OpenXcom Forum

Modding => Released Mods => Topic started by: KingMob4313 on July 24, 2014, 05:59:51 am

Title: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on July 24, 2014, 05:59:51 am
--= Equal Terms (1.0) Modification for Open-X-Com =--
By KingMob4313 and Ickschuss. Created for X-Com: Ufo Defense May 2000.
Last updated October 2015.


Please See Version 2.0 for expanded gameplay that applies the Equal Terms concept over all 3 tiers of weaponry! (https://openxcom.org/forum/index.php/topic,3680.0.html)


Current Version: 1.03 [FINAL]

Link to Github files for the mod: https://github.com/KingMob4313/Equal-Terms-Mods/tree/master/v1.0 (https://github.com/KingMob4313/Equal-Terms-Mods/tree/master/v1.0)

Installation: unzip the package to your OpenXcom directory and answer yes to the overwrites (if needed).

NOTE: THIS MOD SUPPRESSES THE NORMAL HUMAN WEAPONS FROM BEING AVAILABLE AND ADDS THE NEW VERSIONS TO THE GAME.

Concept:

The purpose of this modification is give players starting weapons with real life equivalents, ie: weapons UN forces would be using against these UFO attacks.  The starting human weapons have been replaced with the following: a 5.7mm machine pistol, a 6.8mm Assault Rifle, a Squad Automatic Weapon, and a .50 calibre Anti-Materiel Sniper rifle. There are also new additions of a pump combat shogun, a 9mm submachine gun, a .454 magnum revolver, a 7.62x51mm designated marksman's rifle, a single shot rocket launcher and an incendiary grenade that can be purchased, like all the human weapons and an alloy shogun to be researched later.

There are also two different armors that can be purchased, based on current armor technology.

This patch also increases some explosive damages and tweaks the other weapon damages, accuracies and fire rates for the other weapons to create some sort of game balance. In general, autofire will be much less accurate than before, making aimed and snap shots much more favourable.

This mod requires the range based accuracy mod from UFOextender enabled for proper balance.

-= Change Summary =-
1) Role Based Weaponry: Weapons now favor the roles they are used in combat. For doing entries on a UFO or building, shoguns, SMG and pistols are much more capable weapons than assault and sniper rifles.  In fact, some weapons are inherently more inaccurate at close ranges than medium ranges. At the same time, many weapons suitable for use in entries lack long range capabilities.

2) Weapon Types: Powder weapons fire the most shots in auto and most snap shots of all the weapon damage types.  Lasers have the best accuracy in autofire, at expense of their accuracy in aimed shots. Plasma weapons do the most damage.

3) Autofire is much less accurate than in the base game.  Each weapon firing mode has it's advantages depending on the weapon's role and type. Making single aimed shots with the SAW or snap shots with the Sniper Rifle are not as efficient as using those weapons as they are intended.

Changelog:
-= Current Version =-

Version 1.03
 - Fixed *nix compatibility issue with file pathing case sensitivity

Contributions:
French translation by Infini

Machine Pistol, Magnum, SMG, Assault Rifle, Small Rocket, Incendiary Grenade, APFSDS Rocket
Yaml Code, Sprites and Sounds: KingMob4313

Shotgun
Sprites: Ryskeliini & Warboy1982
Yaml Code: Ryskeliini, 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

SSRL
Sprites: Ryskeliini & KingMob4313
Yaml Code & Sounds: KingMob4313

Armor:
Sprites: Warboy1982 & Fox105iwsp & KingMob4313
Yaml Code: KingMob4313 & Fox105iwsp

Yaml reorganization: yrizoud (version 0.86)
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on July 24, 2014, 06:05:58 am
Since this is the 1.0 version, I have no new features lined up for this version.  Only bug fixes, small adjustments and maybe new camo patterns are planned for this version

I already have a 2.0 version planned out, 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
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: pkrcel on July 24, 2014, 11:11:51 am
This seems to be backed by a lot of reasearch and fine tuning, I'm hoping to try it out as soon as possible.

Triple Kudos!



Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on July 24, 2014, 08:13:59 pm
This seems to be backed by a lot of reasearch and fine tuning, I'm hoping to try it out as soon as possible.

Triple Kudos!

Cheers. Let me know what you think.  There's going to be a small updates as I find small bugs, but I'm already in planning for a modularized 2.0.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on July 26, 2014, 05:46:59 am
New small update:

Version 1.01

Changelog:
-= Current Version =-
Version 1.01 - August 2014 (Hotfix!)
 - Added omitted assault rifle handob
 - fixed description of Machine Pistol (18 rounds)
 - fixed description of small radar (detection rate)
 - fixed description of large radar (detection rate)
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Solarius Scorch on July 26, 2014, 03:56:53 pm
While I don't have the time and resources to try it right now, I am a great enthusiast of such mods. Thanks for the effort! :)
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on July 26, 2014, 10:07:18 pm
While I don't have the time and resources to try it right now, I am a great enthusiast of such mods. Thanks for the effort! :)

Much appreciated, especially coming from you.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: niculinux [RETIRED/QUIT] on July 27, 2014, 12:44:43 pm
While I don't have the time and resources to try it right now, I am a great enthusiast of such mods. Thanks for the effort! :)

Absolutely!

Also, KingMob4313, you could use the the machine pistol from Men in Black mod one (https://www.openxcom.com/content/modimages/thumb4_YQISJJFX060320140940.png), and rename the actual one in your mod  "assault pistil" or something. Thet mp from MiB then may have some stat that fit in the middle between  machine pistol and submachine gun, both of yours  ;)
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: pkrcel on August 05, 2014, 02:35:34 am
I just started a Genius Game and am now in February, with laser rifle available....some first impresisons:


I just LOVED the (damn few) first missions with your conventional weapons, makes balancing a squad easy-peasy and gives (even more) depth to the gameplay, thou lasers still dominate once on the scene....but not as much as before! the sniper rifle packs a decent punch and is NOT moveable, a REAL sniper rifle, and i LOVE the marksman's version as well.

I somewhat miss the HE rounds of my Heavycannon.....but SAW and the plethora of automated small arms compensate VERY VERY well.

I haven't digged enuff the shotgun but....I guess it's playstyle...there are a ton of options now so the shotguns seem heavy.

I am unsure about grenades and incendiaries being lighter than the smoke one....is this intentional?

I think I saw lasers LESS accurate at short range compared to powder weapons, specifically in autofire...is this intentional? also the Laser rifle has more accuracy in auto than in snap (+5%) which actually makes little sense.

BTW, I have you mod AND the alien armour expanded installed, is there any clash between these?

Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 06, 2014, 04:52:32 am
I just started a Genius Game and am now in February, with laser rifle available....some first impresisons:


I just LOVED the (damn few) first missions with your conventional weapons, makes balancing a squad easy-peasy and gives (even more) depth to the gameplay, thou lasers still dominate once on the scene....but not as much as before! the sniper rifle packs a decent punch and is NOT moveable, a REAL sniper rifle, and i LOVE the marksman's version as well.

Excellent.  Unfortunately, the new version is going to nerf the weapons damage back in line with the classical game, and the current damage will be for alloy rounds, but I may make two versions, one with the enhanced damage.

Quote
I somewhat miss the HE rounds of my Heavycannon.....but SAW and the plethora of automated small arms compensate VERY VERY well.

I haven't digged enuff the shotgun but....I guess it's playstyle...there are a ton of options now so the shotguns seem heavy.

Yeah, taking away HE does take something away from the game, unfortunately, but I'm more just putting it into a more classical squad arms perspective.


Quote
I am unsure about grenades and incendiaries being lighter than the smoke one....is this intentional?

Nope!  I'll have to tidy that up before version 2.0

Quote
I think I saw lasers LESS accurate at short range compared to powder weapons, specifically in autofire...is this intentional? also the Laser rifle has more accuracy in auto than in snap (+5%) which actually makes little sense.

Actually, the conceit behind the laser weapons is that they are somewhat inaccurate in aimed and snap, but without the recoil you'd find from the gunpowder and plasma weapons, autofire would be more accurate than those two.  Also, unlike the other weapons, the accuracy drop is much less for laser weapons when you are running 'range based accuracy' which I suggest.



