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Messages - Human Ktulu

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31
Work In Progress / Re: [WIP][The Final Mod Pack] Misc part
« on: May 18, 2014, 09:24:55 pm »
EXISTING MOD :

Custom Rulset :
- Aliens Melee Stat
- Improved Nations
- Soldier Class (WIP)
- slowTechProgress
- PlasmaBeamMod
- Mixed Aliens
- ExtraPockets

Race :
- CULT
- ReptoidRace

Graphic :
- AlienInventoryMod
- Amiga Fonts (I use "Big" only)
- Chikos Laser Weapons New Graphics

Music :
- Weapon Sound Variety
- Gameplay Ambience

Terrain :
- Alien Base Addon Terrain
- Alien Base Cave
- City Addon Terrain
- expanded terror
- Farm Addon Terrain
- Gameplay Terror Terrains
- Lukes Dark UFOs
- Lukes extra UFOs
- Terror Site Addon Terrains

32
Work In Progress / Re: [WIP][The Final Mod Pack] HWP part
« on: May 18, 2014, 09:24:45 pm »
EXISTING MOD :
- XCOM Enforcer

33
EXISTING MOD :
- Alien Armoury Expanded
- DartRifle
- Elerium Mace
- Fushion Torch
- heatraaaaaaaays
- LaserClips
- Mind Missile
- power-glove
- scater laser
- sniper laser
- light saber
- railgun_v2
- Terran Plasma Weapons

Ok so, for advanced weapons we have :

- Alien Armoury Expanded
- Gauss Mod
- Scatter Laser (and maybe a little graphic mod for other laser weapons)
- Dart Rifle
- Fushion Torch
- Mind Missile (good or bad idea ?)

I think we can forget "Terran Plasma Weapons" ?
If not What else ?

Yeah, I think we can forget the Terran Plasma Weapons mod, unless we come up with something really new. I keep thinking about a Plasma Shotgun, but it sounds a bit... silly. Still, I think it would be cool. ;)

As for other stuff, there are a few small mods that I think are worthy (or more!) to be added, particularly:
- Ryskeliini's Elerium Mace (after some serious nerfing),
- Clownagent's Mind Missile (perhaps with a whole new launcher and a set of rockets to simplify and streamline things, but I like the general idea),
- perhaps Civilian's Heat-Ray mod - I haven't tried it out yet, but it looks solid (though I'm against fixed TU cost in this case).

Of course I'm only talking about weapons here; there are other mods I consider worthy or even essential (for example Shadow's Power Suit Helm Off, or Civilian's various terrain mods), but we'll get there later.

Quote from: Human Ktulu on May 04, 2014, 01:19:17 am
    I see extra guided-missile for standard rocket launcher, this is it ?


Yes, but after some thought I decided it would be better to make a new Rocket Launcher and new rockets (Small, Large and Incendiary, unless we do something differently). The reasons are:
1) To make the system more clear - new weapon, new ammo.
2) To make it more logical - how do you control the missile with no controls on your Rocket Launcher? You need a special Rocket Launcher!
I also think we could use standard rockets as raw materials for new, mind-guided rockets (after all we just need to install the psi control device). Unless we make completely new rockets.

34
Work In Progress / Re: [WIP][The Final Mod Pack] Basic Weapons part
« on: May 18, 2014, 09:24:28 pm »
OTHER EXISTING MOD :
- Alloy Ammo
- Machine Pistol
- Rifle Stun Ammo
- small rocket small (WIP)
- Single Shot rocket Launcher

Quote from: Human Ktulu on April 25, 2014, 03:36:28 pm
    Good, now It's a little more clearly.


Splendid! I'm especially curious about balance issues - I took really good care of it, but external audit is always good.

Quote from: Human Ktulu on April 25, 2014, 03:36:28 pm
    I am looking for the "custom grenade" mod, with the flammer and stun hand grenade.
    Stun grenade is not flashbang, but it will may help to capture aliens.  For exemple :
    - hand Stun grenade power : 35
    - Tazer power : 45
    - Stun Rod power : 65
    What do you think about it ?


I think 45 is a tad too much for the taser, regarding what it should be able to stun (floaters) and what it shouldn't (chryssalids), and also when compared to the stun rod.

