OpenXcom Forum

Modding => Released Mods => Topic started by: KingMob4313 on June 04, 2015, 06:05:42 am

Title: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on June 04, 2015, 06:05:42 am
 --= 313 Equal Terms 2.0 Modification for Open-X-Com =--
 By KingMob4313 and Ickschuss. Created for X-Com: Ufo Defense May 2000.
 Last updated Nov 2015.

Link to Github here: https://github.com/KingMob4313/Equal-Terms-Mods/tree/master/v2.022 (https://github.com/KingMob4313/Equal-Terms-Mods/tree/master/v2.022)
 
 BETA BETA BETA BETA Version 2.0b020 BETA BETA BETA BETA BETA

 Installation:
Check the ET_Install_1.0v.pdf for version 1.0 procedure.
Check ET_Install_Nightly.pdf for the nightly install procedure.
 
 There are now four rulesets included in each package:
 1-3) Three for the main mods, containing modded info for all three tiers
   4) A miscellaneous ruleset
     a) this contains small changes to related to the mod
     b) adjusts the accuracy of aliens to make up for the changed accuracies of plasma weapons
    c) adds an item to the alien base map
 
 == Required 'Advanced'/'Mods' settings ==
 'UFO Extender accuracy' - Range Based Accuracy is an ABSOLUTE NECESSITY for proper balance.
 
 -- Suggested Settings --
 Explosion Height 3
 TFTD Damage Formula
 Aliens Pickup Weapons
 
 -- Other mods I like added --
 ImprovedLivingQuarters
 LukesExtraUfos
 Terrain Pack by Hobbes
 
 NOTE:
 HWPs are only partially tested.
 
 The mod has three portions:
 
 -= Wolfram Lance =-
 Named after the German name for tungsten, since the gunpowder weapons all use tungsten-carbide as penetrators.  Gunpowder weapons lack damage potential compared to later weapon technologies, but still have the highest cyclic rates in the game; firing more rounds per time-unit than other weapon classes.
 
 -= Coherency =-
 Laser weapons, while more potent and much more accurate in autofire modes than gunpowder weapons, are inferior in aimed accuracy to other weapon classes and lack the lethality of plasma weapons.
 
 -= Fourth State =-
 Plasma is the fourth state of matter, and the Plasma weapons inflict incomparable damage, while lacking some of the accuracy or rate of fire compared to the other weapon types
 
 Overall, weapons have a certain amount of utility throughout the game, while still making upgrading technology levels worthwhile.  Because of this, researching the weapon technology trees now takes longer, to afford more utility to the earlier tiers.
 
 The tier-list
 0: Gunpower
 0.5: Alloy
 1: Laser
 2: Plasma
 3: In next DLC
 
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: NebulaM78 on June 04, 2015, 07:27:42 am
Good to see you again, man. After all this time waiting I thought you were lost in the warp.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on June 05, 2015, 04:35:30 am
Mod Details:

 Wolfram Lance:
 
- New purchasable conventional armor
    - Class III SWAT style armor
    - Class IV tactical armor
  - New weapons classes and system
    - Reworked small arms replacing existing firearms: Machine Pistol, Magnum Revolver, Submachine Gun, Squad Automatic Weapon / Saw, Designated Marksman's Rifle, Sniper Rifle
    - New explosives: Small Rocket, APFSDS Rocket, Incendiary Grenade, Frag Satchel, Multiple Grenade Launcher, Single-Shot Rocket Launcher (SSRL)
  - Reworked Interceptors and Weapons
    - New Wasp light Air-to-Air missile
    - Stingray and Avalanche adjusted for balance
    - Starting interceptor toughness weakened 40%
  - Expansion of alloy technology
    - Basic Alien Alloys research can be re-purposed into improved conventional armor
    - Alien Alloy research leads to Alloy Manufacturing
      - With this technology, construction of improved explosives, small arms ammunition and personal armor is possible
     - The technology allows for research into Directed Energy Weapons (Lasers)
    - Alloy Manufacturing leads to Alloy Aerospace
     - Permits construction of enhanced Air-to-Air Weapons
  - New HWP tanks
    - Four new tanks replacing existing tanks
      - General Machine Gun with 40mm Grenade launcher
     - Heavy Rocket Launcher with Submachine Gun
     - Light Rocket Launcher with Light Machine Gun
     - Fully Automatic 40mm Grenade Launcher with Submachine Gun
    - Tanks much tougher, but are reduced in effectiveness with damage
  - Armor now protects in a different fashion
    - armor affords a similar protective value as before.
      - All hits now have higher chance of inflicting some damage, even with low damage weapon hits
      - Higher damage weapon hits do somewhat less damage
  - Small & Large Radar adjusted for balance
 
 Coherency:
 
- Expanded Armor Types all requiring Alloy Manufacturing
    - Added Heavy Personal Armor
  - Alloy Manufacturing leads to Alloy Aerospace
      - Allows for construction of an enhanced conventional interceptor
  - Reworked and Expanded Air-to-Air Weapons
    - Laser Cannon is now a long range, somewhat inaccurate and slow firing weapon
    - Pulse Laser is a short range, high-rate-of-fire weapon
  - New weapons classes and system
    - New weapons replace existing weapons with the following: Pistol, Magnum, SMG, Assault Rifle, Marksmans Rifle, Sniper Rifle, LMG all using the Laser technology.
  - Two new tanks replacing existing Laser tank
    - Laser Cannon with Enhanced 40mm Grenade Launcher
    - Laser GMG with Enhanced 40mm Grenade Launcher
 