Quote
BTW, I have you mod AND the alien armour expanded installed, is there any clash between these?

Not that I know of, but I'll investigate a bit further

Thanks for all the feedback and I'm glad you're enjoying the mod.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: pkrcel on August 06, 2014, 11:26:46 am
Excellent.  Unfortunately, the new version is going to nerf the weapons damage back in line with the classical game, and the current damage will be for alloy rounds, but I may make two versions, one with the enhanced damage.

By all means reduce that damage and have it upped with alloy ammo, it makes a lot of sense and I like the idea a lot.

Also the introduction of the single use rocket compensates the loss of the HeavyCannon.

Actually, the conceit behind the laser weapons is that they are somewhat inaccurate in aimed and snap, but without the recoil you'd find from the gunpowder and plasma weapons, autofire would be more accurate than those two.  Also, unlike the other weapons, the accuracy drop is much less for laser weapons when you are running 'range based accuracy' which I suggest.

I noticed that the laser weapons are more accurate at long range (I use the range based accuracy of course), and that's perfectly fine, the laser beam is impervious to any environmental effect and thus retains some sort of "infinite range" ...makes sense, it's plausible and FUN...makes me ponder if the squaddie neeeds a SAW or a Rifle or an Uzi.

On the other hand, I can't dig a lot the idea that autofire is MORE accurate than a single snapshot, no recoil means that either you pull a single trigger or hold it, accuracy should be "basically" tha SAME, can't really be better (I think the SAW works like this)

It actually already IS better since you're firing more shots in the (almost) same timeframe, pushing this limit even further it's a bit unfair to the weapon. I mean this in mechanical terms, the way hit probability works in game....not a real life comparison, I am no weapons expert by any means.

Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Dioxine on August 06, 2014, 06:23:39 pm
Autofire>snap could only be defended if the autofire is considered "aimed auto fire", and, game-wise, costs considerably more TUs than snap shot; otherwise the snapshot becomes a dead option.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Arthanor on August 06, 2014, 08:43:27 pm
Sometimes it's not about every shot being a valuable option to the player. Snap shot has the huge advantage of being the only shot that can be reaction fired. Maybe you won't use it because auto-fire is the better option, but your soldiers are probably grateful to have it any ways.

A lower accuracy snap-fire weapon could represent a burdensome weapon with high RoF. It's hard to readjust your aim to react to something unexpected (reaction snap shot is not so good), but if you can find the target and have time to setup, you can fire an accurate burst at it.

I had a similar issue with my scatter laser, an auto-shot only, high RoF weapon. My breachers (high reaction agents who clear UFOs) ended up never reaction firing and it was rather terrible. I added a (not really appealing during your turn) option for snap fire (1/3 the cost, 1 shot instead of 5, slightly higher accuracy) and it made a big difference in the usefulness of the weapon, even though I barely ever used the shot myself.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 07, 2014, 01:06:13 am
Sometimes it's not about every shot being a valuable option to the player. Snap shot has the huge advantage of being the only shot that can be reaction fired. Maybe you won't use it because auto-fire is the better option, but your soldiers are probably grateful to have it any ways.

A lower accuracy snap-fire weapon could represent a burdensome weapon with high RoF. It's hard to readjust your aim to react to something unexpected (reaction snap shot is not so good), but if you can find the target and have time to setup, you can fire an accurate burst at it.

I had a similar issue with my scatter laser, an auto-shot only, high RoF weapon. My breachers (high reaction agents who clear UFOs) ended up never reaction firing and it was rather terrible. I added a (not really appealing during your turn) option for snap fire (1/3 the cost, 1 shot instead of 5, slightly higher accuracy) and it made a big difference in the usefulness of the weapon, even though I barely ever used the shot myself.

This is part of the rationale, but it's an oversight.  Snap shot should be a little bit better than autofire, in this case, since in ET, the laser weapons have high autofire accuracy at the expense of other modes.

Now, the only one that has this issue is the pistol.  The rifle has some differentiation via the range based accuracy (but I may have missed the mark).

I will be making a few more adjustments to make things differentiate.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 07, 2014, 06:12:01 am
My current worksheet for Wolfram Lance

Recoil is standing in for explosion radius for explosives. Recoil isn't a valid stat for the guns yet either. ⬆⬆⬇⬇⬅➡⬅➡
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Dioxine on August 07, 2014, 12:23:01 pm
The balance between the weapons seems to well-thought, although the Marksman Rifle could suffer from the bad case of not-having-2-aimed-shots like the assault rifle has, while also missing the massive accuracy/power advantage the Sniper Rifle has.

However, the general balance is more disputable. The options seems to be heavily weighed towards automatic fire; snapshot is basically only useful in defense (except for the Marksman rifle, noted - very high Snap range + triple fire rate compared to Aimed), while in attack, the aimed shot generally takes over only at ranges 30+, while the majority of gunfights seem to take place at 20-25 range (and the range can be easily shortened by walking a few tiles - one automatic burst takes at worst 35% TU, which leaves the soldier with 30+ TU to maneuver). The high autofire rates mean than even with 1/3 accuracy, it grants much higher kill probability than an aimed shot (unless at extreme ranges, ofc).

Another one is the shotgun. It seems pretty useless except at point-blank ranges (1-2 tiles), where again, autofire (even from an assault rifle) would be able to pump equal or higher damage into the enemy, as essentially every bullet hits. Have you taken into consideration that every consecutive shotgun pellet suffers a stacking 5% accuracy penalty? Having heavily used shotguns (7 pellets, 18 damage, accuracy profile essentially very similar to yours), I've found them very unreliable, as very rarely more than 1-2 pellets hit, even at intended range of up to 10 tiles; with worse stats, and very hard competition from automatic weapons, your shotgun is bound to fare even worse.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: pkrcel on August 07, 2014, 12:44:37 pm
I'll hijack Dioxine analysis overlapping with my (limited, for now) game experience.

The balance between the weapons seems to well-thought, although the Marksman Rifle could suffer from the bad case of not-having-2-aimed-shots like the assault rifle has, while also missing the massive accuracy/power advantage the Sniper Rifle has.

It is indeed a useful weapon in the hands of a competent marksman, the very efficient snapshot make it somewhat badass thou not forcing the squaddie to a vantage point to snipe from. In my experience with the 1.01 version of Equal Terms it does not compete with either the assault rifle nor the sniper one, and is (to me) a VERY nice complement. Squaddie in the ACC 60s with normal REACT are deifnitely benefitting from the weapon, and add to squad tactics.

I think it's fair to have only one chance to fire an aimed shot, since in my trials it allowed for a very nice combo of limited mobility+good shot.


However, the general balance is more disputable. The options seems to be heavily weighed towards automatic fire; snapshot is basically only useful in defense (except for the Marksman rifle, noted - very high Snap range + triple fire rate compared to Aimed), while in attack, the aimed shot generally takes over only at ranges 30+, while the majority of gunfights seem to take place at 20-25 range (and the range can be easily shortened by walking a few tiles - one automatic burst takes at worst 35% TU, which leaves the soldier with 30+ TU to maneuver). The high autofire rates mean than even with 1/3 accuracy, it grants much higher kill probability than an aimed shot (unless at extreme ranges, ofc).

The two autofire with goood accuracy are definitely a killer, SAW is an excellent weapon and with ACC in the 60s (nor even 70s) is just like a handy cannon.


Another one is the shotgun. It seems pretty useless except at point-blank ranges (1-2 tiles), where again, autofire (even from an assault rifle) would be able to pump equal or higher damage into the enemy, as essentially every bullet hits. Have you taken into consideration that every consecutive shotgun pellet suffers a stacking 5% accuracy penalty? Having heavily used shotguns (7 pellets, 18 damage, accuracy profile essentially very similar to yours), I've found them very unreliable, as very rarely more than 1-2 pellets hit, even at intended range of up to 10 tiles; with worse stats, and very hard competition from automatic weapons, your shotgun is bound to fare even worse.