As for the stun grenades, I am not against them per se (I actually use this mod), but I don't think it mimics flashbangs very well. A flashbang will incapacitate you for a while, but won't actually put you to sleep. We would need a special new flag for this, "blind" or something :)

Quote from: Human Ktulu on April 25, 2014, 03:36:28 pm
    ps : Taser does not want to work :( Game crash when bullet hit something or reach max distance ... I search if there is an incompatibility with another MOD.


If you are using my latest compilation mod, I'm sure that's not the issue - I checked with various speed settings, everything's fine. Be sure to get the newest git, otherwise... I don't know.

Oh, and I may add a flamer, but I'm hesitant, as it looks kinda bad with the current code.

A good question. Let me explain how I see it.
1. Pistols. I don't use them much, but there are players out there who consider them the best starting weapon! This is due to their fast, accurate Snap Shots.
2. Magnum. I can't say if it's better or worse than the standard pistol, but I guess it would be useful for pistol fans. Time will tell.
3. Grenades? How do you even play without them? :P That would be hard as hell!
4. SMG. I admit, it's kind of crappy, since it can't realistically be any better; still, I wanted it in the armoury, so it's there.
5. Shotgun. I like it a lot, as it is useful and different from everything else. It also has two very different ammo types, which adds to the tactical value. I think there's no issue here, though obviously there are people who won't use it (because they use pistols for example :P ).
6. Taser. It's more of a gimmick than anything else, but people seem to like it and the sprite is nice, so...
7. Sniper Rifle. A matter of choice, but I find it useful for the UFOExtender accuracy, so I think it's fine.

Regardless, your question is an important one and we need to keep it in mind in the future!

Quote from: Human Ktulu on April 26, 2014, 08:39:13 pm
    The comparison with "UFO:AI" is interesting, because on this game I use practically all the equipments, whereas on XCom I am satisfied with only 2 or 3 configurations, because the others did not seem to me viable (but I know that is not true).
    For exemple If I dont like grenades, that is because it's practically not possible to prime it and to throw it in the same turn. Why not decrase TU's for grenades using ?


Because would make them ridiculously overpowered? :P

Let me explain: I rarely have trouble with priming and using the grenade in the same turn. It's a matter of planning, I guess. If I don't do it now, I can always do it the next turn.

Besides, there are certain tricks: you can for example prime the grenade, drop it (2 TUs), step aside (4 TUs), then use another soldier to pick it up and then throw it. ;)

Quote from: Human Ktulu on April 26, 2014, 08:39:13 pm
    So, It should be made sure that each equipments their use is particularly effective on a given tactical configuration. And in same time, possible combinations is increased.


Agreed! These are my objectives too.

Quote from: Human Ktulu on April 26, 2014, 08:39:13 pm
    I'm interested to test flamethrower (and any other weapons), for incendiary grenade I think it is good tactical option for blocked alien progression.


OK, I'll include them both in the next version then. For the flamethrower, I'll use Dioxine's sprites, because they're nice and easy. For the incendiary grenades, I'll use TFTD ones for now, until we get some nicer sprites.

Quote from: Human Ktulu on April 26, 2014, 08:39:13 pm
    Finally for research, i'm agree with you. Maybe for later It will interseting to use aliens interogations for unlock some technologies (for exemple, engineer for unlok alien navigation or power source).


OK. Tonight (hopefully) I'll make a better diagram for suggested tech tree.

EDIT: Update of the compilation - now with incendiary grenades and flamethrowers!

35
EXISTING MOD :
- armored vest
- Combat & Uniform Armors
- Jump Armor
- Power Suit Helm Off

Sorry about double-posting, but this would be confusing otherwise.

So, I started working on the armour concepts. I haven't coded anything yet, and honestly I think it would be best to leave it to you, Human Ktulu, since you already started doing this. I focused on what to do with the armours we have.



