs less TUs for an auto shot than the assault rifle.

The shotgun puts hits all over the place and is rather weak against armor, but can kill multiple targets in one shot and is excellent for close quarters work.

The Assault rifle is the backbone of your squad, good all around.

The Designated Marksman's Rifle allows a squad to have someone mobile but still capable of precision shooting.

The LMG is slightly weaker than the assault rifle (again, design choice) but has an absurd rate of fire and (should) be relatively accurate in burst modes further out than other weapons.

The sniper rifle is heavy and can only be fired accurately when stationary, but does a significant amount of damage and can aim shot across the map if you have spotters.

At least, that's my take on what I am putting together.
Title: Re: Equal Terms Mod for OpenXcom
Post by: niculinux on July 12, 2014, 08:24:02 am
Ok, thanks for kind explanation! So other eventual addiction from you will be fine ;)
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 12, 2014, 03:17:10 pm
Ok, thanks for kind explanation! So other eventual addiction from you will be fine ;)

Though, I will be adjusting down the mag size for the machine pistol on your suggestion. On further review, 24 shots is a bit big. It'll go down to 18
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 14, 2014, 06:01:29 am
Version 1.0 is nearly completed. 

After that, there will only be bug fixes and I will branch this version after this version for the 2.0 version, since that version will be SIGNIFICANTLY different.

Code: [Select]
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

The changes for the 2.0 version won't be done until September and will have changes to the research tree and more.
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 22, 2014, 06:02:24 am
Working on the armor has been a tedious affair, but 1.0 nears completion.

The 2.0 version is going to be even more work with around 12 more weapons and 4 new armors.
Title: Re: Equal Terms Mod for OpenXcom
Post by: KingMob4313 on July 24, 2014, 05:49:05 am
Version 1.0 is now posted. Thanks for all the help, especially:

Warboy1982, Ryskeliini, Toshiaki2115, Chiko, Fox105iwsp and yrizoud.

Version 1.0 - August 2014
 - 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 SMG
 - added full hand view for DMR
 - added full hand view for SAW
 - added new graphics for assault rifle
 - added one shot rocket launcher (AT-4 analog)
 - created modified graphic for small rocket & APFSDS rocket
 - added conventional body armor with 3 different camo types (Jungle, Arctic, Urban)
     - Light Armor P: 16 AP:90%, I:90% HE: 97%
     - Tactical Armor P: 22 AP:80% I:75% HE:90% PL:98%
Title: Re: Equal Terms Mod Discussion.
Post by: KingMob4313 on July 24, 2014, 06:07:06 am
With the 1.0 version now out, I am looking to branch to a 2.0 version with the following changes and release schedule:

I already have a 2.0 version planned, with the following changes to be done:

Code: [Select]
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
Title: Re: Equal Terms Mod Discussion.
Post by: Arthanor on July 24, 2014, 06:41:32 am
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 ;)
Title: Re: Equal Terms Mod Discussion.
Post by: KingMob4313 on July 24, 2014, 08:11:46 pm
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 ;)

Well, the ideas are supposed to be balanced together, but it does make it harder to extract bits you like.  Maybe I'll break down the 2.0 version to four different add ons under the same theme:

1) Equal Terms - Wolfram Solution: Level 0 - 0.5 gear (Base weapons and armor and improvised alloy gear)
2) Equal Terms - Coherency: Level 1 gear (laser - full run from pistol, mag to sniper and alloy manufactured gear)
3) Equal Terms - Fourth State: Level 2 gear (plasma - full run, power armor)
4) Equal Terms - Retaliation: Alien-only Particle weaponry and elite units
Title: Re: Equal Terms Mod Discussion.
Post by: Arthanor on July 24, 2014, 08:36:09 pm
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"..
Title: Re: Equal Terms Mod Discussion.
Post by: KingMob4313 on July 25, 2014, 01:15:15 am
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"..

 I haven't even looked at that mod yet, so...
Title: Re: Equal Terms Mod Discussion.
Post by: KingMob4313 on July 25, 2014, 01:28:57 am
Okay, will download that mod and check the overlap between it and my mod.
Title: Re: Equal Terms Mod Discussion.
Post by: Arthanor on July 25, 2014, 02:49:52 am
No worries! I'm just trying to save you some work in the plasma department by mentioning the other mod. It has 3 new plasma weapons, but no tech tree restriction, like the original plasma.