 Fourth State:
 
- Expanded Power Suit and Flying armor types
    - Added Scout Power Armor and Scout Flying Power Armor
  - Complete rework of the existing Plasma weapons.
    - Human Plasma weapons now include the following: Magnum, SMG, Marksmans Rifle, Sniper Rifle, LMG.
    - Plasma Weapon research now has further requirements past the weapons themselves.
    - Certain plasma weapons cannot be manufactured by the X-Com team.
    - All alien plasma weapons cannot be used by X-com forces, they must be converted first.
  - Reworked and Expanded Air-to-Air Weapons
    - Rebalanced the Plasma Cannon
    - Added Pulse Plasma: a short range, high-rate-of-fire weapon
    - Fusion Ball Launcher is rebalanced
  - Hyperwave Decoder is now harder to research
  - Two new tanks replacing existing plasma and blaster launcher tank
    - Plasma Cannon with 40mm Grenade Launcher with Alien Grenade warhead
    - Plasma GMG with 40mm Grenade Launcher with Alien Grenade warhead
    - Blaster Bomb / Fusion Rocket with Plasma SMG
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on June 15, 2015, 05:15:56 am
Good to see you again, man. After all this time waiting I thought you were lost in the warp.

Real life and coding at my job smashed me flat.  But getting the mod to work with the new framework is a good time to dive back in.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on July 10, 2015, 05:43:05 am
Some teases...
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: Dioxine on July 11, 2015, 10:18:37 am
With your passion for weapon details, have you considered going OXCom Extended?
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on July 11, 2015, 06:24:27 pm
With your passion for weapon details, have you considered going OXCom Extended?

That's going to be the next version I'll put out. Gonna have 3 all in a folder: Nightly, Standard and OXC.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on July 16, 2015, 06:09:38 am
Not near release due to some issues with dealing with breaking nightly changes.

Current Changelog:

Code: [Select]
ALL HWP ammos are not done as if single shot -- Done --
  - Issue now is all Aux weapons actually work as if clips. -- FIXED --
40mm Alien MGL grenade - Make one more Faux entry for the MGL.
40mm HWP AGL ammo still showing on floor. -- FIXED --
Same with SMG ammo for HWP -- FIXED --


HoverTank/Plasma still appears for some reason. --FIXED--

Fix all tanks to use the correct format for the YAML:
  1) put 'builtInWeapons:' at the unit level
    a) First weapon(item) should match the name of the tank
  i) Weapon and ammo do not belong in the builtInWeapons section(see below)
b) Aux weapon and ammo should be on in the 'builtInWeapons:' section
  2) 'fixedWeapon:' on the weapon(item)
  3) turretType: on the main weapon(item)
  4) 'allowInv: false' on the armor
  5) Comment out ammo UFOpedia entries and bigobs
-- WL -Done- (weight and size not done)
-- C -Done- (weight and size not done)
-- FS -Done- (weight and size not done)

Fix all HWP weaponry ammo:
  - All weapons actually have the right clipsize
    - fix costs of weapons
- fix 'size' of weapons
- fix name to reflect the number of shots (see cannon ammo)
- try to figure out why it's showing on the floor
  - BigSprite is what's used, but that's what shows in the hand.
    - Remove sprite and ufopedia entry just for HWP weapons and it should solve
HoverTank/Plasma still appears for some reason. --FIXED--

Fix the following: --FIXED--
HWP FUSION ROCKET - HWP Fusion Rocket Ammo DONE
HWP HEAVY IMPROVED ROCKET - HWP Heavy Improved Rocket Ammo DONE
HWP LIGHT IMPROVED ROCKET - HWP Light Improved Rocket Ammo DONE
HWP 40MM IMPROVED GRENADE - HWP 40mm Improved Grenade DONE
BELTED HWP 40MM GRENADE - HWP Belted 40mm Grenade DONE
HWP HEAVY ROCKET AMMO - HWP Heavy Rocket Ammo DONE
HWP LIGHT ROCKET AMMO - HWP Light Rocket Ammo DONE
HWP LMG AMMO - HWP LMG Ammo DONE
HWP SMG AMMO - HWP SMG Ammo DONE
HWP GMG AMMO - HWP GMG Ammo DONE

Some confusion between tank versions. Make sure stats are all consistent. --FIXED--

--FIXED--
GMG -- GL -- THERE  DONE
HRocket -- SMG -- THERE  DONE
LRocket -- LMG -- THERE  DONE
A GL -- SMG -- THERE  DONE

L Cannon -- GL+ -- THERE  DONE
L GMG -- GL+ -- THERE  DONE
IHRocket -- L SMG -- THERE  DONE
ILRocket -- L LMG -- THERE  DONE

P Cannon -- GL+A -- THERE  DONE
P GMG -- GL+A -- THERE  DONE
Launcher -- SMG -- THERE  DONE

--FIXED--
Ammo and base values for tanks. [May need HP adjustment again]  DONE

--FIXED--
Missing Shotgun Shells DONE
Put Avalanche before hornet DONE
Where is Heavy Rocket Description? DONE
Incendiary as well DONE
Fix Retaliator description DONE

--FIXED--
Make worksheet and make sure that all guns (and ammo for Wolfram) are showing DONE
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: Rory_20_uk on August 21, 2015, 01:22:39 pm
That is fantastic news - I really look forward to the completed article... especially the Extended version  ;D
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: niculinux [RETIRED/QUIT] on August 27, 2015, 03:19:36 pm
@KingMOb4313: 1.02 is not linux compatible, last version i know was because testing was 0.87. May you fix it, please?
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 08, 2015, 02:29:00 am
@KingMOb4313: 1.02 is not linux compatible, last version i know was because testing was 0.87. May you fix it, please?