First, we have the beginning armours: Uniform, Combat and Dragonskin; in other words, light, medium and heavy. These gave me a headache, since they should be either useless or overpowered. Yeah, I'm not a big fan of Earth armours - plasmas mostly ignore them anyway; but apparently you want them and people certainly like having tactical options, so I did my best to make them usable and balanced. I talked with Dioxine, and here's what we decided:

No armour: no changes. Vanilla items should stay as they were, because the game was balanced with them in mind.
Combat armour: armour values 28/12/16/12; it is the most generous we can give without becoming unrealistic, based on what these armours can do in real life. Also none of the damage reduction % nonsense, except for armour piercing attacks, because that's what they were made to do. And a little acid bonus. Also -5 to TUs, Stamina and Reactions (that last one because of the helmet). Weight 8.
Dragonskin: 35/16/30/12. Similar profile, Melee damage bonus since it's metal (it won't do anything against Reapers anyway :P ), bigger Stamina penalty, weight 12.

Yes, I know these armours aren't so good. Still, this is the best the 1999 technology can realistically offer. They would be much more useful if we fought enemies with human weapons (because again, that's what they were made for), but they still offer some marginally better protection than the uniform for the cost of mobility and reactions. I suggest giving them reasonably low prices.



Then we have the second tier of armours: Alien Alloys. We have the Personal Armour and let's not change it if we don't have to. Then there's my Jump Armour, which is generally a Personal Armour with smaller armour values, so there's not much to talk about either.

And finally there's the Psionic Armour which... well, I don't really know what to do with. I don't want it to simply be a Personal Armour with better Psi Strength, because that's kinda dull, and also why not a Psionic Armour based on a Power Suit or a Dragonskin as well? I would like to see something more imaginative, but I haven't found anything yet. Or we can just scrap that idea and make a "Carapace Armour" - a heavy armour made of Alien Alloys, with some penalties but better protection than the Personal Armour (something like a better Dragonskin).



Finally, the best armours. We have the Power Suit and the Flying Suit, which I don't really want to modify for the same reasons. But since we already have 3 early armours and 3 medium armours, why not make 3 armours here too? I dream of a Terminator Armour - an Elerium-powered, ultra-heavy monster with some big-ass weapons that normal suits can't even lift. :)



Anything else? Well, I'm loosely thinking about a separate branch of armours caused "synthmuscle armours", which don't offer as good protection as normal armours (thinner, lighter plating), but give some good stat bonuses (because you have some excessive strength left). It's just an idea though.

Naturally, all new armours (psionic armour or its equivalent, as well as the "terminator") would require new sprites, which is a pain, but maybe we can steal and alter some of Dioxine's designs. :P It'll still be a lot of work though.

I'm attaching an .xls file with all this information. It consists of two spreadsheets: one (Normal) is with the armours as they are now, the other (Proposed) contains new values I came up with. Please have a look at it. :)

Regarding armor. I downloaded existing mod 4 or 5 days ago and tweaked it according to my feelings, and the result is almost the same as Solarius Scorch described :) but i think those weight are a little too high, im using 7 foor dragonskin, 6 for combat armor and 4 for kevlar, and they are still quite cumbersome for rookies, so leaving them without any armor is a viable alternative. I already tweaked the armor values, making them generally weaker than alloy armor and frontal armor always the strongest.

I dont think reaction penalty is a good idea, since x-com soldiers reactions already suck.

I also have some new ideas which im about to test, but i dont have experience in creating new sprite sheets, i cant release new armor without new graphics for public:)

Im going to add:
Assault armor: early game, researchable and manufacturable. Strong frontal armor, weak sides and rear, high weight. I suppose this armor will help keeping your engeneers busy if you play with long research mods, before you start using alien alloys.

Fire-Acid-proof beam-deflecting armor: early game, researchable and manufacturable. Light armor with low armor values, fire immunity, 50-80% acid resistance, 15-40% laser resistance, 10-20% plasma resistance. Or so. Lets you use a lot of incendiaries in close quarters.

Biomechanical suit: based on live muton research and personal armor. Provides a bit less frontal armor, more rear armor, adds some TU, stamina and strength. VERY expensive production.

My idea for psi-armor is that it must isolate psi-activity: lower psi-skill and raise psi-strength, to avoid boosting psi-capable soldiers even further.

Quote from: Human Ktulu on April 30, 2014, 08:33:19 pm
    For the Psionic Armor, the goal is to help the weakest  soldier's in bravery and psi strengh resist a little more at psi attack, sort of mind shield. I wanted to avoid giving too much advantage by equipping the energy and flying suits with this function, but to give the chance to the soldiers who have only 10 points of bravery.