Either way, it is certainly a mod worth checking out, as the new UFOs add some complexity to the game. (especially those fighters blowing up all my interceptors before they can disengage!)
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on July 29, 2014, 02:05:17 am
Mod 2.0a - Wolfram Solution is 80% done.
This is the one closest to the current version.  I still have to make all the new ammo views and code, new armors (easy) and the new interceptor code and view.  Also will need to push out other changes already in the code to be modularized: you can chose if you want to balance the laser and plasma weapons against the new weapons, even without the other mods.

Wolfram Solution: Version 1.8  - Sept 2014
 - modify weapon damage down towards standard
   - this includes explosive damages
 - 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)
   - This includes explosive weapons
 - add another step for research: Alloy Armor
 - 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
 - Alloy Manufacturing allows for creation of alloy crafted interceptor
    - allows for creation of short range heavy damage missile
   - allows for creation of longer range medium damage missile
 - create option ruleset for other adjusted weapons
   - this means adjusted damage and such, but no new weapons
 - create option ruleset for other small changes

Mod 2.0b - Coherency is 60% done.
I just finished up the BigObs views of all the new laser weapons, I just need to make floorobs and handobs and put together Ufopedia views of the two new cannons for interceptors. Need to set up modularization so that you can chose if you want to balance the gunpowder and plasma weapons against the new weapons, even without the other mods.

Coherency: Version 1.8  - Sept 2014
 - add another step into alloys research tree: Alloy Manufacturing (Dependency: Alloys)
 - alloy manufacturing is required for laser research
 - add new laser weapons
   - shift laser pistol lose autofire and gain damage
   - remove and replace heavy laser with sniper laser
   - add laser magnum
   - add laser smg
   - add laser dmr
   - add laser lmg   
 - add laser blaster (short range, lower damage, high hit rate)
   - add laser cannon (medium range, higher damage, low rate of fire, lower hit rate)
 - option ruleset shift laser research to start with tank heavy cannons and branches back, laser smg last.
 - create option ruleset for other adjusted weapons
   - this means adjusted damage and such, but no new weapons
 - create option ruleset for other small changes
   - this includes the changed research tree

Fourth State and Retaliation have no work done on them yet.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 01, 2014, 06:11:57 am
Looks like Coherency and Fourth State is going to take around 20-30 hours of work, plus twice that for testing.

Going to take around 50+hours to put together Retaliation, since there will be new creatures and weapons.  One good thing will there will be no research tree for it.  Alien only means alien only.

Wolfram should be done in the new week or so, however.

My estimation of October for Equal Terms 2.0 Complete looks about correct.

There should be a 1.8 release mid August though,
Title: Re: 'Equal Terms' Mod Discussion.
Post by: pkrcel on August 05, 2014, 02:56:33 am
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.

Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 06, 2014, 01:37:05 am
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.

I'm glad you're enjoying the mod.  The next version will be a further extension of what has already has come before.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: pkrcel on August 06, 2014, 02:54:47 am
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.







Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 06, 2014, 05:58:28 am
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.

Patched, thanks for the bug report.  Uploading now.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 06, 2014, 06:00:58 am
Wolfram Lance (formerly 'Solution') is now at 1.95 and is in testing.

Coherency is at 1.80

And I've started work on Fourth State, it's at 1.20
Title: Re: 'Equal Terms' Mod Discussion.
Post by: pkrcel on August 08, 2014, 11:55:53 am
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 Explosive

Code: [Select]
  - type: STR_HIGH_EXPLOSIVE
    weight: 4 # 6
    power: 150 # 110
    blastRadius: 4 # 0

lighter and more powerful...unsure about blastradius.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 08, 2014, 04:01:32 pm
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 Explosive

Code: [Select]
  - type: STR_HIGH_EXPLOSIVE
    weight: 4 # 6
    power: 150 # 110
    blastRadius: 4 # 0

lighter and more powerful...unsure about blastradius.

I'll investigate the armor issue. I may have just had a 'intellisense' issue with it not completing what I was typing.

Yeah, the grenades should be 2 weight and the canister grenades 3 weight.  Also the high explosive is more powerful but has a slightly smaller blast radius. In the 2.0, it's even smaller.

Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 08, 2014, 04:20:35 pm
The Gunpowder version of the Equal Terms 2.0 mod: Wolfram Lance is just in testing now.

I am just finishing up work on the handobs for Coherency, I then have some issues with getting the research data to display then it will be on to testing.

I have most of the code done for Fourth State, but no graphics done yet.

Retaliation may need to wait to be a DLC (so to speak) for version 2.0.

I really want to incorporate Aldorn's ufopedia mod into 2.0 so that may delay things.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 13, 2014, 06:26:07 am
The Gunpowder version of the Equal Terms 2.0 mod: Wolfram Lance is done, got most of the listorder issues sorted so there will be more testing before it's ready.

Coherency just needs another set of armor and an alloy interceptor (both taken from other mods) to be complete.

Fourth State has a very complicated ruleset, but is almost done. I just need to start the graphics.

Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 17, 2014, 06:53:23 am
Testing goes well with ET: Wolfram Lance. It's at version 1.95 right now.

Getting to research lasers now.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 22, 2014, 06:03:29 am
Okay, both Wolfram and Coherency are at version 1.95 and ready for release.  I am only need to complete the bigobs for the Plasma LMG and then I'll work on the hand and floorobs and all the clips.  Still looking for a mid sept release.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: RSSwizard on August 23, 2014, 02:36:52 am
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).
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 23, 2014, 03:08:56 am
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.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: RSSwizard on August 23, 2014, 05:34:39 am
Quote
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 Penetration scaler wouldnt require a major code change, unless the coding is really bizarre already compared to what im thinking it is.

When you go to do the Damage vs. Armor check, . . . check to see if the ammo has a Penetration Scaler (IF/Then). If so apply the inverse of it as a multiplier to Armor Value before testing vs Damage (1/Scaler, and also check to see if the value is something ludicrous to avoid divide by zero, anything lower than 0.01 and it doesnt bother). You dont need to run another function, this could be tucked neatly into the existing one.

Thus if something had a 0.5 scaler (crappy penetration) your code would apply a 1/0.5 = 2x multiplier on the Armor Value before the damage is tested against it.

So it doesnt touch the Damage Scaling side of the equation (eg, damage types and so forth).


As for the Mod itself . . . some modern weapon considerations . . .
(I know alot about guns)
* Replaces Standard Pistol . . . Glock 20 Longslide in 10mm Auto (hits like a .357 magnum). The caliber .40s&w and .357sig were patterned after the 10mm auto because the pu$sies at the FBI complained about the recoil, so they gave them a weaker dumbed down 10mm (the .40s&w). But Spec Ops would not care.
https://andrewmoreland.com/Toyota/pics/lodge/Glock_20L_and_29.jpg (https://andrewmoreland.com/Toyota/pics/lodge/Glock_20L_and_29.jpg)
15 rounds @ 30 damage.

* Replaces Standard Rifle . . . Kel-Tec RFB bullpup rifle in .308 caliber - easy to use and accurate but no auto fire. Yes folks that standard size rifle there is a .308.
https://www.onpointsupply.com/images/keltec_rfb_fde_2.jpg (https://www.onpointsupply.com/images/keltec_rfb_fde_2.jpg)
20 rounds @ 36 damage.

* Replaces Auto-Cannon . . . SRM-1216 shotgun (yes its real, not just a COD weapon)
https://files.tactical-life.com/wp-content/uploads/2011/12/srm-1216.jpg (https://files.tactical-life.com/wp-content/uploads/2011/12/srm-1216.jpg)
16 rounds @ 40-45 damage range. (armor piercing slugs, and explosive rounds)
With Auto Fire, because anyone using it would be trigger happy.
(should have a 20 square falloff for accuracy)

* Replaces Heavy Cannon . . . 6-Pak Grenade Launcher (40mm grenades).
6 shots @ 50 damage (or 60 for Hellhound grenades, which weigh 2 more pounds for the ammo pack, like a "Large rocket" version of ammo for the Cannon).

* Assault Rifle / SMG Role . . . AAC Honey Badger Compact (suppressed, subsonic rounds).
30 shots @ 30 damage.
easy and accurate burst fire, 2x3 weapon size but weight is 4.