Working on that tonight. Is most likely a case issue.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 08, 2015, 02:31:06 am
I am currently in palette-fix hell with all of my armors after change to the way that heads are handled with the nightlies. I have to fix 240+ images per armor set (10 armor sets) and I can't seem to find a way to do it easily.

Not making great progress right now, sorry everyone.  I may roll back it to work on the full released version to avoid this issue.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 09, 2015, 04:04:43 am
Working on that tonight. Is most likely a case issue.

Going to install ubuntu tonight on a pen drive and dive in on it.  Tried a number of things to try to force windows to be case sensitive and all failed.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 10, 2015, 05:55:34 am
As posted in another thread: 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.
I may try to shift over and redo the mod for the 1.0 release and worry about getting all the palettes fixed for the nightly some other time.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 11, 2015, 12:55:00 am
@KingMOb4313: 1.02 is not linux compatible, last version i know was because testing was 0.87. May you fix it, please?

Check the other thread, I have a 1.03 version for you to test.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 11, 2015, 06:57:31 am
About 80% done of reconverting it back to work with the released version, not the nightly.

More updates later.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: niculinux [RETIRED/QUIT] on September 11, 2015, 01:26:01 pm
About 80% done of reconverting it back to work with the released version, not the nightly.

More updates later.

Thank you for your very hard work! Please may we get some screenshots to track down what's being added?
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 15, 2015, 05:16:49 am
Okay, composing some test save files that have all the weapons scatter so I can test crashes and behavior and palette consistency.

Then I'll be working on fixing the armor for the Nightly Release.

Then I'll be making a version for OXE.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 16, 2015, 06:23:35 am
Updated first post to reflect current progress.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 24, 2015, 06:04:05 am
Updated first post to reflect current progress.

Updated first post to reflect current progress.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 26, 2015, 03:39:49 am
Updated first post to reflect current progress.

Quick update.  2.0 beta 4 will be released tonight, hopefully.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: niculinux [RETIRED/QUIT] on September 26, 2015, 06:03:45 pm
Quick update.  2.0 beta 4 will be released tonight, hopefully.
WOW!! Please, don't forget screenshots! <3
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 29, 2015, 04:46:46 am
WOW!! Please, don't forget screenshots! <3

Couldn't get it out before I had to go to another country for a memorial.  I'll put some screenies up tonight for sure.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 29, 2015, 05:22:46 am
New Screenshots here:

https://imgur.com/a/CAimY
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 29, 2015, 05:36:35 am
Released in first post, with screenshots. On modsite at:
https://www.openxcom.com/mod/equal-terms-2-0
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 29, 2015, 06:07:50 am
Eeep!

Just uploaded a new version that fixes something my browser text replace was screwing up. ie: "Frickin' laser"
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 03, 2015, 04:42:28 am
There seems to be an issue with the Fusion HWP weapons.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 03, 2015, 06:37:03 am
Issue fixed. Updated the release for Non-Windows users.

Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: Solarius Scorch on October 03, 2015, 12:58:45 pm
Issue fixed. Updated the release for Non-Windows users.

Sorry for nitpicking, but if it's another version, why is it still called 2.0? That's really confusing.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 03, 2015, 03:44:39 pm
Sorry for nitpicking, but if it's another version, why is it still called 2.0? That's really confusing.

Is beta version. b009l  This issue is only on machines that have issues with case sensitive file systems.

2.xzz = x is for adding new features, zz is for incremental bugfixes and adjustments. Just the way I'm doing things.

Once I've confirmed that there are no remaining issues with the beta release (soon) I'll roll it up to 2.00
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: Solarius Scorch on October 03, 2015, 06:49:42 pm
Once I've confirmed that there are no remaining issues with the beta release (soon) I'll roll it up to 2.00 2.01

Here, I've fixed it for you. :D
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 04, 2015, 01:29:30 am
Here, I've fixed it for you. :D

How you know people are devs: they argue over versioning.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 09, 2015, 07:02:06 pm
Please report any bugs on this thread.

Next run will be at getting the palette issues that are breaking the nightly version of this fixed.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 17, 2015, 02:00:01 am
A new version will be out tomorrow that supports the nightly.  Got the sprite sheet + palette issues sorted out.

Then I'll start doing the rework for Yankes XcomExtended.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 22, 2015, 04:41:44 am
New 1.0 version and Nightly version is out.  This should be feature complete.

Next will be the 2.1 authorative version for OpenXcom extended.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: Dioxine on October 22, 2015, 05:05:33 pm
Congratulations on 1.0, and good luck with Extended, it took me 2 months to migrate :) But with your non-standard approach, maybe you'll have some good suggestions for new Extended functions :)
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 22, 2015, 07:49:28 pm
Congratulations on 1.0, and good luck with Extended, it took me 2 months to migrate :) But with your non-standard approach, maybe you'll have some good suggestions for new Extended functions :)

I already have a ton of ideas and questions for Yankes.  Mostly 'minimum stat' ideas.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 27, 2015, 04:31:31 am
Looks like another patch version will be out before Sunday November 1st:

Tentative list:

Shorten up Wasp/hornet fire noise [Done]
Fix wasp hornet sprites (switch?)
Check prices of alloy ammo (should = normal ammo)
Allow Laser Assault Rifle research after Magnum Research
Fix existing armor to read like PERSONAL ARMOR (to Upper Case)
Mind Probe up to 500k
Sectoid Corpses to 15k (reduced)
Floater Corpses to 35k
Cyberdisc Corpse to 50k

Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 30, 2015, 04:35:58 am
Emergency patch for the nightly version going out tomorrow (October 30th) for a game breaking bug with Alien bases.