I understand, but the problem is that it seems to be more of an item than a suit - something to be used separately, like a passive Psi-Amp. It was much better in some other games, like UFO: Aftershock (where helmets were separate from the armour) or UFO: Extraterrestrials (where there was actually a special slot for "mind shields" - basically tinfoil headgear.

Having said that, I don't think soldiers with Bravery 10 need any help - they will improve with time. It's worse for those with low Psi Strength, as there's nothing we can do for them, but I also don't think boosting their Psi Strength with an item would be fair. The only honest application of this feature would be to enhance Psi Skill, but psionics make the game super-easy already and I don't want to make it even worse. (I might change my mind since the "line sight only" psionic attacks option has been introduced recently, but I haven't checked it yet.)

Quote from: Human Ktulu on April 30, 2014, 08:33:19 pm
    Best armours : I never use or produce Energy suit's. Why ? It's just a flying suit in less better.


I do use them. The Flying suit is goddamn expensivei n terms or Elerium, and especially with the Plasma Beam Mod (where Elerium is needed as ammunition).

Quote from: MFive on May 01, 2014, 07:10:02 am
    a few questions regarding the armours in the .xlsx file
    what are 'Under' and '% none'? i assume the none is simply a blank, a nothing percent(why add it to the .xslx?)


"None" damage denotes damage with no associated type, or "type 0" in terms of the ruleset. See description for damageType flag in the Ruleset Reference.

Quote from: MFive on May 01, 2014, 07:10:02 am
    and that 'under' refers to the armour underneath the soldiers, and if this is true, why list it for non-flying armours? the only time that you would otherwise take damage is grenades that land directly at your feet.


Or up to 1 tile away, then it also hits your under armour.
Which is what happens, like, every mission. :P

Quote from: MFive on May 01, 2014, 07:10:02 am
    also, why are the % modifiers different for the powered armours and the personal armours? they are made of the same material, so wouldn't they be susceptible to the same damage types?(the exceptions being smoke and stun)


It's how it was in the vanilla game, so I didn't want to change their properties withoug a good reason. Well, the material is the same, but the technology is probably quite different. I think we can accept this.

Quote from: MFive on May 01, 2014, 07:10:02 am
    what is the benefit for dragonskin armour? same 'under' rating and a worse AP rating, combine with worse acid rating, it seems far worse than the generic combat armour


It protects better against APs than the Combat Armour. Frankly, I don't understand this question. Are you referring to the fact that it's 80% instead of 70%? But the difference in armour values more than offsets this, so I don't think that's it?

Quote from: MFive on May 01, 2014, 07:10:02 am
    just some questions and thoughts i had about this, this project seems amazing, keep up the great work guys! i might also recommend keeping a change log and newer files in the OP, makes it easier for people to find all of the latest parts.


Thanks! It's all more of a preparation phase now, but yeah, we made a few things already.
I agree about the changelog, but I'll leave it to Human Ktulu, because it was his idea. :P (Please, pretty please!)

PS. I know that the Plasma Tank doesn't work for some reason - it has 0 ammo when taken on a mission. Id didn't even work in the original mod where I took it from. I'll fix it soon.

EDIT: I fixed the tank, but now I'm thinking of making plasma ammo for plasma tanks... So I'm not uploading yet. :D

Quote from: civilian on May 03, 2014, 02:52:38 pm
    About the armors, here is what I use in my personal mod:
    Uniform mod (almost no protection), buyable from start
    Personal Armor (boost bravery +10)
    Jump Armor (boosts reaction+10) using your original stats
    Power Suit (armor stats from original Flying Suit) no flying, midgame
    Flying Suit (armor stats from the original Power Suit ) flying, but weak +adds 20 PSI-Defense, mid- to-endgame
    Ultimate Suit (Sunfire armor with sligthly better armor than the Power Suit), flying and adds 20 PSI-Defenses, final game
    I am very content with this settings. Every armour served a purpose during the game. And it forced me to make tactical decisions when equipping units.