* Sniper Rifle role . . . AR-15 Rifle with .458 SOCOM upper. (this thing is beautiful)
https://www.gunsandammo.com/files/2012/01/458-SOCOM1.jpg (https://www.gunsandammo.com/files/2012/01/458-SOCOM1.jpg)
https://files.tactical-life.com/wp-content/uploads/2012/01/tomahawk-cqtc-458-socom-c.jpg (https://files.tactical-life.com/wp-content/uploads/2012/01/tomahawk-cqtc-458-socom-c.jpg)
https://shwat.com/Portals/0/Images/BlogPics/Wilson/458/size-matters.jpg (https://shwat.com/Portals/0/Images/BlogPics/Wilson/458/size-matters.jpg)
9 rounds @ 40-45 damage range.

(as for long distance shooting, how many Xcom missions do you actually need 1000 yards of range? Accuracy for a "sniper rifle" in Xcom should be about Handling and Secure Target Acquisition rather than long distance fire. As for damage those .458s are practically as big and heavy as a .50bmg, its like getting hit with a shotgun slug but with much better range - this thing can reach out reliably to 300 or 400 yards)

(alternatively there is a new version of the Dragunov SVD which is chambered in 9.3x64mm, and it would fit the bill nicely)
Title: Re: 'Equal Terms' Mod Discussion.
Post by: Dioxine on August 23, 2014, 11:29:38 am
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? :)
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 23, 2014, 03:58:30 pm
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.

Oh, weird. I didn't know there was a penetration value in the game already.

If not, this was what I was already playing with in my code.  A straight number that removes armor before calculating damage and if it goes under zero (0), it doesn't add to damage.

Quote
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? :)

I'm pretty sure I can get the penetratiion into my build without much trouble.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: Arpia on August 24, 2014, 02:28:27 am
...we seriously have a penetration flag now?!? ...really?? i so want this.

...no seriously, for real and legit? ._.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 24, 2014, 02:38:57 am
...we seriously have a penetration flag now?!? ...really?? i so want this.

...no seriously, for real and legit? ._.

I read it as that too.

Pretty sure there is no penetration flag..
Title: Re: 'Equal Terms' Mod Discussion.
Post by: Arpia on August 24, 2014, 02:42:11 am
*sigh...* suchatease
Title: Re: 'Equal Terms' Mod Discussion.
Post by: Dioxine on August 24, 2014, 10:22:33 am
No I meant the flag could be *added*. Sorry for my clunky English and that misunderstanding :)
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 24, 2014, 02:07:38 pm
No I meant the flag could be *added*. Sorry for my clunky English and that misunderstanding :)

It was clear enough, I just read too fast.

Working on adding it to the code right now.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: Solarius Scorch on August 24, 2014, 02:26:47 pm
The positive: we'll be able to kill 3 Sectoids with 1 bullet.

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. :P
Title: Re: 'Equal Terms' Mod Discussion.
Post by: Dioxine on August 24, 2014, 04:32:58 pm
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]
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 25, 2014, 11:27:38 pm
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]

I've had a thought about shots penetrating objects, but haven't gotten that far.

Right now we're only talking about a stat that reduces armor protection (Damage - (((armor - penetration value < 1 )? 0 : armor - penetration value))
Title: Re: 'Equal Terms' Mod Discussion.
Post by: KingMob4313 on August 26, 2014, 08:11:26 pm
The megamod is almost done.

Coherency is 1.975
Wolfram Lance is 1.975

I just need to finish the handobs for the plasma weapons and then test everything this weekend with a full play through and Fourth State will be at 1.975

Retaliation will be further out.

Been busy working on a soldier editor for xenonauts and some code experiments in openxcom too.
Title: Re: 'Equal Terms' Mod Discussion.
Post by: RSSwizard on August 27, 2014, 05:18:27 am
AWESOME


@Dioxine - no offense taken, I just felt like dropping my two cents thats all, contributing to the pile. And you're right the --Armor thing is a better way to go with it. Im just so used to thinking in terms of multipliers.


Quote
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.

Even with Overpenetration allowed (ability to shoot through walls), the amount of damage the weapon does should still be applied to the things it hits.

So the laser rifle not only checks to see if it can shoot through the wall, it also hands that wall it's well deserved 60 damage too. Blows holes in walls (maybe) and pierces through them too.