I haven't really made may way yet in the shotgun analysis, since (maybe Dioxine is right then) usually other weapons clear the field for breachers quite efficiently.
Also it's difficult in OpenXCOM to find a patch od close by aliens even in UFOs.

Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 07, 2014, 02:28:14 pm
The balance between the weapons seems to well-thought, although the Marksman Rifle could suffer from the bad case of not-having-2-aimed-shots like the assault rifle has, while also missing the massive accuracy/power advantage the Sniper Rifle has.

That's absolutely what I was aiming for. The DMR historically always has been known as the ugly child of the squad.

Quote
However, the general balance is more disputable. The options seems to be heavily weighed towards automatic fire; snapshot is basically only useful in defense (except for the Marksman rifle, noted - very high Snap range + triple fire rate compared to Aimed), while in attack, the aimed shot generally takes over only at ranges 30+, while the majority of gunfights seem to take place at 20-25 range (and the range can be easily shortened by walking a few tiles - one automatic burst takes at worst 35% TU, which leaves the soldier with 30+ TU to maneuver). The high autofire rates mean than even with 1/3 accuracy, it grants much higher kill probability than an aimed shot (unless at extreme ranges, ofc).

I'm hoping that with the mod for recoil and cone-of-fire, shots past the first two get dicey.  But what would you suggest? Should I make snapshot more useful?

BTW: loving the analysis.

Quote
Another one is the shotgun. It seems pretty useless except at point-blank ranges (1-2 tiles), where again, autofire (even from an assault rifle) would be able to pump equal or higher damage into the enemy, as essentially every bullet hits. Have you taken into consideration that every consecutive shotgun pellet suffers a stacking 5% accuracy penalty? Having heavily used shotguns (7 pellets, 18 damage, accuracy profile essentially very similar to yours), I've found them very unreliable, as very rarely more than 1-2 pellets hit, even at intended range of up to 10 tiles; with worse stats, and very hard competition from automatic weapons, your shotgun is bound to fare even worse.

Yeah, I'm not happy with the shotgun at all, which is why I'm going to be adjusting cone of fire for it in the code.  Generate an initial shot vector and then the pellets veer off of that to a minor amount.

Thanks guys for the analysis. This includes you pkrcel.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: pkrcel on August 07, 2014, 03:03:51 pm
Thanks king, I'm only reporting play experience thou..hope it helps.

That's absolutely what I was aiming for. The DMR historically always has been known as the ugly child of the squad.

That's also because the designated marksman could (and indeed mostly was)  not a competent marksman up and above the other squaddies....historically.

In Xcom we ought to have many 45-55 ACC guys and a couple every now and then 60+ ACC, in my squad setup the designated marskman is the "non-capital-m statstring guy", and usually puts that rifle to unwieldy good use just with the snapshots, this proves to be mobile enuff to be in the squad instead than on a vantage spot (though luck during nighttime terror mission :P ).

I simply love the implementation, keep up the good work.

I'm hoping that with the mod for recoil and cone-of-fire, shots past the first two get dicey.  But what would you suggest? Should I make snapshot more useful?

Actually, I think the game mechanics should remain simple enuff, the implied problem with recoil is embedded in the lower accuracy in Xcom, otherwsie one should have the same accuracy which decreases over shots....this also means that one should laso be able to decide how long to pull the trigger: far too complex, IMO.




Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 08, 2014, 06:26:33 pm

Actually, I think the game mechanics should remain simple enuff, the implied problem with recoil is embedded in the lower accuracy in Xcom, otherwsie one should have the same accuracy which decreases over shots....this also means that one should laso be able to decide how long to pull the trigger: far too complex, IMO.

Well the odd thing is that as you move up in weapon technology, the weapons get more accurate, massively.  I've removed that aspect. All weapons have their strengths now, it's not just a linear progression in effectiveness.

Although, I realize I will need to change the creatures to have 15% better creature accuracy (creature accuracy * weapons accuracy)  to make up for the accuracy loss from the inherently overly accurate plasma weapons.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 08, 2014, 06:28:22 pm
Version 1.012 is out.

Fixes a crash bug with a corpse, grenade weight inconsistences.

This should be the last hotfix before version 2.0 comes out and this version effectively becomes Equal Terms - Wolfram Lance
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Dioxine on August 08, 2014, 10:38:22 pm
For me this whole talk about cones of fire and recoil is just needless complexity. Abstract the recoil away and reduce the accuracy/accurate range/both appropriately (or whatever is needed to find the proper balance); accurate automatic fire is pretty much an oxymoron unless you fire stationary weapons (or dedicated SMGs at short range), and it is usually used to suppress the enemy, not to actually hit anyone (which is, however, impossible to simulate here... and the function of suppresive fire is sort of taken by reaction snapshots... hence, why not make snapshots faster, if the weapon is capable of automatic fire?).

It doesn't really matter if the first bullet or the last hits - what matters is the overall, average kill chance.

Same with shotgun - simply increase accuracy until desirable effect is reached (not even mentioning that the real pattern of shotgun pellets is a veeeery elongated cone, unless you're firing sawed-off or somesuch). Since it doesn't fire solid slugs, you don't have to care about balancing the weapon with both types of munitions in mind.

In any case though, I find this project very ambitious and well-thought.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 09, 2014, 03:15:57 am
For me this whole talk about cones of fire and recoil is just needless complexity. Abstract the recoil away and reduce the accuracy/accurate range/both appropriately (or whatever is needed to find the proper balance); accurate automatic fire is pretty much an oxymoron unless you fire stationary weapons (or dedicated SMGs at short range), and it is usually used to suppress the enemy, not to actually hit anyone (which is, however, impossible to simulate here... and the function of suppresive fire is sort of taken by reaction snapshots... hence, why not make snapshots faster, if the weapon is capable of automatic fire?).

It doesn't really matter if the first bullet or the last hits - what matters is the overall, average kill chance.

I like the idea of recoil, because (without support/stationary weapons with tracers) in a 3-8 shot string, your later shots generally are less accurate than the first ones.  But honestly, like you said, taken as a group, just having it as a base number just works fine.  It currently hasn't been balanced for actually having a recoil stat that reduces the accuracy of later shots in an autofire string.

Quote
Same with shotgun - simply increase accuracy until desirable effect is reached (not even mentioning that the real pattern of shotgun pellets is a veeeery elongated cone, unless you're firing sawed-off or somesuch). Since it doesn't fire solid slugs, you don't have to care about balancing the weapon with both types of munitions in mind.

That's kinda the problem, from what I've seen of the patterning of the shotgun currently, it draws separate lines of shots for each pellet, which really it should work along the lines of 'determine main line' like the standard shot then vary the pellets off that.

I'll need to investigate further.

Quote
In any case though, I find this project very ambitious and well-thought.

Much of this is standing on the shoulders of giants, like Warboy and so on.. It's also based on work I've been slowly tweaking for 14 years now. I do appreciate the kind words though.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: pkrcel on August 09, 2014, 06:36:15 pm



Much of this is standing on the shoulders of giants, like Warboy and so on.. It's also based on work I've been slowly tweaking for 14 years now. I do appreciate the kind words though.

And in fact you're fighting against the fine details.... shows quality.


Anyway I agree on the plasma sheer awesomeness in accuracy & power....that's too easily accessible.

I'll eagerly wait for Equal Terms 2.0
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 10, 2014, 03:16:38 am
A preview of Coherency
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Solarius Scorch on August 10, 2014, 11:31:37 am
Shouldn't the pistol be flipped vertically?
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 10, 2014, 02:32:44 pm
Shouldn't the pistol be flipped vertically?

I'm keeping them oriented like the gunpowder pistol in the original game.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: pkrcel on August 10, 2014, 03:31:17 pm
Love gfx and descriptions.....by the way I'll just reiterate that I love the descriptions as a whole, also for wolfram....I like the sense of depth those give.


By the way, seriously a laser pistol that featherllight?
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Solarius Scorch on August 10, 2014, 11:08:37 pm
I'm keeping them oriented like the gunpowder pistol in the original game.

