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Messages - mg979

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1
Work In Progress / Re: Weapon rebalance
« on: October 25, 2016, 02:50:50 am »
New LMG and SMG, Awesome Guns style

2
Work In Progress / Re: Weapon rebalance
« on: October 25, 2016, 01:22:30 am »
I made a new model for the multi-rocket launcher, based on the rocket launcher from Awesome Guns


3
Work In Progress / Weapon rebalance
« on: October 23, 2016, 06:09:32 pm »
I've been working on a 'weapon rebalancing' mod (and also trying to make Area 51 work together with Awesome Guns), still half-way maybe but I thought I could share what I've done. Only conventional weapons for now, vanilla plus some added by several mods (SMG, LMG, multi-rocket launcher, shotgun, gauss weapons), and all weapons added by Awesome Guns. No minigun, no laser/plasma yet.

I made an excel sheet (included in the attachment) where you can read all values, see how they behave in battle and compare them, here are a couple of pics.

In the first sheet, values are entered and you can see them compared to original values and AwG ones. You can select an accuracy for your test, then press 'apply changes' and you'll be brought to the second sheet(second pic) where you can see the weapons behaviours for various shot types and distances: Aim15 means 'Aimed shot from 15 tiles' and so on. ROF means 'rate of fire', that is the ideal maximum number of ammo that you can shoot in a round (all types of shot considered).

You may see from the pics that one of the main differences between my values and previous ones (vanilla or Awesome Guns) is the usually very short auto fire range (the LMG is an exception), associated with a higher auto shot accuracy. I relied on dropoff to reduce accuracy, for all kinds of shots, but especially for auto shot. I wanted to avoid the situation where you're very close to the target, but you still miss on auto because chance to hit is low. From the second pic you can see for example:

- machine pistols have the highest ROF, but are only effective at very close distances (5 or less)
- SMGs and LMGs have the second highest ROF, but their use is different; apparently stats seem to favor LMGs, but TU for auto shot is 50% in their case, 40% for SMGs, so LMGs can only reach their full potential if the soldier doesn't move. They are also heavier, and SMGs are more effective at shorter ranges. LMG clip increased to 45.
- shotgun is snap only, but accuracy is better compared to Awesome Guns (it was nerfed it a bit too much imo); lower range and high drop off, though, so it's a relative improvement.
- rifles excel at medium/long ranges, but are a poor choice for auto fire, except at rather short ranges: accuracy is then comparable with SMGs, with lower dropoff, but the ROF is lower.
- sniper rifle's snap shot is still slow but fairly accurate. Ranges before drop off are much lower, but the drop off rate is 1. This means that its accuracy starts to sink already after range 25 or so (much less for snap shot), but very gradually.
- auto cannon has become auto only, 4 shots (clip 12), it's also slow (TU 80%) but it's very accurate at close range.
- the multi-launcher is either aimed or auto (2 shots only), is even more accurate but at half the ROF.
- other weapons (alloy, Gauss) aren't showed in the spreadsheet but are included in the ruleset, they are an improvement over the correspondent weapons but they don't differ that much in stats (damage is higher though).

The mod as it is now only affects these weapons, but you should be able to use it with all mods that support those weapons (Area 51, Awesome Guns, Final Mod Pack etc).

4
Programming / Re: Suggestions?
« on: October 22, 2016, 03:21:12 am »
Yes absolutely and I wouldn't like it either if I had to manually ready weapons and such. I was thinking more about a flat TU penalty/bonus when crouching standing up, maybe depending on weapon weight rather than type, so it would be like -1 TU for crouching/standing up with pistols, normal for rifles, +1 TU for heavy weapons like rocket launcher, LMG etc.

5
I'm using openxcom_git_master_2016_10_18_2318 right now. Also I'm not sure, but there could be a potential issue with an undefined tech STR_LASER_TECH in Area_51_R&D.rul, sorry if I'm wrong.

6
Released Mods / Re: [MUSIC] UFO: Cydonia's Fall Soundtrack (2016 edition)
« on: October 21, 2016, 02:36:12 pm »
It's very good, but I just have 2 complaints: in song Geoscape II, in the the louder parts the electro-bass of the original has been replaced by a pizzicato, overall is very intense but with an electronic instrument (closer to the original) it would sound much better imo. The interception song has also an instrumentation that is too different from the original. Other than this it's fantastic. Is the author still around, or are there other versions that maybe have different instruments?

7
Programming / Re: Suggestions?
« on: October 21, 2016, 01:11:14 pm »
This is already possible in OXCE+ if you're interested: https://openxcom.org/forum/index.php/topic,4647.msg65327.html#msg65327

Thanks, I'm not following OXCE+ atm but it's nice to hear an option is there already. Anyway I think this option would become more meaningful with the second change I suggested. For example it would be nice to get a bigger bonus when crouched when using LMG, but there should be a drawback (more TUs for weapon draw). If this is difficult to do (tracking move etc), an alternative could be a modifier to the TU needed for crouching, depending on the item equipped (also in the item ruleset).

8
Programming / Suggestions?
« on: October 21, 2016, 11:52:54 am »
Not sure if this is the appropriate subforum, but I'd like to suggest a couple of things:

- I love statstrings but I find the / after each name very unnecessary, I prefer symbolic strings (like > / >> / >>> / <>) rather than letters so that / just stands in the way. So an option tu turn it off

Then a couple of new item properties in rulesets to define:

1. aim bonus when crouched (a sniper rifle would benefit more than a pistol, a LMG even more, to simulate bipod)
2. a flat TU before the first shot after moving or crouching (not turning), to simulate weapon draw (would be high for sniper rifles/LMG, low for pistols, etc)

9
Area 51 / Re: Area 51 Version 0.92 - updated on September 25th
« on: October 21, 2016, 06:14:01 am »
Hi, I had a crash when researching alloy ammunition (log said no STR_ALLOY_ROCKET in Research)

I had to insert those:
Code: [Select]
research:
  - name: STR_ALLOY_ROCKET
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_AC_AA_AMMO
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_HC_AA_AMMO
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_LMG_AA_BELT
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_MACHINE_PISTOL_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_PISTOL_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_RIFLE_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_SHOTGUN_AA_AMMO
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO
  - name: STR_SNIPER_RIFLE_AA_CLIP
    cost: 0
    points: 0
    dependencies:
      - STR_ALLOY_AMMO

10
Translations / Re: Italian Translation
« on: October 20, 2016, 09:44:53 am »
Sto cercando di aggiornare la traduzione italiana. E' necessaria la nightly build.

Per ora ho pronti 2 files:

- Complemento It: va nella cartella "mods" e va attivata come una mod. Contiene un aggiornamento della versione base (XCom 1), più stringhe di traduzione per alcune mods (ma sono quasi all'inizio si può dire). Le mods sono Commitments (completa, ma mancano le voci di Ufopaedia), Final Mod Pack e Area 51. Le stringhe tradotte vengono usate automaticamente se avete installato quelle mods.

- openxcom_standard_mods_it (100% fatto): va estratto nella cartella base di openxcom, contiene la traduzione dei nomi e delle descrizioni delle mods standard (XComUtil e UfoExtender).

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