Maybe the damage should be rolled first to figure out if it can do one, or other, or both.


Also the protective quality of everything it has hit should add up against the shot, and possibly reduce the damage caused too. Thats why I said its a fairly hairy issue to code (I smell a FOR loop, maybe a few of them).

And even then the proper way to do it would not just be to add up the Armor values of the things its hit, but to take the biggest and add a percentage of all the others to it. That way something that can shoot through a UFO wall isnt going to be stopped by 3 brick walls. (my suggestion for that just for initial testing is take the highest, add 50% of all of the obstacles encountered and penetrated already to determine if it still has enough juice to punch through the next --- when damage is dealt the damage value is reduced by 75% of the above accrued obstacle strength).

And well, if something is supposed to explode on impact, that negates overpenetration for it.
Title: Re: 'Equal Terms' 1.0 Mod Discussion.
Post by: HelmetHair on September 17, 2014, 05:04:44 am
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
Title: Re: 'Equal Terms' 1.0 Mod Discussion.
Post by: KingMob4313 on September 17, 2014, 05:21:31 am
Helmethair:

I released a 2.0 version out, but it's in Beta.

Final will be out by the end of the month.
Title: Re: 'Equal Terms' 1.0 Mod Discussion.
Post by: KingMob4313 on September 18, 2014, 01:44:58 am
https://openxcom.org/forum/index.php?topic=2888
Title: Re: 'Equal Terms' 1.0 Mod Discussion.
Post by: KingMob4313 on September 18, 2014, 01:45:43 am
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

So glad you like it.

Now, the game lacks the capability for recoil, but I may see about adding it to the OpenXcom extended code base.
Title: Re: 'Equal Terms' 1.0 Mod Discussion.
Post by: HelmetHair on September 18, 2014, 07:05:26 am
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
Title: Re: 'Equal Terms' 1.0 Mod Discussion.
Post by: KingMob4313 on September 18, 2014, 07:31:28 pm
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

I love the suggestions. I would love to add an autoshotty, but the code for the shotgun is massively borked. The only way to make a shotty work in a consistent manner is making it an impossible to miss weapon.

So I'm reluctant to add any more shotties until the shotgun code is less hacky.

2 dragonbreath rounds are neat, but the incendiary weapons were borked in the og game and still kinda are. Combine this with the shotgun code, it wouldn't work as nice as one would like.

3 I wanted backblast on the rl and ssrl, with a 'pie wedge' explosive pattern for both back blast and for shaped explosives, but it would require a big code addition to do.

4 could either go with that or a standard 40mm six shotter... the 40mm shotshells, I hear, are of mixed effectiveness...
Title: Re: 'Equal Terms' 1.0 Mod Discussion.
Post by: HelmetHair on September 19, 2014, 04:55:58 am
Much like the shotguns as they stand now ;)

But seriously, even with all the limitations that you have to work with/around I deeply love the additions that you have made. It makes one of my FAVORITE games of all time better.

Now my brain won't shut up so here comes more suggestions/ things I want to see.

1. Alien Smart grenades. A step between a blasterbomb and a grenade. Works like a blasterbomb but has only 1-3 way points (1 being least overpowered and 3 being WAY overpowered, 2 being ideal) Does less damage than regular alien grenade and needs more Elerium and alloys to manufacture. So you can throw a nade AROUND a corner.

2. Flare gun. Single shot high accuracy, low damage pistol that shoots a phosphorus slug that burns for X turns. Would be cool if you could shoot an elctroflaresuqe device.

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.

Just had a squad wiped on a night mission...ugh.

-HH
Title: Re: 'Equal Terms' 1.0 Mod Discussion.
Post by: ivandogovich on September 19, 2014, 11:19:31 pm
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.

... hmm .. me likes :)
kindof situational, but not a bad idea.  Might mod that one up.  Must be manufactured in X-COM's Ied shop.  Consumes one incendiary grenade and one Proxie grenade (both purchase-able).  Fairly low cost in time or money to manufacture, so you could make a batch of 20 in a day with one workshop. 

And in my custom rules game, would add one more tool to the tool chest.\

Cheers, Ivan :D
Title: Re: 'Equal Terms' 1.0 Mod Discussion.
Post by: HelmetHair on September 20, 2014, 07:42:52 am
Oh Ivan. You crack me up. :)