I guess I was seeing things. :P
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 11, 2014, 12:45:56 am
I guess I was seeing things. :P

Actually, you are right, the laser pistol and plasma pistol are oriented as the other weapons.  But I decided to keep the sidearms pointing the other way.  Not sure why.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 11, 2014, 03:33:06 am
Love gfx and descriptions.....by the way I'll just reiterate that I love the descriptions as a whole, also for wolfram....I like the sense of depth those give.


By the way, seriously a laser pistol that featherllight?

Wolfram is the original name for Tungsten, and since almost all of the AP weapons use it as penetrators, it seemed fitting. 

Also, thank you for the kind words about the weapon writeups. I absolutely love doing fluff work on projects and canon-stitching (as I call it) to enhance the flavor of games.

Yeah, the Pistol was 2 + 1 for the mag (three while loaded), and the Laser pistol is 3, so it's actually the same weight, but I more consider it a 2.98.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Dioxine on August 12, 2014, 01:40:51 am
Preliminary testing shows that putting shotgun's Snap Shot accuracy within 125-150% range delivers desired pellet saturation (3-5 hits out of 7 - so the single pellet damage can stay realistically low), while setting snapRange to 4 and dropoff to 4 ensures the weapon is very unreliable at ranges above 10, and useless at ranges above 20, despite such radically increased accuracy. This has also an effect of making it a perfect weapon for untrained soldiers (which until now was the Sniper Rifle, of all things), as long as they can get close.

How to deal with Aimed Shots is another issue, I've simply added +40% accuracy while leaving aimRange at 4 too.

Some fine tuning is in order but I believe this setup is more or less 'realistic'.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 12, 2014, 04:10:12 am
Preliminary testing shows that putting shotgun's Snap Shot accuracy within 125-150% range delivers desired pellet saturation (3-5 hits out of 7 - so the single pellet damage can stay realistically low), while setting snapRange to 4 and dropoff to 4 ensures the weapon is very unreliable at ranges above 10, and useless at ranges above 20, despite such radically increased accuracy. This has also an effect of making it a perfect weapon for untrained soldiers (which until now was the Sniper Rifle, of all things), as long as they can get close.

How to deal with Aimed Shots is another issue, I've simply added +40% accuracy while leaving aimRange at 4 too.

Some fine tuning is in order but I believe this setup is more or less 'realistic'.

That sounds like exactly what I was looking for, I'll rush to implement that and credit you for sure.  I was honestly about to pull the shotgun since it was working so poorly.

Thanks again, man.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 12, 2014, 04:18:01 am
This has also an effect of making it a perfect weapon for untrained soldiers (which until now was the Sniper Rifle, of all things), as long as they can get close.

I've been noticing that too, I'm going to adjust down the accuracy of the sniper rifle, since it's a huge jump up from the nearest.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Dioxine on August 12, 2014, 12:12:37 pm
Side note: if you want the Shotgun to fire solid slugs as well, range 6 dropoff 6 seems to be enough to find reasonable balance between the two (and keeping the accuracy below about 135% threshold else it gets insane with high-end soldiers)
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 12, 2014, 06:22:41 pm
Side note: if you want the Shotgun to fire solid slugs as well, range 6 dropoff 6 seems to be enough to find reasonable balance between the two (and keeping the accuracy below about 135% threshold else it gets insane with high-end soldiers)

So it's around 130 for snap and 170 for aimed, you are proposing?

I'm arms deep in the C++ code right now, trying to detangle this without having to have weird accuracy numbers.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Dioxine on August 12, 2014, 09:38:25 pm
I've currently settled for range 6, dropoff 6, acc 135; for aimed I went with just 150 acc but 12 range; the increased range might be a bit illogical, but getting too high acc could lead to crazy performance with 100+ Accuracy skill soldiers (as it works by multiplying)... however more playtesting is in order, also I'm trying to balance the slugs and the pellets in the same weapon, so my results may be suboptimal for you; also a side note - you need the shotgun to have at least about 15 power to reliably demolish the weakest wooden walls. Like I said, testing and fine-tuning is still needed.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 12, 2014, 10:20:53 pm
I've currently settled for range 6, dropoff 6, acc 135; for aimed I went with just 150 acc but 12 range; the increased range might be a bit illogical, but getting too high acc could lead to crazy performance with 100+ Accuracy skill soldiers (as it works by multiplying)... however more playtesting is in order, also I'm trying to balance the slugs and the pellets in the same weapon, so my results may be suboptimal for you; also a side note - you need the shotgun to have at least about 15 power to reliably demolish the weakest wooden walls. Like I said, testing and fine-tuning is still needed.

You've done so much work with your Piratez mod, I can see how you've tested all this. I do appreciate the information.

I'm going to bump up the damage again to 15 and 19 (alloy) and then really investigate how I can modify the shot draw.  My research has found that buckshot/flechettes have a spread of around 1.5 degrees at 50 yards or so.  So I need the routine to:

Check to see if the shot has 'pellets'
If(true)
Draw initial shot 'lane' off the normal accuracy of the weapon.
Draw the rest of the shot lines with around .75 degree variance in the arc.

Then I can take down all of the weird accuracy changes.

Curiously, Ronnie James Dio, does your mod use a modified EXE?
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Dioxine on August 13, 2014, 08:29:09 am
Modified .exe? Of course not :) Compatibility & support are paramount.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: SIMON on August 13, 2014, 05:10:59 pm
Yes, I agree that your mod is very useful, I'm not into designing mods myself as I wouldn't have a clue where to begin but I do like to see how many I can get onto a game within reason before serious problems begin. Just one question with two points, as you will see from my attached .sav file, why does the in game & ufopaedia images of a rocket launcher look like a sniper rifle!(Still works so it's not a major problem) and why does the game say that APFSDS rockets are the wrong type of ammunition when I try to load the rocket launcher. PS why does the ufopaedia page not show the APFSDS rocket image?
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 13, 2014, 06:48:05 pm
Yes, I agree that your mod is very useful, I'm not into designing mods myself as I wouldn't have a clue where to begin but I do like to see how many I can get onto a game within reason before serious problems begin. Just one question with two points, as you will see from my attached .sav file, why does the in game & ufopaedia images of a rocket launcher look like a sniper rifle!(Still works so it's not a major problem) and why does the game say that APFSDS rockets are the wrong type of ammunition when I try to load the rocket launcher. PS why does the ufopaedia page not show the APFSDS rocket image?

I will investigate this issue tonight. I'm suspecting that there is either a bad reference or a copy-pasta'd image that I did not clear up for the wrong graphic for the rocket launcher and the APFSDS rocket not loading are curious.

The APFSDS rocket does not show in the ufopedia because there is a limitation to the display of ammo for weapons: no more than 3 can show.  There are 4 available rockets, unfortunately.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 14, 2014, 05:04:21 am
Yes, I agree that your mod is very useful, I'm not into designing mods myself as I wouldn't have a clue where to begin but I do like to see how many I can get onto a game within reason before serious problems begin. Just one question with two points, as you will see from my attached .sav file, why does the in game & ufopaedia images of a rocket launcher look like a sniper rifle!(Still works so it's not a major problem) and why does the game say that APFSDS rockets are the wrong type of ammunition when I try to load the rocket launcher. PS why does the ufopaedia page not show the APFSDS rocket image?

Not seeing the same behavior in my game, but I suspect something might be causing this.   You do have a TON of mods enabled, so I'll do a few things to differentiate items to avoid collisions.

See the attached pic.

I'll do a quick mod of the ruleset that should fix things, I hope.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 14, 2014, 05:09:52 am
SIMON, please see the attached file.  It has a number of small customizations to make it (hopefully) play nice with other mods.

This is untested, so I hope it works.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Dioxine on August 17, 2014, 04:08:02 pm
Hello again,
I took a look at your mod's graphics resources and was inspired to give them some workover. I'm not Yrizoud or Robin, but you might find these worthy none the less.