Maybe it is tactically diverse and even balanced, but it makes little to no sense.
Bonus to Bravery? I assume it has a blind visor? :)
Jump Armor +10 Reactions? Does it have neural injectors or something? If so, why other armours don't have it?
Flying Armour +20 Psi Defense? Why other armours don't have it if it's possible?
I actually like switching around Power Suit and Flying Suit's stats. It makes sense.
The Ultimate Suit is certainly worth considering.

36
Work In Progress / Re: [WIP][The Final Mod Pack] Vessels part
« on: May 18, 2014, 09:24:01 pm »
the first time i started using i mods i put a bunch into the folder and realized after my first game .. it was too easy
now i always try to balance my changes
make something important easier should be balanced by making something related harder

more better weapons <-> make alien tougher
make plasmabeam/clips(/fuel) eat your elerium  <-> give the option to recycle elerium based items (recycled items are not sold +cost for producing/recycling of items)
...
additionally i try to make choices available
the normal thunderstormstorm mod give a awesome craft after alien alloy (no elerium usage, early in game, fast speed, health ~= firestorm, downside: 1 weaponslot)
way overpowered / to early available
in the tree i proposed you can get to the first (a bit better) craft with [alien alloys, plasma rifle/clip, resistance alloy]=4 techs, the other crafts need 6, 11,12 techs compared to avenger with 16tech+5 engineers-alien research

in my idea heap is
research useful earth-technology-crafts <--> make the range of ufo random


my thoughts on the earth crafts:

Advanced Fuel => 2 Elerium+2000$=10 Fuel units
that way new crafts use elerium but only 1/5 of the firestorm-avenger type crafts
item based fuel consumption is based on "fly time" not speed as the default crafts do
the fuel refill rate can be used to distinguish between crafts in regard to fuel consumption

Alloy skyranger: there was somewhere a 16-soldier skyranger i wanted to reuse but i cant find him anymore

i will try to make distinctions between crafts in a way that 'getting the "last" craft' is best is not always true
e.g. skyranger vs. alloy skyranger
- alloy skyranger has less fuel reserves then original
+ alloy skyranger has more speed (less weight in hull/fuell)
+ alloy skyranger has 2 more soldier slots
+/- alloy skyranger still costs rent (1/2 rent of skyranger (maintenance, technicians, ..) )
+ alloy skyranger has a sell value (slightly above production costs)
- alloy skyranger can not be repaired (repairRate=0 untested)

for the earth-tech-fighter crafts i dislike the craft1->craft2->craft3->craft4 with craft4=best in all regards - therefore my tree give the choice of craft3 or craft4 after depending on craft2 and some other stuff

craft1:
normal fuel, high speed and acceleration, one weapon slot, fast refuel, fast repair, high rent (2/3 of interceptor), health=2-3x interceptor (destroyed in one shot unlikely), very small fuel reserves (cant fly further than 1,5*hyperwavedecoder range), can make a good profit with selling
[alternative: fast repair/high rent OR no repair, no rent, cheap to build]
craft2:
needs elerium enhanced fuel, speed/acceleration between interceptor and firestorm, one weapon slot, slow refuel, slow repair, low rent (1/5 of interceptor), health=slightly less than firestorm, fuel reserves huge/enough to fly to any point on the globe and patrol for some time, has double the radar range, no profit by selling

craft3 and craft4:
both: 2 weapon slots
fuel reserves: 2/3 globe reachable <-> enough fuel to fly around globe 2 times
consumption: needs 2-3 more fuel than craft2 <-> needs 2/3 fuel
speed: should be similar perhaps on with higher speed, less acceleration the other with a bit less  speed, higher acceleration
rent/repair: high <-> low
manufacture costs: can make profit <-> can make no profit

not sure what sprites/names go to what craft or in regard to craft3/4 what property is assigned to what craft i first plan to get my balancing mod "random ufo range" done

37
Work In Progress / Re: [WIP][The Final Mod Pack] Misc part
« on: May 18, 2014, 09:06:48 pm »
==============================
Adv Weapons Sounds By Human Ktulu
==============================

Just for testing, work with Solarius's compilations.

38
Work In Progress / [The Final Mod Pack] Misc part
« on: May 18, 2014, 09:06:38 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !

39
Work In Progress / Re: [WIP][The Final Mod Pack] HWP part
« on: May 18, 2014, 09:05:34 pm »
==============================
Tanks_Compilation_1.3 by Solarius Scorch
==============================

This mod is a collection of various HWPs, taken directly from various mods and sometimes rebalanced/enhanced.