Should be live before 8pm EDT tomorrow.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on October 31, 2015, 04:31:20 am
New patch for the nightly build is up.

2.0b10n.

The issue is only with the nightly version.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on November 01, 2015, 04:48:34 am
Next version is 2.0b020

Incoming changes:

Code: [Select]
Shorten up Wasp/hornet fire noise. [Done]
Fix wasp hornet sprites (switch?)
Fix Alloy Ammo Price [DONE]
Allow Laser ARifle research after Magnum Research [DONE]
Fix existing armor to read like PERSONAL ARMOR (to Upper Case) DONE]
Mind Probe up to 500k [DONE]
Sectoid Corpses to 15k (reduced) [DONE]
Floater Corpses to 35k [DONE]
Cyberdisc Corpse to 50k [DONE]
Sectopod Corpse to 65k [DONE]

Any other requests?
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on November 02, 2015, 02:06:42 am
New version up. First page updated.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on August 21, 2016, 03:05:12 am
New Version up.

Version 2.0b022
--== Current ==--
Release for Nightlies and Prime (1.0) Version.
Added new 'ET_Install.pdf' with install instructions.

Next will be the Extended X-Com version while I work on my Xcom 2 mod.

Heh.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: Solarius Scorch on August 21, 2016, 04:14:40 am
New Version up.

Version 2.0b022
--== Current ==--
Release for Nightlies and Prime (1.0) Version.
Added new 'ET_Install.pdf' with install instructions.

Next will be the Extended X-Com version while I work on my Xcom 2 mod.

Heh.

Yo, nice to see you active and modding!
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on August 21, 2016, 05:09:55 am
Yo, nice to see you active and modding!

Muchas Gracias. Been buried under other projects.  I have a few more plans for OpenXcom and having two projects to work on seems to always help.

--- posts merged - Solarius Scorch ---

Next will be full vetting of the HWP platforms for proper ammo info.

Also:

Superalloys [Trade Good - Alloy Manufacturing] (5k / Cost 2k -- Short Time)
Nitrocubane [Trade Good - Alloy Manufacturing] (2.5k / Cost 850 -- Longer Time)
Nanoscale Lithium Batteries [Trade Good - Laser Weapons] (10k / 2500 - Long Time)
Plasma Capacitor Cells [Trade Good - At least 2 Plasma Clips + Plasma Weapons] (15k / 2500 + 3 alien alloys)

And then the first alpha 2.8 version of Equal Terms 3.0 : Extended.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: NebulaM78 on August 21, 2016, 05:18:35 am
I can't seem to find the download link in any of your posts KingMob4313. If I try to download it from the portal it says that the page was not found.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: Solarius Scorch on August 21, 2016, 10:59:46 am
I can't seem to find the download link in any of your posts KingMob4313. If I try to download it from the portal it says that the page was not found.

The mod probably needs to be re-uploaded. It's pretty common unfortunately.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on August 21, 2016, 02:27:49 pm
The mod probably needs to be re-uploaded. It's pretty common unfortunately.

Yeah, going to host the file on google drive as well as the mod portal.

Tried uploading it 3 times this morning, still no go.

--- posts merged, please stop - Solarius Scorch ---

It should be fixed now.

Also: Direct link from gdrive.

https://drive.google.com/open?id=0B-fooPD3onh4d3ZQa2pzNTVHY00
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: NebulaM78 on August 22, 2016, 05:42:20 am
Thanks for the quick fix, man. It seems like the mod portal's only function right now is to get a quick look at what mods are new/updated without going into the forums.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on September 01, 2016, 05:17:16 am
Thanks for the quick fix, man. It seems like the mod portal's only function right now is to get a quick look at what mods are new/updated without going into the forums.

Got it sorted out eventually. Let me know if any issues arrive with the mod.

Cheers.

--- posts merged ---

Minor Update:

My mod is now up on Github:

https://github.com/KingMob4313/Equal-Terms-Mods/
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: jamoecw on August 06, 2017, 05:03:39 am
fixed crash when guy wearing urban armor dies, and separated out urban armor from weapons like jungle and arctic for prime. nightly just has crash fixed, though i haven't tested it on nightly.

https://drive.google.com/file/d/0BxP1Ratev8U4RXpmbWc2OUNsMU0/view?usp=sharing
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: The Reaver of Darkness on August 06, 2017, 07:42:58 pm
I hate to bust your balls over this, but alien alloys wouldn't make a good material for armor piercing ammunition. You want a dense material, but alien alloys are light.

I don't see anything in the aliens' arsenal that we could use to improve the power of our projectile weapons' technology. On the other hand, their lack of understanding of such technology is something we could potentially use against them. Maybe with alien alloy barrels for improved strength, we could make very high-powered projectile turrets that have incredible penetrating power, and the aliens' heavy armor might prove weak against this technology.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: SteamXCOM on August 06, 2017, 10:11:33 pm
The tanks are quite remarkable in that they have working secondary weapons such as machine guns which makes them quite devastating.

There are OpenXCOM dead dog crashes among that group though, such as  unit AUX_TANK_IGLAUNCHER not found  and the same for unit AUX_TANK_LMG not found

EDIT

CLARIFICATION:   the above errors occur whe I tried to use some of the newly added HWP's in the instant battle feature.  Looked in the .rul file to see what defined those as a "unit"  to take it off the list but saw it as an "item" ( tank weapon).
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: jamoecw on August 07, 2017, 02:29:36 am
I hate to bust your balls over this, but alien alloys wouldn't make a good material for armor piercing ammunition. You want a dense material, but alien alloys are light.