So far I've tackled the SAW, smoothened it a bit, and, loosely basing on Minimi, replaced the handle, changed the proportions a bit and added the gas pipe. Two versions: one with closed ammo intake, one with ammo belt visible (I've also changed the default size from 2x3 to 1x3, as SAWs aren't that big, but this can be easily changed back).
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 18, 2014, 12:36:50 am
Hello again,
I took a look at your mod's graphics resources and was inspired to give them some workover. I'm not Yrizoud or Robin, but you might find these worthy none the less.

So far I've tackled the SAW, smoothened it a bit, and, loosely basing on Minimi, replaced the handle, changed the proportions a bit and added the gas pipe. Two versions: one with closed ammo intake, one with ammo belt visible (I've also changed the default size from 2x3 to 1x3, as SAWs aren't that big, but this can be easily changed back).

Brilliant stuff! I'm going to take the first one and incorporate it immediately.  I like the exposed belt one, but since the alloy ammo looks different than the default ammo, it doesn't quite work.  It's very much based on the M249 Minimi, so this is perfect.  I am keeping it 2x3 and keeping some of the width of it, but it's a great take and I've incorporated it into version 1.975 and attributed it.

Thanks again, man!
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: SIMON on August 19, 2014, 01:21:46 am
I activated the .rul file that you were good enough to do for me, rocket launcher now looks as it should but still does not accept APFSDS rockets as right type of ammo. This is way beyond my area of knowledge. I did activate the .rul file along with the latest EQUAL TERMS mod. I have also edited some of the main .rul files as FLOATERS now have front armour of 58 and all ap rounds were bouncing off them so I've increased the power of a good many weapons to compensate. This isn't a major problem as I don't use those rockets but it's the only problem I know off on my current game and I wouldn't want it leading to major problems if that is possible. I have also reduced the number of mods I use to what I consider a bear minimum in a fulfilling game, using the FINAL MOD PACK helped me in a lot. Attached is my current latest game save. Thanks very much for any further help you may be able to offer me.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Dioxine on August 19, 2014, 10:34:58 am
If you're using any other mod that modifies (or simply re-iterates) rocket launcher's compatible missile types, APFSDS is unlikely to work.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 22, 2014, 08:37:52 pm
If you're using any other mod that modifies (or simply re-iterates) rocket launcher's compatible missile types, APFSDS is unlikely to work.

I wish I could find a way around it, but I can't without creating a separate rocket launcher
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: XCOMFan419 on August 22, 2014, 08:41:07 pm
What made you decide that giving the armour a weight value is an idea you wanted to put into Equal Terms?
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 22, 2014, 08:47:42 pm
What made you decide that giving the armour a weight value is an idea you wanted to put into Equal Terms?

Because wearing armor in real life sucks horribly for mobility and fatigue especially if you want to run.  I wanted to give you a reason to possibly rock lighter armors.  This does buff the aliens slightly, as they are unhindered by their armor, but that's something I can deal with.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: XCOMFan419 on August 22, 2014, 09:33:59 pm
Because wearing armor in real life sucks horribly for mobility and fatigue especially if you want to run.  I wanted to give you a reason to possibly rock lighter armors.  This does buff the aliens slightly, as they are unhindered by their armor, but that's something I can deal with.
By this logic, you should modify the Personal Armour, Power Suit and Flying Suit to have weight values to fall in line with this logic, otherwise it seems like you added armour weights to the purchasable armours to appease the masses.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 22, 2014, 09:42:33 pm
By this logic, you should modify the Personal Armour, Power Suit and Flying Suit to have weight values to fall in line with this logic, otherwise it seems like you added armour weights to the purchasable armours to appease the masses.

It should have weight and penalties, but if not, it was an oversight.  The power armor doesn't have weight because it carries itself.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Infini on August 23, 2014, 11:37:31 pm
French translation, v1.012

I did it for myself, so why not to share it with others ?

