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Messages - KingMob4313

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466
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« 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.

467
Work In Progress / Re: 'Equal Terms' Mod Discussion.
« on: August 06, 2014, 06:00:58 am »
Wolfram Lance (formerly 'Solution') is now at 1.95 and is in testing.

Coherency is at 1.80

And I've started work on Fourth State, it's at 1.20

468
Work In Progress / Re: 'Equal Terms' Mod Discussion.
« on: August 06, 2014, 05:58:28 am »
Great, but I have to report a bug, as seen in this thread here

at line 764 of EqualTerms_Weapons_v1010.rul, it reads:

 
Code: [Select]
  corpseItem: STR_CORPSE_UNIFORM_JUNGLE
 

while it should be

 
Code: [Select]
  corpseItem: STR_CORPSE_KEVLAR_JUNGLE
 

The issue causes a crash when a soldier wearing the Light Armor Jungle dies due to unexistent floorobject.

Patched, thanks for the bug report.  Uploading now.

469
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« 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.

470
Work In Progress / Re: 'Equal Terms' Mod Discussion.
« on: August 06, 2014, 01:37:05 am »
Well, I must say (having shortly tried 1.01 and counting) that I personally can't wait for this.

Along with New Terrain from hobbes, Gauss from Solar and Luke's extra UFO+Terror...shoudl definitely provide a ocmpletely new gameplay.

I'm glad you're enjoying the mod.  The next version will be a further extension of what has already has come before.

471
Work In Progress / Re: Items, Research, and Requirements.
« on: August 04, 2014, 10:49:41 pm »
you manufacture STR_..._UC armors you need to manufacture the "storeItem"


I'm going to fix the shotgun issue momentarily,

What am I missing via the armor again? What should it be manufacturing?

The first issue is solved, thanks for pointing it out. I needed the required in the UFOPEDIA as well

472
Work In Progress / Re: Items, Research, and Requirements.
« on: August 04, 2014, 06:44:13 pm »
Oh, I need it in the UFOPEDIA as well.

473
Work In Progress / Re: Items, Research, and Requirements.
« on: August 04, 2014, 06:40:04 pm »
Fixed that with no resolution.  Does the research name need to match the item name?

474
Work In Progress / Re: Items, Research, and Requirements.
« on: August 04, 2014, 06:02:50 pm »
if you post a full ruleset and not just part one can take a look

It's rather huge but sure.

It's attached.

475
Work In Progress / Items, Research, and Requirements.
« on: August 04, 2014, 05:34:03 pm »
Okay, having a little issue.

I added a new research spot called 'Alloy Manufacturing'.  Once that is researched, you can produce a number of things, including alloy ammunition.

Code: [Select]
  - name: STR_ALLOY_MANUFACTURING
    cost: 200
    points: 20
    needItem: false
    dependencies:
      - STR_ALIEN_ALLOYS

So I added

Code: [Select]
    requires:
      - STR_ALLOY_MANUFACTURING

To my items.  However, it seems that it's being ignored, because I can see all the items that require it right from the start.

What am I missing?


476
Work In Progress / Re: 'Equal Terms' Mod Discussion.
« on: August 01, 2014, 06:11:57 am »
Looks like Coherency and Fourth State is going to take around 20-30 hours of work, plus twice that for testing.

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

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

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

There should be a 1.8 release mid August though,

477
Work In Progress / Re: Weapon Rework/Expansion - Version 0.8
« on: July 29, 2014, 03:55:01 am »
Excellent work man.

I've done some work based off your sprites for my own mod, Coherency.  You've really done some excellent work.

478
Work In Progress / Re: 'Equal Terms' Mod Discussion.
« on: July 29, 2014, 02:05:17 am »
Mod 2.0a - Wolfram Solution is 80% done.
This is the one closest to the current version.  I still have to make all the new ammo views and code, new armors (easy) and the new interceptor code and view.  Also will need to push out other changes already in the code to be modularized: you can chose if you want to balance the laser and plasma weapons against the new weapons, even without the other mods.

Wolfram Solution: Version 1.8  - Sept 2014
 - modify weapon damage down towards standard
   - this includes explosive damages
 - add another step into alloys research tree: Alloy Manufacturing (Dependency: Alloys)
 - Alloy research allows for Alloy Reinforced Armor
 - add alloy ammo types for powder weapons, adjusting normal ammo's damage down towards standard, and current values will be for the alloy rounds (Requires: Alloy manufacturing + Any autopsy unlocks Alloy rounds)
   - This includes explosive weapons
 - add another step for research: Alloy Armor
 - add/replace body armors
   - Improved Light Armor: P: 24 AP: 65% HE: 75% PL: 95% (Dependency: Alloy manufacturing - Consumes 1 light armor and 2 alloys )
   - Improved Tactical Armor P: 28 AP: 55% HE: 60% PL: 90% (Dependency: Alloy manufacturing - Consumes 1 tactical armor and 3 alloys)
 - adjust game armors
    - Personal Armour (Original Stats P: 50) P: 34 PL: 80% HE: 60% AP: 55%
    - Heavy Personal Armor: P: 46 AP:50% PL:75% Requires 6 alloys
 - Alloy Manufacturing allows for creation of alloy crafted interceptor
    - allows for creation of short range heavy damage missile
   - allows for creation of longer range medium damage missile
 - create option ruleset for other adjusted weapons
   - this means adjusted damage and such, but no new weapons
 - create option ruleset for other small changes

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

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

Fourth State and Retaliation have no work done on them yet.

479
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« 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.

480
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« 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)

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