I don't see anything in the aliens' arsenal that we could use to improve the power of our projectile weapons' technology. On the other hand, their lack of understanding of such technology is something we could potentially use against them. Maybe with alien alloy barrels for improved strength, we could make very high-powered projectile turrets that have incredible penetrating power, and the aliens' heavy armor might prove weak against this technology.

i get that, didn't make the mod just fixed it.

as for what you need for ammo, you need hard and dense, not just dense. modern armor piercing ammo is mostly lead, but with hardened tips. the alloy could replace the tips, though i doubt it would make a huge difference.

as for reinforcing the weapons, it is easy to add some material to reinforce guns to handle heavier loads, and it is done quite a bit, the problem is what people can take. modern firearms use shock absorbers for a reason, a big part of that is the slide moving back and having to transfer that energy forward again. such an action requires a big transfer of energy which comes at the expense of the shooter. guns have less kick by balancing the force needed with the recoil spring (whether a physical spring or pneumatic action), being off balance by only a little bit means a big recoil, due to the speeds involved. so a better material might mean less recoil, and thus allow for things being scaled up, though that means more weight in ammo. more weight in ammo means less weight in armor, and there are few who have seen combat that would make that trade.

it is possible that the alloys are denser than lead and also have a better strength to weight ratio than our steel alloys. this would mean that you would need less to do the job of steel, enough to offset the increased density, and thus it would function as a lighter alternative to steel, or stronger for the same weight. it would also mean that it would be better for bullets.

frankly i prefer most other UFO games in which lasers were more accurate with the same or slightly less damage, and plasma being less accurate and more damaging. if i did it from the ground up i'd make lasers do less damage but be more accurate. bullets would deal a small amount of stun damage in addition to ballistic. plasma would deal more damage and penetrate less, but also deal some incendiary damage as well. incendiary would penetrate good and hurt morale as well, and stun would penetrate really good. this means that basic combat armor that we use today would work against plasma, and be effective against alien weapons, though the weapons would still cut the men down due to the secondary fire damage. when the aliens ramp up they'll use high yield explosives, psi, and wear armor that protected against such. the gateway to laser and plasma would be a big one, so going both routes would be late game stuff making you choose to get close with effective weapons or try and stay back and snipe them. the plasma line would eventually result in better traditional armor, and faster planes, while the lasers would lead to psi defense and better interceptor weapons. choosing to go down the high yield explosive route or gas weapon route would also be another choice later on. gas weapons are more versatile but take longer to work, while high yield explosives will allow for breaching. i'd probably also divide the terror mission into harvesting and pruning missions. a terror site would either be aliens trying to kill the populace and take their bodies back, or them not caring about the bodies and then just leveling the section of the city. i don't think you could really do this with openxcom though, i think the AI would end up botching things.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: chaosshade on August 07, 2017, 01:25:59 pm
You guys forget that another way to defeat armour is speed.  Examples of this are the 5.56mm AP rounds (hardened and hot-loaded) and the 9mm Parabellum +P (hot-loaded) so the Alien Alloys allow the projectiles to go MUCH faster with the same amount of powder.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: The Reaver of Darkness on August 07, 2017, 05:50:48 pm
The most important part of what gives a round its penetrating power is the amount of energy transferred. Hardening the pointed tip helps focus the energy into a small area so that it concentrates it even further. The raw energy transferred by the bullet is a factor of speed * mass. A bullet with a quarter the mass would have to reach 4x the impact velocity in order to transfer the same energy, and it would be hindered both by air resistance as well as the deflagration velocity of the powder. In practice, you can't make a lighter round travel fast enough to impact as hard, and they're also less predictable.

The hard, pointed tip can multiply the round's armor penetrating potential by reducing the amount of armor it must go through to a fraction of the bullet's forward area. Spall-resistant armor (common with metal armors) reduces the effectiveness of this multiplication effect. It's still beneficial, but by a smaller margin.

Most materials with a higher strength to weight ratio are lighter. Aerogel has one of the highest strength to weight ratios known to humankind. Tungsten may be stronger than titanium but it has a much lower strength to weight ratio. On a large spacecraft, strength to weight ratio is going to be particularly important, as it's not very difficult to find the space to make the armor several centimeters thick. A spacecraft made of tungsten, platinum, iridium, and rhodium may be exceptionally durable and competent in many areas, but it just won't fly very well. Also, in the UFOPedia entry, alien alloys are said to be very light.

A hard but light material can work for a bullet tip, but its lack of weight can still offset the center of mass of the round. The incredible strength of alien alloys might work great for penetrator rounds such as APFSDS in which you need a really strong head and can boost the flight stability with fins, but small bullets don't actually impact with enough energy to make alien alloys better than tungsten for bullet heads. There's a reason we don't generally use titanium in bullets.