Quote
  - type: fr
    strings:
      STR_AVALANCHE_NONUKE_UFOPEDIA: Construit sur une plate-forme AIM-120, armé d'une ogive avec trois pénétrateurs cinétiques, ce missile est équipé de moteurs à poussée vectorielle, a la plus longue portée "missile air-air" ainsi qu'une maniabilité suffisante permettant d'affronter un vaisseau extraterrestre.
      STR_SMALL_RADAR_ETSYSTEM_UFOPEDIA: Un petit système de détection ayant une portée radar de 500 milles nautiques et relié à des systèmes satellites pour les recherches au sol.  Chaque système a 10% de chances de détecter un objet de taille moyenne toutes les 10 minutes.
      STR_LARGE_RADAR_ETSYSTEM_UFOPEDIA: Un grand système de détection ayant une portée radar de 1100 milles nautiques et relié à des systèmes satellites pour les recherches au sol.  Chaque système a 5% de chances de détecter un objet de taille moyenne toutes les 10 minutes.
      STR_MACHINE_PISTOL: Pistolet Mitrailleur
      STR_MACHINE_PISTOL_UFOPEDIA: Conçu conjointement par la République tchèque et la société russe IZHMASH, l'arme de poing X-Com standard est un pistolet mitrailleur tirant un noyau 5.7mm de tungstène (PA), avec capacité de "tirs sélectifs" et un chargeur de 18 cartouches.
      STR_MAGNUM: Revolver Magnum
      STR_MAGNUM_UFOPEDIA: Bien qu'initialement "non approuvés" pour faire parti de l'arsenal X-Com, un certain nombre de revolvers lourds personnalisés y ont trouvé leur place et sont accessibles via des fournisseurs spéciaux.  Doté d'un noyau de tungstène .454 Casull (PA), le potentiel de dégâts de cette arme est redoutable.
      STR_MAGNUM_AMMO: Chargeur Revolver Magnum
      STR_MACHINE_PISTOL_CLIP: Chargeur Pistolet Mitrailleur
      STR_ASSAULT_RIFLE: Fusil d'Assaut
      STR_ASSAULT_RIFLE_UFOPEDIA: Développé par Colt et FN (Fabrique Nationale d'Hersta) pour le projet X-Com, ce fusil d'assaut utilise le SOCOM (United States Special Operations Command) 6.8 mm Remington SPC (Special Purpose Cartridge), avec une pointe en acier et un noyau de tungstène (PA).  Le chargeur contient 30 cartouches.
      STR_ASSAULT_RIFLE_CLIP: Chargeur Fusil d'Assaut
      STR_SNIPER_RIFLE: Fusil de Précision
      STR_SNIPER_RIFLE_UFOPEDIA: Ce fusil de précision utilise le calibre .50 BMG (Browning Machine Gun) et est classé comme arme "anti-matériel" pouvant détruire les structures environnantes ainsi que les blindés légers.  Bien que lourde, cette arme est précise jusqu'à deux kilomètres et peut infliger de cruelles blessures ou une mort certaine.
      STR_SNIPER_RIFLE_AMMO: Chargeur Fusil de Précision
      STR_SAW: Arme Légère d'Appui
      STR_SAW_UFOPEDIA: L'Arme Légère d'Appui utilise le calibre 5.56mm (PA) et fait feu à une cadence très élevée, permettant ainsi au soldat d'effectuer un tir de suppression (couvrir un allié) tout en conservant son importante mobilité sur le champ de bataille. 
      STR_SAW_AP_AMMO: Chargeur Arme Légère d'Appui
      STR_SHOTGUN: Fusil
      STR_REINFORCED_SHOTGUN: Fusil Renforcé
      STR_SHOTGUN_SHELLS: Chargeur Fusil
      STR_ALLOY_SHOTGUN_SHELLS: Chargeur Fusil (Alliage E.T.)
      STR_ELERIUM_SHOTGUN_SHELLS: Chargeur Fusil (Elerium)
      STR_SHOTGUN_UFOPEDIA: Le fusil de chasse tactique X-Com est un design personnalisé basé sur le classique Remington 870.  Il utilise le calibre 12 (3 pouces) chargé de fléchettes en tungstène pour infliger un maximum de dommage à courte portée.  Cependant, son faible pouvoir de pénétration et la propagation des projectiles limite son efficacité contre les cibles blindées ou à longue distance.
      STR_REINFORCED_SHOTGUN_UFOPEDIA: En utilisant les propriétés des alliages extraterrestres, ce fusil de chasse semi-automatique est doté d'un baril plus étroit et solide si on le compare à la version traditionnelle.  Cela lui permet de tirer des munitions à vitesse plus élevée et ainsi freiner l'avance ennemie. 
      STR_MARKSMANS_RIFLE: Fusil de Tireur d'Élite
      STR_MARKSMANS_RIFLE_UFOPEDIA: Conçu pour le tir de précision tout en maintenant l'équipe plus mobile, le fusil de tireur d'élite est un compromis entre une arme "anti-matériel" plus lourde et immobile et le fusil d'assaut standard.  Conçu et optimisé par les ingénieurs de Colt & HK (Heckler & Koch), il est semi-automatique et utilise le calibre 7.62mm OTAN avec un noyau de tungstène (PA). 
      STR_MARKSMANS_RIFLE_CLIP: Chargeur Fusil Tireur d'Élite
      STR_SMG: Mitraillette
      STR_SMG_UFOPEDIA: Arme classique HK redessinée pour les besoins spécifiques du projet X-Com, la cartouche est un noyau de tungstène en acier incliné 9mm.  Construite avec compensation de recul et jumelée avec une sangle d'assaut, l'arme peut être utilisée d'une seule main tout en étant bien adaptée pour investir les bâtiments car elle est plus maniable que le fusil d'assaut et plus précise que le pistolet mitrailleur.  Le chargeur contient 35 balles.
      STR_SMG_CLIP: Chargeur Mitraillette
      STR_INCENDIARY_GRENADE: Grenade Incendiaire
      STR_INCENDIARY_GRENADE_UFOPEDIA: Cette grenade contient du phosphore blanc et de la thermite (mélange d'aluminium métallique et d'oxyde d'un autre métal, généralement l'oxyde de fer) ainsi qu'une petite charge RDX (composé chimique très stable considéré comme l'un des explosifs militaires les plus puissants) pour une dispersion optimum des composantes en fusion.
      STR_SSRL: Lance-Roquettes Jetable
      STR_SSRL_UFOPEDIA: Un lance-roquettes jetable tirant un seul coup (ogive explosive), fabriqué par Bazalt (Russie) & Dynamit Nobel (Allemagne).  En atteignant la cible, l'explosion produite est confinée dans un espace restreint, ce qui en fait une arme "anti-personnel" peu efficace mais redoutable contre les plates-formes d'armes lourdes extraterrestres.
      STR_APFSDS_ROCKET: Roquette Antiblindage
      STR_ROCKET_LAUNCHER_UFOPEDIA: Ce lance-roquettes à chargement par la culasse est produit par Raytheon (entreprise américaine {systèmes de défense, électronique & aérospatial}) avec des munitions de Dynamit Nobel (Allemagne).  Il peut tirer quatre types de fusées semi-guidées.
      STR_KEVLAR_ARCTIC: Armure légère (Arctique)
      STR_KEVLAR_ARCTIC_UC: Armure légère (Arctique)
      STR_KEVLAR_ARCTIC_UFOPEDIA: Inspirée de l'unité spécialisée SWAT (Special Weapons and Tactics), cette armure légère produite par Pinnacle Armor (compagnie américaine bien connue pour sa veste ballistique "Dragon Skin") est adaptée selon les spécifications de X-Com.  24 couches d'un mélange unique d'aramide chevauchées par des disques légers de carbure de silicium renforcés de fibres de carbone offrent une protection adéquate tout en ne nuisant pas à la mobilité.
      STR_KEVLAR_JUNGLE: Armure Légère (Jungle)
      STR_KEVLAR_JUNGLE_UC: Armure Légère (Jungle)
      STR_KEVLAR_JUNGLE_UFOPEDIA: Inspirée de l'unité spécialisée SWAT (Special Weapons and Tactics), cette armure légère produite par Pinnacle Armor (compagnie américaine bien connue pour sa veste ballistique "Dragon Skin") est adaptée selon les spécifications de X-Com.  24 couches d'un mélange unique d'aramide chevauchées par des disques légers de carbure de silicium renforcés de fibres de carbone offrent une protection adéquate tout en ne nuisant pas à la mobilité.
      STR_KEVLAR_URBAN: Armure Légère (Milieu Urbain)
      STR_KEVLAR_URBAN_UC: Armure Légère (Milieu Urbain)
      STR_KEVLAR_URBAN_UFOPEDIA: Inspirée de l'unité spécialisée SWAT (Special Weapons and Tactics), cette armure légère produite par Pinnacle Armor (compagnie américaine bien connue pour sa veste ballistique "Dragon Skin") est adaptée selon les spécifications de X-Com.  24 couches d'un mélange unique d'aramide chevauchées par des disques légers de carbure de silicium renforcés de fibres de carbone offrent une protection adéquate tout en ne nuisant pas à la mobilité.
      STR_TACTICAL_URBAN: Armure Tactique (Milieu Urbain)
      STR_TACTICAL_URBAN_UC: Armure Tactique (Milieu Urbain)
      STR_TACTICAL_URBAN_UFOPEDIA: Composé d'un mélange spécial de 36 couches d'aramide accentuant la solidité et la résistance à la chaleur; chevauché par de lourds disques de carbure de silicium renforcés de fibres de carbone, ce gilet tactique produit par Pinnacle Armor (compagnie américaine connue pour sa veste ballistique "Dragon Skin") selon les spécifications de X-Com offre la meilleure protection possible en tenant compte de la technologie disponible, mais réduit la mobilité.
      STR_TACTICAL_JUNGLE: Armure Tactique (Jungle)
      STR_TACTICAL_JUNGLE_UC: Armure Tactique (Jungle)
      STR_TACTICAL_JUNGLE_UFOPEDIA: Composé d'un mélange spécial de 36 couches d'aramide accentuant la solidité et la résistance à la chaleur; chevauché par de lourds disques de carbure de silicium renforcés de fibres de carbone, ce gilet tactique produit par Pinnacle Armor (compagnie américaine connue pour sa veste ballistique "Dragon Skin") selon les spécifications de X-Com offre la meilleure protection possible en tenant compte de la technologie disponible, mais réduit la mobilité.
      STR_TACTICAL_ARCTIC: Armure Tactique (Arctique)
      STR_TACTICAL_ARCTIC_UC: Armure Tactique (Arctique)
      STR_TACTICAL_ARCTIC_UFOPEDIA: Composé d'un mélange spécial de 36 couches d'aramide accentuant la solidité et la résistance à la chaleur; chevauché par de lourds disques de carbure de silicium renforcés de fibres de carbone, ce gilet tactique produit par Pinnacle Armor (compagnie américaine connue pour sa veste ballistique "Dragon Skin") selon les spécifications de X-Com offre la meilleure protection possible en tenant compte de la technologie disponible, mais réduit la mobilité.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 24, 2014, 12:57:17 am
French translation, v1.012

I did it for myself, so why not to share it with others ?

My French speaking wife is chortling and enjoying this.  I especially liked how you went and explained some of the terms (like RDX and Thermite) in the descriptions.

I will roll out this out into a new patch and incorporate this into my 2.0 mod.

Cheers!
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Infini on August 24, 2014, 01:21:05 am
Thank you.
It's a pleasure for me to be able to help a bit.

One final correction, because I hate to use the same word twice (here : Conçu)

STR_MARKSMANS_RIFLE_UFOPEDIA: Conçu pour le tir de précision tout en maintenant l'équipe plus mobile, le fusil de tireur d'élite est un compromis entre une arme "anti-matériel" plus lourde et immobile et le fusil d'assaut standard.  Imaginé et optimisé par les ingénieurs de Colt & HK (Heckler & Koch), il est semi-automatique et utilise le calibre 7.62mm OTAN avec un noyau de tungstène (PA). 

I'll keep an eye on your MOD and update it in French if necessary.

À la prochaine!

 :)
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Infini on August 24, 2014, 03:47:37 am
The SAW (Squad-Automatic-Weapon) has no sound at all when I'm testing it with winamp.
Just for your information.
Thank you.

