Author Topic: [WEAPON] Daichi Blade  (Read 49912 times)

Offline Warboy1982

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Re: [WEAPON] Daichi Blade
« Reply #30 on: June 17, 2014, 03:44:31 am »
german and french translations added, thank you!

Offline phobos2077

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Re: [WEAPON] Daichi Blade
« Reply #31 on: June 17, 2014, 04:33:50 pm »
Russian strings:
Code: [Select]
  - type: ru
    strings:
      STR_COMBAT_KNIFE: Боевой Нож
      STR_COMBAT_KNIFE_UFOPEDIA: Благодаря усиленному острию и лезвию ножа, опытный боец может бесшумно убить легкозащищенного противника с одного удара.{NEWLINE}Подходит для ближнего боя любого рода.

Offline Warboy1982

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Re: [WEAPON] Daichi Blade
« Reply #32 on: June 17, 2014, 05:01:25 pm »
i've added russian to the version available here, i'll update the mod site later, in case any others come in

Offline 2xG

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Re: [WEAPON] Daichi Blade
« Reply #33 on: June 19, 2014, 09:36:12 pm »
Russian strings:
Code: [Select]
  - type: ru
    strings:
      STR_COMBAT_KNIFE: Боевой Нож
      STR_COMBAT_KNIFE_UFOPEDIA: Благодаря усиленному острию и лезвию ножа, опытный боец может бесшумно убить легкозащищенного противника с одного удара.{NEWLINE}Подходит для ближнего боя любого рода.

Code: [Select]
  - type: ru
    strings:
      STR_COMBAT_KNIFE: Боевой нож
      STR_COMBAT_KNIFE_UFOPEDIA: Используя его закалённый клинок и остриё, опытный оперативник может бесшумно убить легкозащищенного противника одним режущим или колющим ударом.{NEWLINE}Подходит для любого типа близких контактов.

The humor of this description is here
Quote
close encounter
Существительное
близкий контакт (с пришельцами из космоса, в научно-фантастических фильмах, научно-фантастической литературе)

Offline ivandogovich

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Combat Knife Rebalance
« Reply #34 on: September 10, 2014, 06:05:11 pm »
# 9/9/2014  after discussion with Warboy in IRC chat about the knife and its hit mechanics, we concluded that the knife needed more balancing.

This mod was developed before the melee mechanics were completely worked out, so in the process it became significantly less effective.  New insights into Terror from the Deep's melee weapons stats have shed new light as well.

I am uploading my modified ruleset in which I bump the accuracy up significantly ( to 150) , and halving the power (30) , but applying the unit's attack strength to it as well.

Feel free to use or tweak as you like, but still credit Warboy. :) 
(This is the new version that I have in my UpClose Modpack)

Cheers, Ivan :D

Offline NoelBuddy

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Re: [WEAPON] Daichi Blade
« Reply #35 on: September 11, 2014, 06:44:20 pm »
Could you share some info about how the melee mechanics are working out?  Or point me where I could figure them out myself?  There was another mod posted that gave the aliens varied melee skill levels, and I was wondering is this another approach at solving the same issue or a different set of concerns altogether?

Offline ivandogovich

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Re: [WEAPON] Daichi Blade
« Reply #36 on: September 11, 2014, 08:34:54 pm »
iirc from the chat:

Melee works exactly like "firing" mechanics.  (https://www.ufopaedia.org/index.php?title=Firing_Accuracy)

Base Chance To Hit = Firing Accuracy × Weapon Firing Mode Accuracy
Thus
Base Chance To Hit = Melee × Weapon Firing Mode Accuracy

Soldiers start with 20-40 melee skill (which is a hit percentage)  and it is primary skill, so it only goes up through use.  By tweaking as I have (150 knife accuracy)
the average soldier ends up with a 45% chance to hit with the knife.

The damage should then be applied as normal, except with the knife, we have strength applied. 

Impacting Damage = (Base Weapon Damage + Strength Applied ) × Random Weapon Range × Damage Modifier

                             = (30 + Strength (Avg 30))  X ( random between 0-200 or 50-150) X Damage modifier (From target's resistance or susceptibility)

                            = (30 + 30)  X (100%) X 100%

                            = 60

Penetrating Damage = Impacting Damage - Armour

So against a Floater's front armor ( 8 ),  52 damage would be applied on average.