I know we won't be able to boost small arms power by making stronger barrels, I was referring more to tank cannons. I should have been more specific. But also if you wanted to make a really high-tech, expensive, and sci-fi gun, you could have a gun that has the firing mechanism and much of the barrel encased in a pressurized zone which is made to have a much higher speed of sound than the surrounding air. Then you use a long powder cartridge filled with a material that detonates under normal conditions (explodes faster than the speed of sound) but deflagrates in this barrel, so the bullet reaches a much higher muzzle velocity. Alternatively, you could beat recoil by using the recoilless design that loses some of the propellant energy behind the user, and give soldiers really large weapons that fire really big rounds. The alien alloys could make the weapons light enough for a human to carry. Or power suits could make the soldiers strong enough to carry the weapons. You could make power suits increase strength by something huge like 50, then make the weapon have a weight of 75 or so, that way nobody without a power suit can use one.



i get that, didn't make the mod just fixed it.
I was directing the comment more to the mod's designer.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: jamoecw on August 10, 2017, 06:34:18 am
those are some great points, though the field that allows the bullets to travel faster in order to get a higher muzzle velocity probably wouldn't work. a sudden shift in densities creates localized compression in front of the round, effectively making it like penetrating something more solid than it is actually penetrating. you get this effect with water, and the result is that bullets fragment and lose velocity in just a couple of feet. few rounds can have any lethal potential beyond 5 feet.

there might also be the issue of the concussive blast of the powder. when the powder goes off in such a field the shockwave might travel faster, and thus when it transfers to the normal air the wave might be compressed, resulting in a much bigger bang than normal. this again is something that happens under water, and prevents guns from being ideal in such an environment.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: The Reaver of Darkness on August 11, 2017, 11:15:00 am
You're right.

Well, I can't think of a good way to increase ballistics penetrating power without just making the gun bigger. Elerium might be able to create gravity waves that keep the round moving, so its impact velocity is higher relative to its muzzle velocity but that's about the best I can think of.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: SteamXCOM on August 12, 2017, 02:40:26 am
I figured out why selecting vehicles at the end of the list in the NEW BATTLE feature crashes the game.
They are the secondary weapons for the HWPs.

 NEW BATTLE does not know that and includes them as selectables in the equipment list.

Adding machine guns to my HWPs in my personal mod  did the same thing.
The HWPs at the top of the list work fine (nice feature, a secondary weapon on an HWP)!
However do not select those to load into the craft off the bottom of the list because the game thinks they are a unit and they are not.

Also what i'm finding, clips for secondary weapons appear to come back recharged to full capacity in the next battle if playing the main game, so there is no need to buy ammunition for them unlike the tank rockets or the HWP shells.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on December 19, 2017, 03:23:31 pm
fixed crash when guy wearing urban armor dies, and separated out urban armor from weapons like jungle and arctic for prime. nightly just has crash fixed, though i haven't tested it on nightly.

https://drive.google.com/file/d/0BxP1Ratev8U4RXpmbWc2OUNsMU0/view?usp=sharing

Whoa, okay.
Which version is broken?

Thanks for the work, I'll work to incorporate the fix into the codestream on github and publish a new version.

Thanks again.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on December 19, 2017, 03:31:36 pm
I hate to bust your balls over this, but alien alloys wouldn't make a good material for armor piercing ammunition. You want a dense material, but alien alloys are light.

I don't see anything in the aliens' arsenal that we could use to improve the power of our projectile weapons' technology. On the other hand, their lack of understanding of such technology is something we could potentially use against them. Maybe with alien alloy barrels for improved strength, we could make very high-powered projectile turrets that have incredible penetrating power, and the aliens' heavy armor might prove weak against this technology.

I understand your objections, but it's mostly for gameplay balancing.

However, the idea behind this is:

1) In the game, the alien alloy process is using electro-gravimetric and magnetic annealing to create strong alloys in ways that could not be done before, using elements found on earth.

2) Expanding that idea, this process could be used to create rounds that combine both the density of lead and the hardness of titanium or diamond carbon.

3) Also, this manipulation of elements on the molecular level allows for the creation of hepta-octanitrocubane, a powerful explosive that is incredibly difficult to synthesize: https://en.wikipedia.org/wiki/Heptanitrocubane

It's RIGHT in the mod itself if you read:

"After trivial changes were made to the standard X-com assault rifle, the new alloy ammo can be fielded with the assault rifle without requiring a redesigned weapon. The enhanced hepta-octanitrocubane propellant and alloy 'sandwich' bullet design enhances both armor penetration and wounding power."
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on December 19, 2017, 03:35:14 pm
I figured out why selecting vehicles at the end of the list in the NEW BATTLE feature crashes the game.
They are the secondary weapons for the HWPs.

 NEW BATTLE does not know that and includes them as selectables in the equipment list.

Adding machine guns to my HWPs in my personal mod  did the same thing.
The HWPs at the top of the list work fine (nice feature, a secondary weapon on an HWP)!
However do not select those to load into the craft off the bottom of the list because the game thinks they are a unit and they are not.

Also what i'm finding, clips for secondary weapons appear to come back recharged to full capacity in the next battle if playing the main game, so there is no need to buy ammunition for them unlike the tank rockets or the HWP shells.

1) So where does the crash happen? Only in the 'instant action' type battle, or is it happening in the main game as well?
2) Also is this in the nightly or the main?

Damn, I was hoping to have the ammo working for the secondary.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: The Reaver of Darkness on December 20, 2017, 09:40:01 am
1) In the game, the alien alloy process is using electro-gravimetric and magnetic annealing to create strong alloys in ways that could not be done before, using elements found on earth.

2) Expanding that idea, this process could be used to create rounds that combine both the density of lead and the hardness of titanium or diamond carbon.

3) Also, this manipulation of elements on the molecular level allows for the creation of hepta-octanitrocubane, a powerful explosive that is incredibly difficult to synthesize: https://en.wikipedia.org/wiki/Heptanitrocubane

I really like that. Fantastic work!