As of 1.3, this compilation contains the following mods:
* Toxic Tank by Solarius Scorch
* Tank.rul, by Arpia
* HWP.rul, by Harry
* Scoutdrone.rul, by Arpia
* Minigun, by Solarius Scorch (Tank/Minigun only)
* Gauss Weaponry, by Solarius Scorch (Tank/Gauss and Hovertank/Gauss only)

40
Work In Progress / [The Final Mod Pack] HWP part
« on: May 18, 2014, 09:05:26 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !

41
Reserved

42
Work In Progress / [The Final Mod Pack] Advanced Weapons part
« on: May 18, 2014, 09:03:40 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !

43
Work In Progress / Re: [WIP][The Final Mod Pack] Basic Weapons part
« on: May 18, 2014, 09:02:15 pm »
==============================
Firearms_Compilation_1.4 by Solarius Scorch
==============================

This mod is a collection of various Earth weapons from many creators, combined into one ruleset. I do not claim any credit for these items (except for those I made of course), as they are mostly unmodified, except for some balancing changes that were absolutely necessary (as some of these items were definitely overpowered, compared to other weapons).

All weapons presented here are available from the store for purchase. The only exception is the Scatter Laser (that needs to be researched and produced), which was part of the Minigun mod, which I didn't want to break into pieces, and Gauss weapons.

The main purpose of this mod was to create a single ruleset for the Final Mod Pack, but it can be used as a standalone collection by anyone.

As of 1.4, this compilation contains the following mods:
* Combat Knife, by Warboy1982
* Flamethrower, by Dioxine
* Gauss Weapons, by Solarius Scorch
* Grenade Launcher, by Warboy1982
* HMG, by Dioxine
* Incendiary Grenade, by Simon-v
* LMG, by Ryskeliini
* Magnum, by Ryskeliini
* Minigun, by Solarius Scorch
* Shotgun, by Warboy1982 and Dioxine (a patchwork of their mods)
* SMG, by Ryskeliini
* Sniper Rifle, by toshiaki2115
* Taser, by Ryskeliini
* First Aid Kit, by Yrizoud

44
Work In Progress / [The Final Mod Pack] Basic Weapons part
« on: May 18, 2014, 09:02:01 pm »
Hello,

The goal of this project is to make huge community modpack well balanced with multi-language adds for strings (en-GB, en-US and fr strings for begining).

I have indexed all existing mods and classified in the following way :

[HERE] - core : the main tech tree
[HERE] - vessel : improved fighter, longrange fighter, ultimate fighter ...
[HERE] - personnal armour : combat uniform, jump armor ...
[HERE] - basic weapon : sniper, shootgun, grenades, machinegun, knife, ...
[HERE] - advanced weapon : plasma, gauss, railgun, laser, dart-rifle, FushionTorch ...
[HERE] - hwp : all tanks and overtanks, sectopods, ...
[HERE] - misc : maps, new units, custom rulset's, gfx/sfx improvements, ...

Of course I will not included the totality of the existing mods, but to choose most interesting and to balance them in the game.

Thanks for your support !

45
==============================
FMP_addon_ExtraArmor_v0.9.3
==============================

I used  "Combat Uniforms Armor" and "Jump Armor". I would give some protection in game beginning and improving diversity in personnal armor using.

- Basic Uniform (woodland version) : New entry in Ovnipedia. All new recruits use standard green army uniform. Simple vestment give more mobility and accuracy.
- Kevlar (urban version) : Standard protection of army and police operations. It's incrase yhe chance of survive.
- Dragonskin (desert version) : This heavy protection is used for defusing bombs. Only strongest soldier can use it.
- Jump Armor : After some research you can manufacture it. Weaker than Personnal Armor but give an unquestionable advantage.
- Psionic Armor : Improvement of Personnal Armor. After research of Psi-Lab, you can gine some protections to psi attack. Unfortunately this feature is not compatible with Power Suit and Flying Suit. (need sprites, I see somewhere a modified personnal armour with new helmet like knight of the zodiac :p )
- Power / Flying Suits : Now this armor give bonuses to stamina and combat melee.

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