The one caveat to all of this is the StunRod's hard-coded ability to ALWAYS hit.

Cheers, Ivan :D
« Last Edit: September 11, 2014, 08:37:08 pm by ivandogovich »

Offline NoelBuddy

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Re: [WEAPON] Daichi Blade
« Reply #37 on: September 11, 2014, 08:49:49 pm »
Thanks! :)

I always figured the Stun Rod as kind of a tesla coil on a stick, wave it near the target and it'll zap it. :o

Offline Warboy1982

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Re: [WEAPON] Daichi Blade
« Reply #38 on: September 12, 2014, 08:31:03 am »
just worth noting, the stun rod isn't HARD coded to always hit, there's a ruleset value that governs whether skill is applied or not ;)

Offline pkrcel

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Re: [WEAPON] Daichi Blade
« Reply #39 on: September 12, 2014, 11:15:57 am »
THAT explains why I was expecting the stun rod to work and instead there was no STUN damage on that pesky snakeman.....


Offline ivandogovich

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Re: [WEAPON] Daichi Blade
« Reply #40 on: September 12, 2014, 03:53:36 pm »
just worth noting, the stun rod isn't HARD coded to always hit, there's a ruleset value that governs whether skill is applied or not ;)

So if you apply skill in the StunRod's rules, you get a chance to miss now?

Offline Dioxine

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Re: [WEAPON] Daichi Blade
« Reply #41 on: September 12, 2014, 07:13:32 pm »
Code: [Select]
  - type: STR_STUN_ROD
    size: 0.1
    costBuy: 1260
    costSell: 945
    weight: 6
    bigSprite: 26
    floorSprite: 26
    handSprite: 80
    meleeSound: 54
    power: 65
    damageType: 6
    accuracyMelee: 100
    tuMelee: 30
    battleType: 3
    twoHanded: true
    invWidth: 1
    invHeight: 3
    skillApplied: false

Just override the last line with skillApplied: true (it is the default setting but here you need to override XCom1Ruleset). However with how "skilled" are XCom soldiers in melee, you'd probably want to raise the accuracyMelee to at least 200 :)

Offline Random Commander

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Re: [WEAPON] Daichi Blade
« Reply #42 on: September 16, 2014, 06:45:37 pm »
Spanish translation, but it's my second language. Can anyone read this over?

Code: [Select]
- type: es
    strings:
      STR_COMBAT_KNIFE: Cuchillo de combate
      STR_COMBAT_KNIFE_UFOPEDIA: Utilizando el borde y punto de endurecido, un operativo entrenado puede mata silencio un enemigo de luz blindado con un golpe. {NEWLINE}Conveniente para encuentros cercanos de cualquier tipo.

Offline ivandogovich

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Re: [WEAPON] Daichi Blade
« Reply #43 on: September 17, 2014, 06:32:15 am »
After using this mod a bit more, one of the things I felt was missing was some feed back on when you hit your target.  The default "whiff" sound didn't really communicate much.

Therefore, I tweaked the rules again, and added a "thump" sound to the ruleset and resources, and here is a video of the result.

https://www.youtube.com/watch?v=j4vNCGXapms


Edit:  I have removed the vid from Youtube as I have changed the thump to a slice sound, on Helmet Hair's recommendation, below. ;)

Cheers, Ivan :D

Updated portions of code below.
Code: [Select]
items:
  - type: STR_COMBAT_KNIFE
    size: 0.1
    costBuy: 100
    costSell: 50
    weight: 4
    bigSprite: 57
    floorSprite: 73
    handSprite: 128
    meleeSound: 39
    meleeHitSound: 67
    hitAnimation: 0
    power: 30
    strengthApplied: true
    damageType: 7
    accuracyMelee: 150
    tuMelee: 12
    battleType: 3
    twoHanded: false
    invWidth: 1
    invHeight: 2
    armor: 12
    listOrder: 1899
extraSounds:
  - type: BATTLE.CAT
    files:
      67: Resources/CombatKnife/Sounds/knifeHit.wav
« Last Edit: September 24, 2014, 04:21:18 am by ivandogovich »

Offline HelmetHair

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Re: [WEAPON] Daichi Blade
« Reply #44 on: September 19, 2014, 06:18:21 am »