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Messages - Areor

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Released Mods / Re: Final mod pack balance fix
« on: July 30, 2018, 11:23:02 pm »
Thanks for reply, i`ve made this mod for personal use, but after few days of almost permanent tuning decided to upload it here.

Why would it take less ammo than the basic cannon? It's not like these bullets take more space or anything. Was it related to power systems somehow?
This came from decreased ammo capacity of hand-held weapon - greater speed means more energy and mass of bullet required to not burn in atmosphere too fast. And gauss is practically almost unlimited ammo and elerium free tech while railguns require elerium and couple of spare clips.

And this is why I gave it 2. :P
Dogs don't do these things well... Many have tried.
it`s some sort of check for humanity, i think.

I prefer to keep these branches separated, but it's no heresy.
Gauss personal weaponry doesn`t require elerium to produce, railguns does. With single exception of aircraft cannon, by the way most profittable item in all FMP. I think elerium is required to achieve greater speed and energy efficiency.

Eh? Are you running out of alloys, or was it for some other reason?
No, alloys are plenty, almost never produced them, but 4 alloys is enough to full body armor!

There was a reason for hovertanks to have slightly poorer accuracy.
Okay, I see. Better fire positions for flying units grant better chances already.

But it's always been like this...
Hmm, I see skillApplied, twoHanded and flatRate flags only set true in items_FMP ruleset.  strengthApplied is not set, so it`s false. Am I wrong in understanding this flag?

Hey, vanilla settings.
Dogs and scout tanks in vanilla? They use only single space in craft instead of four, why their storage space is the same as 4-square tanks? They definitely not so big.

Congrats, now it's way OP. :P
It`s damage per turn on unarmored targets is almost identical to stun rod (216 vs 195) while it`s greatly more random. It`s high-tech weapom, how can it be less accurate than stun rod?. I understand that against armored enemy elerium mace is more effective (99 vs 69 on lower-rank ethereals) already and it`s weight is not that much of concern with power suit.

So... Auto or aimed? Looking at the values, I can't see any definite trend.
autoRange, not aimed. Limit for effective range of autofire mode. Cannons, specialized on auto-fire, can`t be as inaccurate on mid-distances as light weaponry.

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Released Mods / Final mod pack balance fix
« on: July 30, 2018, 11:17:01 am »
I`ve played Final mod pack and found it amazing! So i`ve fixed some balance mistakes and compiled it in mod.

List of changes:
Spoiler:
- Increased repair speed of combat crafts, repair now take at most 140 hours
- Increased speed of Sentinel to 3200 - previuos speed of 2200 for elerium-powered non-transport craft was strange
- Modified sell cost of any craft to 80% of total manufacturing cost
- Decreased ammo capacity of gauss and rail craft cannons to 90 and 60
- Gauss and rail cannons ammo, bots HWP and craft, now produced by 10 shots
- Dog strength increased from 2 to 5 - still not enough to throw items far enough, but enough to carry explosives or weapon
- Firing accuracy of high-tech HWP`s, both X-COM and alien, increased up to 70
- Decreased score loss by loosing scout tank to 8 from insane 50
- Modified many manufacture costs, now almost any item production is somewhat profittable with exception of elerium-powered items
- Craft rail cannon now require elerium to produce
- Any alloy ammo now require only 1 alien alloy
- Any hovertank now require 4 grav modules to produce and corresponding tech. Elerium cost decreased
- HWP plasma and laser weapon now hawe same stats on every platform, autoshots available only for ground versions
- Repair of stormtrooper armor does`nt require electronics (MIB damaged armor have undamaged electronics, XCOM variant too)
- Plasma sword now benefits from strength (previously was almost identical to knife, but with 2-handed drawback)
- Gauss and rail pistols clip capacity increased to 18 and 12
- Dog and scout tank store size decreased to 3 (from 6)
- Elerium mace stats increased to better overal value than stun rod
- Shotguns and Magnum nerfed - pistol shot with damage, greater than sniper rifle is nonsence
- X-COM pistols gained autoshot-mode with accuracy 30%
- Pistols and shotguns now have limited range
- Autoshot aimed range increased for every basically automatic weapon
- Autocannon stats increased a bit to be not worse than heavy cannon

To install just unzip to folder OpenXcom/standard/ folder and activate it after Final Mod Pack mod. Enjoy

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