 :D

P.S. Found one for you if you need:
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 24, 2014, 04:39:35 am
The SAW (Squad-Automatic-Weapon) has no sound at all when I'm testing it with winamp.
Just for your information.
Thank you.

 :D

P.S. Found one for you if you need:

Huh, I just moved things around and the wav file seems to be there.  Is it a 10.4k wav file?
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Infini on August 24, 2014, 04:50:59 am
Yes, a small file, too much.  It's not playing at all.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 24, 2014, 04:54:19 am
Changelog:
-= Current Version =-
Version 1.02
 - Changed directory structure to move all resources into a mod-name folder
 - Added French translation from Infini
 - Added omitted weight information for personal armor
   - Power Suits carry themselves, so have no weight

New version is up on the modsite: https://www.openxcom.com/account/manage-mod?ModID=354#mod-files

And below.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Infini on August 26, 2014, 02:49:41 am
Sorry, it was my mistake. 
I was just testing (curious) the sounds of your Mod with Winamp, but it's not the best software to use I think.
The sound file for the SAW seems OK, I hear it when I use Media Player Classic.
OK.  Let's play now!

 :D

P.S. Problems happen when an amateur meets a Pro you know.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 26, 2014, 08:08:43 pm
Sorry, it was my mistake. 
I was just testing (curious) the sounds of your Mod with Winamp, but it's not the best software to use I think.
The sound file for the SAW seems OK, I hear it when I use Media Player Classic.
OK.  Let's play now!

 :D

P.S. Problems happen when an amateur meets a Pro you know.

Not a problem.  Not sure why it doesn't play in winamp when it plays on my winamp.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Infini on August 26, 2014, 08:43:00 pm
Quote
Not a problem.  Not sure why it doesn't play in winamp when it plays on my winamp.

I use Winamp 5.63  Lite, just for my music.  If I double-click or use "openwith", no sound.  When a file is too small, specially a WAV, my version of winamp is totally blind.
Anyway...
Thanks for your comprehension.

 :)
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Infini on August 27, 2014, 05:42:27 pm
I really like your Mod.
It's a lot more realistic than the vanilla version.
Snipers (wow!) and S.A.W. (mid-range) are extremely useful to cover your troops.  To investigate UFOs or buildings, submachine guns are the perfect weapon, assault rifles too.

I'm not sure about the shotgun.  I don't think I'll use it. 
But the Magum Revolver is useful in a sniper's backpack.

I dont' like the stun rod now.  At the beginning of the game, We know nothing about the alien weaknesses.
Maybe I'll add to your Mod a dart pistol (Autopsy researches needed) and simply remove the rod.

- Tell me please, a tactical armor (jungle) protects me in an urban area or I need to buy each version ?

...

Great work!
I keep it (your Mod) for my own use.

 :)
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 27, 2014, 06:03:28 pm
I really like your Mod.
It's a lot more realistic than the vanilla version.
Snipers (wow!) and S.A.W. (mid-range) are extremely useful to cover your troops.  To investigate UFOs or buildings, submachine guns are the perfect weapon, assault rifles too.

I am glad you are enjoying the mod.  Really the weapons are all about being used in the right situations, and you have them perfectly paired.

Quote
I'm not sure about the shotgun.  I don't think I'll use it. 
But the Magum Revolver is useful in a sniper's backpack.

I also give the magnum to those carrying shotguns or rocket launchers, since a medium range weapon is handy for both.

Quote
I dont' like the stun rod now.  At the beginning of the game, We know nothing about the alien weaknesses.
Maybe I'll add to your Mod a dart pistol (Autopsy researches needed) and simply remove the rod.

That's a brilliant idea and definitely worth doing.

Quote
- Tell me please, a tactical armor (jungle) protects me in an urban area or I need to buy each version ?


The different camo versions of the armor are only visual differentiations, there is no game mechanic difference between Arctic, Jungle and Urban. It's all about how the soldiers look, that's all.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: ivandogovich on August 27, 2014, 06:07:03 pm
...I dont' like the stun rod now.  At the beginning of the game, We know nothing about the alien weaknesses.
Maybe I'll add to your Mod a dart pistol (Autopsy researches needed) and simply remove the rod.

Feel free to borrow the dart pistol from the UpClose ModPack. :)   https://www.openxcom.com/mod/upclose-modpack
I'd be happy for some feedback on it. :)

Cheers, Ivan :D
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Infini on August 27, 2014, 06:20:27 pm
Quote
Feel free to borrow the dart pistol from the UpClose ModPack. :)   https://www.openxcom.com/mod/upclose-modpack
I'd be happy for some feedback on it. :)

Cheers, Ivan :D

I'm testing it.
Found The A clip.
What I need for the B & C version, not sure.

I won't use the stun grenade.  Small alien launcher + stun bomb will cease to be interesting for me.

I just need a logical an alternative method.
The dart pistol is perfect.  Now, we absolutely need to do autopsy researches.

Thank you.

 :D
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: ivandogovich on August 27, 2014, 07:59:57 pm
Basically, the dart clip progression is dependent on gaining better understanding of alien physiology.

The more alien types that you autopsy, the greater the chance of gaining a key insight that will allow you to make a more potent stunning agent. :)

Cheers, Ivan
(And the work behind the research progression was happily borrowed from Roxis231's Medi-Gas grenade mod).
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on August 27, 2014, 08:14:48 pm
Basically, the dart clip progression is dependent on gaining better understanding of alien physiology.

The more alien types that you autopsy, the greater the chance of gaining a key insight that will allow you to make a more potent stunning agent. :)

Cheers, Ivan
(And the work behind the research progression was happily borrowed from Roxis231's Medi-Gas grenade mod).

That's pretty damn brilliant stuff there.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Dioxine on August 27, 2014, 11:38:38 pm
I'm not sure but I think you were planning to implement "laser SMGs" (if not, my mistake); I've made 2 concepts for such weapons (based on Rockfish's designs), and I thought it'd be a good place to dump them anyway, since right now I don't know what to do with them yet.

Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: XCOMFan419 on August 28, 2014, 02:36:43 am
I'm not sure but I think you were planning to implement "laser SMGs" (if not, my mistake); I've made 2 concepts for such weapons (based on Rockfish's designs), and I thought it'd be a good place to dump them anyway, since right now I don't know what to do with them yet.
If those are laser Sub Machine guns, then the second one looks better. The first one looks too bulky.

Of course this is if only KingMob wants to let the Laser SMG in.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Infini on August 28, 2014, 02:47:33 pm
A suggestion: at the beginning of the game, we have 6 armors to buy: Light (Artctic, urban & jungle), Tactical (Artctic, urban & jungle).
It's confusing.  In fact, we just have  two choices: light or tactical.

What do you think?  A newcomer by mistake may buy the complete set, no ? (I did it myself...)

 :(



Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: tollworkout on February 06, 2015, 10:32:40 pm
Hey everyone I'm new here. Just tried your mod and found one issue . Elerium shotgun ammo uses the corpse gif in soldier inventory due to a conflict in the rul where both armor corpse and elerium shotgun ammo use 64 and 77 (for F) as id for their gifs. I made all amor use 964 and 977 and it fixed it for me.

Thanks for this mod is really awesome. Is very similar to long war for XCom EU/EW weapons in a way.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: tollworkout on February 07, 2015, 02:26:58 am
I have been playing around with the mod and I have a few suggestions.

Armours:
Is nice to have variations on amor but they don't provide any real benefits other than aesthetics. I think there should be only two armours one lighter and one heavier.

I think it would make more sense to have the Light Armour be called Kevlar Vest or Armour Vest instead . And the vest should not reduce TU but otherwise all stats should stay the same.

Tactical Armour should provide a bit more armour perhaps 35 or even 40 and reduce TU further (perhaps -8 or -10 or more?) and more penalties to throwing and a bit heavier. While still keeping it under personal armour efficiency.

These change would make the player have to decide more carefully between the two armours and will also allow the player to create tankier soldiers that can go in first soak up any reaction shot damage before regular lighter troops go in.  These changes would go well with the rest of the mod which for me seems to be about choices between weapons which have advantages or disadvantages (for example Sniper Rifle vs lower damage less TU less range Marksman Rifle or between Revolver or Machine Pistol as a sniper side weapon).