Also I saw this: https://youtu.be/8WKMx6aTm68?t=693 (https://youtu.be/8WKMx6aTm68?t=693)
It is possible that alien alloys could do more for ammo than I gave it credit for. But using the same technology to make heavy alloys makes so much sense!
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on May 08, 2018, 04:27:44 pm
Updated link to github now that modhub is down.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on December 04, 2018, 04:47:38 pm
And another link to the new mod-hub.

https://openxcom.mod.io/equal-terms-20
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: SIMON on December 04, 2018, 05:04:05 pm
Tried to test out this mod using openxcom extended v5.1 of 09.11.18 with no other mods and get the following error message-see attached log
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on December 04, 2018, 07:55:21 pm
Tried to test out this mod using openxcom extended v5.1 of 09.11.18 with no other mods and get the following error message-see attached log

I'll have to check out extended, since I don't have it.

But since it seems to be "Const name 'RuleList.EqualTermsv2_023' already used" look for dupes? I don't know.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: ohartenstein23 on December 04, 2018, 07:59:35 pm
This happens when OXCE's scripting engine runs across rulesets in multiple folders or duplicates of rulesets.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: SIMON on December 04, 2018, 08:13:14 pm
I just noticed that within your mod folder are 2 further sub folders, nightly and prime. Do I only extract out the nightly folder?
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: Yankes on December 05, 2018, 11:00:22 pm
This happens when OXCE's scripting engine runs across rulesets in multiple folders or duplicates of rulesets.
Exactly, this error: "Const name 'RuleList.EqualTermsv2_023' already used" should be read as: "multiple mods with name 'EqualTermsv2_023'".
In many places game expect that mod names will be unique. And in case of scripts it is enforced (not directly because I would use different message in that case).
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: ohartenstein23 on December 06, 2018, 12:45:16 am
It might be intentded to enforce that, but these errors have been cropping up for using multiple folders in the same mod with rulesets in them. I'll prepare a simplified test case this weekend if I can replicate this behavior.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: The_Funktasm on December 06, 2018, 04:42:51 pm
Not sure if it helps, but the edge that alien alloys could give projectile weapons are mostly that of rapidly prototyped projectiles that are tested by scientists. Since alien alloys are electromagnetically formed that implies a near 3d printer level of detail one can specify in created objects or parts. This means that a group of scientists could test out 20 rifle bullets in a few hours in an xcom windtunnel rather than mold/cast each one. Just dump a whole set of 3d models in alloys and test their drag/etc.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on December 07, 2018, 10:04:39 pm
I just noticed that within your mod folder are 2 further sub folders, nightly and prime. Do I only extract out the nightly folder?

Most likely it is nightly, but you'll have to ask the makers of the extended?

Once I work down my modding queue I can start working on the OXE version of Equal Terms. I already have the numbers all run for the weapons and such so that the sniper rifles and such require high aim skill and shotguns/smgs favor lower aim scores.

But I have a massive Fire Pro Efed video to finish editing and adding vhs look to, and a new tiny baby that is ruining my life in the best ways.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: SIMON on December 09, 2018, 10:33:17 pm
Tested this one out on latest extended and only using the nightly folder but get an error-see attached
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on December 11, 2018, 07:48:47 pm
Tested this one out on latest extended and only using the nightly folder but get an error-see attached

'STR_ELERIUM_SHOTGUN_SHELLS'

Leftover for unimplemented shotgun shells.

Will try to fix.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on December 12, 2018, 03:44:17 pm
Okay, 2.0++ is updated with the proper research entry in the misc ruleset.

Thanks to efrenespartano for the fix - I was unaware of the strictness of OpenXcom Extended.

Fix will be pushed for 1.0 / Wolfram Lance Only next.

Thanks
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: efrenespartano on December 12, 2018, 06:24:53 pm
Okay, 2.0++ is updated with the proper research entry in the misc ruleset.

Thanks to efrenespartano for the fix - I was unaware of the strictness of OpenXcom Extended.

Fix will be pushed for 1.0 / Wolfram Lance Only next.

Thanks

My pleasure, it's great to have this mod back into action. ;D


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on December 12, 2018, 10:24:58 pm
There will be a very basic 3.0++ version coming out this spring built just for OpenXcom Extended.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: pkrcel on January 28, 2019, 02:41:32 am
Hey there,
   long time I didn't post jere but upon getting back on the saddle I was hit by a seriuos issue runnung both Equal Terms and Terrain pack mods.

Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.
I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).

This of course didn't prevent me to go up to Cydonia or Bust, so technically it's not a showstopper per se, but it's blocking a part of research so actually blocking a part of the game.

Another thing I noticed is that when a solder in flyong suit dies, I get a Damaged Power Armor to be repaired and not the fying one, I scoured the rulesets but I'm not too keen on those and couldn't find the possible cause.

Also, using TFTD damage model as you suggest, power suits are impressively sturdy...you can easily go frontal assault on sectopods, I got EXACTLY ONE causalty since power suits appeared on the field.

Hope this fedback is useful, keep up the good work since this is still one of the greatoest mods.

Cheers!
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: TheDeparted on February 04, 2019, 04:58:26 pm
Hey there,
   long time I didn't post jere but upon getting back on the saddle I was hit by a seriuos issue runnung both Equal Terms and Terrain pack mods.

Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.
I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).

This of course didn't prevent me to go up to Cydonia or Bust, so technically it's not a showstopper per se, but it's blocking a part of research so actually blocking a part of the game.

Another thing I noticed is that when a solder in flyong suit dies, I get a Damaged Power Armor to be repaired and not the fying one, I scoured the rulesets but I'm not too keen on those and couldn't find the possible cause.