Weapons:
All weapons are perfect. There have been talks about a dart pistol sounds exciting.

My only request is Laser Rifle needs clips. Is  a bit like cheating.

There could be another weapon that does not require ammo but should not be laser maybe heat weapons or gauss weapons or material fusion. They should be equal to or a bit better than laser but much heavier. Plasma should still be the best. The idea is again to have to decide.

If laser is to stay the same clipless then make the laser weapons a bit heavier.


Thanks for your hard work this mod is my favourite . 5/5

on my system I edited the RUL file left only the Jungle look kevlar vest and the arctic tactic armor and changed the stats to the following

Armor Vest
    frontArmor: 16
    sideArmor: 9
    rearArmor: 14
    underArmor: 5
    stats:
      tu: 0 <<< no TU reduction but the other stats still reduced
      stamina: -2
      reactions: -1
      throwing: -2
      strength: 0

Tactic Armor
   frontArmor: 26 <<higher
    sideArmor: 20 <<higher
    rearArmor: 19 <<< higher but not as much
    underArmor: 13 <<higher
    stats:
      tu: -10 <<<< way less TU & the other stats
      stamina: -8
      reactions: -5
      firing: -3
      throwing: -6
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: niculinux [RETIRED/QUIT] on August 27, 2015, 03:49:09 pm
1.0 not compatible with linux. Latest is 0.87

Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on September 08, 2015, 02:28:14 am
1.0 not compatible with linux. Latest is 0.87

Most likely a case issue.

I'll see about getting a patch out.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on September 09, 2015, 04:13:34 am
Most likely a case issue.

I'll see about getting a patch out.

Patch is going to require me to do a usb drive install of ubuntu to fully trouble shoot.

Small delay.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: Cristao on September 09, 2015, 10:27:23 am
Very nice thread. I cant wait to get home, download and try this mod out.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on September 10, 2015, 05:54:25 am
Out in lib-building land trying to get all the supporting libs before I can even try to install SDL. Done for the night, so I'll pick it up again on friday.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on September 10, 2015, 04:54:46 pm
Out in lib-building land trying to get all the supporting libs before I can even try to install SDL. Done for the night, so I'll pick it up again on friday.

Moving down another route, building a C# program to pull the directory/file names out of a ruleset so I can check them against what is in the directories.

^\s{4}(.{5}|.{6}|.{7})(Resources/EqualTerms1/).+

is what I am using for the regex.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: yrizoud on September 10, 2015, 05:03:52 pm
doesn't the online mod tester already check for missing referenced files ? With case sensitivity?
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on September 10, 2015, 11:32:05 pm
doesn't the online mod tester already check for missing referenced files ? With case sensitivity?

No idea, actually.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on September 10, 2015, 11:36:43 pm
doesn't the online mod tester already check for missing referenced files ? With case sensitivity?

Just used it to check references:

References
no errors!

So... Yeah, gonna have a run at it my way, I guess.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on September 11, 2015, 12:54:33 am
niculinux,

I've attached a patched version, can you see if it works for you?

I had to build a quick C# app to find the problem. 'BIGOBS.gif' & 'FLOOROB.gif' in the rul file vs 'bigobs.gif' & 'floorobs.gif' in the file structure.

Thanks,
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: yrizoud on September 11, 2015, 12:58:30 am
Strange, I just tested by voluntarily mistaking the case in one of my minimods : Falco's mod tester catches the error.
Quote
the case sensitive test of dir/file path failed
['warning:', 'to assure a workable mod on unix systems all file references are case sensitive', 'extraSprites', 'BIGOBS.PCK', 102001, 'Resources/LaserPistolClip.gif', 'Resources/laserPistolClip.gif', 'Ruleset/LaserClips.rul']
(Note, I used the old mod format)
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on September 11, 2015, 02:44:17 am
Strange, I just tested by voluntarily mistaking the case in one of my minimods : Falco's mod tester catches the error.(Note, I used the old mod format)

I ran mine and it didn't find anything off the base page:

https://falkooxc2.pythonanywhere.com/

I went to a different subsite on there and I am testing it again...
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: niculinux [RETIRED/QUIT] on September 11, 2015, 12:23:02 pm
niculinux,

I've attached a patched version, can you see if it works for you?

I had to build a quick C# app to find the problem. 'BIGOBS.gif' & 'FLOOROB.gif' in the rul file vs 'bigobs.gif' & 'floorobs.gif' in the file structure.

Thanks,

uh i'm not on 1.0 anymore, hope to have some spare tme to try :(

Edit: in the future, why don't use the imi uzi i made to replace the machie pistol (https://openxcom.org/forum/index.php/topic,3934.msg50864.html#msg50864) and include the very very fine laser reskin mod (https://openxcom.org/forum/index.php/topic,2533.0.html)?  I've also mde matching clis fot it but it needs to be implemented from sctatch, since there are bigobs only O_o (https://openxcom.org/forum/index.php/topic,3934.msg51055.html#msg51055)

Edit: please, some screenshots in the first post would be nice :)

Edit: tryed very quickly on 1.0 and seems to work fine, anyway in the mod menu it appears as version 1.02. Some screenshots attached, i really like the armors, congrats, if you're likely to add some more please pay a visit here  (https://openxcom.org/forum/index.php/topic,3924.0.html) and  for linux usage some useful hinst are also here (https://openxcom.org/forum/index.php/topic,3866.0.html)
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on September 12, 2015, 01:32:51 am
uh i'm not on 1.0 anymore, hope to have some spare tme to try :(

Edit: in the future, why don't use the imi uzi i made to replace the machie pistol (https://openxcom.org/forum/index.php/topic,3934.msg50864.html#msg50864) and include the very very fine frickin' laser reskin mod (https://openxcom.org/forum/index.php/topic,2533.0.html)?  I've also mde matching clis fot it but it needs to be implemented from sctatch, since there are bigobs only O_o (https://openxcom.org/forum/index.php/topic,3934.msg51055.html#msg51055)

Edit: please, some screenshots in the first post would be nice :)

Edit: tryed very quickly on 1.0 and seems to work fine, anyway in the mod menu it appears as version 1.02. Some screenshots attached, i really like the armors, congrats, if you're likely to add some more please pay a visit here  (https://openxcom.org/forum/index.php/topic,3924.0.html) and  for linux usage some useful hinst are also here (https://openxcom.org/forum/index.php/topic,3866.0.html)

I will post up some screen shots for sure. Going to update the mod page for the 1.0 version.  Thank you so much for testing this. I didn't have the patience to get all the libs in the giant chain of requirements to install & run on Ubuntu.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: niculinux [RETIRED/QUIT] on September 12, 2015, 09:23:43 am
I will post up some screen shots for sure. Going to update the mod page for the 1.0 version.  Thank you so much for testing this. I didn't have the patience to get all the libs in the giant chain of requirements to install & run on Ubuntu.

you're welcome!  Don't know if youre aware but 1.0 is avaiable in a .deb package for ubuntu, there is a specofic ppa on the download page of openxcom.org  ;D
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on September 16, 2015, 06:15:39 am
New version is out and on the Mod Site.

This should be the final release for the 1.0 version.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on October 27, 2015, 04:34:51 am
you're welcome!  Don't know if youre aware but 1.0 is avaiable in a .deb package for ubuntu, there is a specofic ppa on the download page of openxcom.org  ;D
'

Heh, thanks for the help.

I needed to install all these bits before I could even get to installing all the sdl stuff I needed.

I eventually got it all up and working and I have Lubuntu running happily on my netbook.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on May 08, 2018, 04:27:27 pm
Updated link to github now that modhub is down.
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on December 04, 2018, 04:50:27 pm
Current link out to version 1.0 on the new modhub:

https://openxcom.mod.io/equal-terms-wolfram-lance
Title: Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
Post by: KingMob4313 on December 12, 2018, 03:58:24 pm
New version 1.032

Added a entry for STR_ALIENS_ONLY for compatibility with OpenXcom Extended.