Also, using TFTD damage model as you suggest, power suits are impressively sturdy...you can easily go frontal assault on sectopods, I got EXACTLY ONE causalty since power suits appeared on the field.

Hope this fedback is useful, keep up the good work since this is still one of the greatoest mods.

Cheers!

Great news!
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on February 05, 2019, 03:26:32 pm
Hey there,
   long time I didn't post jere but upon getting back on the saddle I was hit by a seriuos issue runnung both Equal Terms and Terrain pack mods.

Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.
I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).

This of course didn't prevent me to go up to Cydonia or Bust, so technically it's not a showstopper per se, but it's blocking a part of research so actually blocking a part of the game.

Oh crap!  I didn't anticipate people changing out the tile sets, but I should have anticipated this.  I'll see about adding a comment in the docs covering this eventuality off as well.  Great work with coming up with a quick fix for it again.

I may have to put some thought into how to assure that the alien bases have the hyperwave decoder in it some other way?

Another thing I noticed is that when a solder in flyong suit dies, I get a Damaged Power Armor to be repaired and not the fying one, I scoured the rulesets but I'm not too keen on those and couldn't find the possible cause.

Also, using TFTD damage model as you suggest, power suits are impressively sturdy...you can easily go frontal assault on sectopods, I got EXACTLY ONE causalty since power suits appeared on the field.

Hope this feedback is useful, keep up the good work since this is still one of the greatoest mods.

Cheers!

I'll see about fixing the flying armor so that it drops the right damaged armor.  As far as the toughness, are soldiers still getting wounded while using the power armor, or are they just taking multiple hits from a sectopod without suffering any health damage at all?

Thanks again for all the feedback and the compliments. 
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on February 05, 2019, 03:57:04 pm
Okay, working on this a bit, it's not a quick hit that I can do without actually testing the code or running the mod, so it might take me a few days to test it out, since I'll need to create a flying armor corpse item.

...Now I'm worried that the flying scout armor creates the right corpses too.
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: pkrcel on February 10, 2019, 10:10:39 pm
Hello There,
    sorry for not getting back to you earlier but work and a bad flu struck me out of order for a few days.

To answer your question, soldiers ARE getting some scratches, but I have the impression they're basically safe and sound while wearing power armor; I mean I had two soldiers corner a Sectopod in a battleship (IIRC, might have been another UFO) and exchange point-blank shot for a (long) while....result is a wrecked sectopod and a couple flesh wounds for my guys. I'm not on superhuman though, so that might be the issue here.  ::)

 
Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on February 11, 2019, 07:25:47 pm
Hello There,
    sorry for not getting back to you earlier but work and a bad flu struck me out of order for a few days.

To answer your question, soldiers ARE getting some scratches, but I have the impression they're basically safe and sound while wearing power armor; I mean I had two soldiers corner a Sectopod in a battleship (IIRC, might have been another UFO) and exchange point-blank shot for a (long) while....result is a wrecked sectopod and a couple flesh wounds for my guys. I'm not on superhuman though, so that might be the issue here.  ::)

I might need to check the files. Maybe there is a typo.  People should be getting wounded more often by low damage rolls and killed less on high damage rolls, but it sounds that...

OH GOD, I forgot that Sectopods use Lasers and the heavy armor provides massive damage protection from lasers. I'll have to revise the Sectopod to use Plasma to fix the OG Sectopod bug and I'll nerf the laser protection as well.

Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: pkrcel on March 18, 2019, 10:16:09 pm
Sorry for not being online for a while, got only now your answer.

I actually was under the impression that Sectopods were "fixed" to use plasma weapons in vanilla Openxcom, I guess I didn't check that....

Once you hit the personal armor tier, soldiers get more "proper" wounds that require some 10 days to recover, and die far less than before that tier. Good plasma shots still are dangerous, but no way you get insta-killed like w/o, and with power armors you get NO insta-kill, but the occasional bleeding that kills the unfortunate lone soldier that gets no first-aid in time.

The small launcher still gets some guys knock'd out occasionally, and the Blaster launcher seems a bit nerfed cause concussion damage is effective only on the explosion tile.

My soldier pack is quite the steamroller right now, thou again ....last game wa more than a month ago and I'm not on superhuman.,,,,will fix that tough through savegame editing once I get the chance to play again...you might not believe me but I really have close to NO time.  :o



Title: Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
Post by: KingMob4313 on March 19, 2019, 02:03:51 pm
Sorry for not being online for a while, got only now your answer.

I actually was under the impression that Sectopods were "fixed" to use plasma weapons in vanilla Openxcom, I guess I didn't check that....

Once you hit the personal armor tier, soldiers get more "proper" wounds that require some 10 days to recover, and die far less than before that tier. Good plasma shots still are dangerous, but no way you get insta-killed like w/o, and with power armors you get NO insta-kill, but the occasional bleeding that kills the unfortunate lone soldier that gets no first-aid in time.

The small launcher still gets some guys knock'd out occasionally, and the Blaster launcher seems a bit nerfed cause concussion damage is effective only on the explosion tile.

My soldier pack is quite the steamroller right now, thou again ....last game wa more than a month ago and I'm not on superhuman.,,,,will fix that tough through savegame editing once I get the chance to play again...you might not believe me but I really have close to NO time.  :o

Maybe I just added too much explosion protection then.  I'll need to roll back the percentage cut on damage a bit.

But yeah, pretty sure it's still laser damage for the sectopod, but I'm strapped for time to check everything that needs to be tested.