Author Topic: Falko's Mod Collection-generating rulesets with python  (Read 23111 times)

Offline Falko

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #15 on: May 14, 2014, 08:45:01 pm »
could you elaborate what a mod needs to be "considered seriously"?

e.g. what is not serious about changing the plasma weapons in a way that removes the early big damage-gap from laser to plasma, lowers the damage of the first encountered alien species, gives you a weapon that "grows" on you ("you soldier lern to handle it") and give later aliens more damage potential?

Offline Solarius Scorch

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #16 on: May 14, 2014, 09:25:11 pm »
could you elaborate what a mod needs to be "considered seriously"?

e.g. what is not serious about changing the plasma weapons in a way that removes the early big damage-gap from laser to plasma, lowers the damage of the first encountered alien species, gives you a weapon that "grows" on you ("you soldier lern to handle it") and give later aliens more damage potential?

Are you honestly asking me what's not serious with a gun whose power depends on the user's strength? O_o

Offline civilian

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #17 on: May 15, 2014, 01:01:30 pm »
The idea is technically not bad, though, it would really help to balance the late game. Still, the strength part makes no real sense, I wish there was a better way...

Offline Falko

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #18 on: May 15, 2014, 01:08:15 pm »
Still, the strength part makes no real sense, I wish there was a better way...
That is "just" a story telling problem
if you want an explanation:
Plasma weapons generate heavy vibrations while shooting and you need strength to keep the weapon steady
if not steady its likely you only make grazing shots => less damage
why can sectoid do more damage than a new soldier?
they have more strength in their tiny arms because you know they are aliens :)

the only visible downside is the misleading power info for the clips in the ufopedia

Offline civilian

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #19 on: May 15, 2014, 01:32:53 pm »
Ok, you convinced me  :)  *downloads and tests*

Offline davide

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #20 on: June 22, 2014, 09:58:39 pm »
Suicide aliens could be the way to add XCom Apoc alien race Popper
 ::)

Offline Aldorn

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #21 on: June 28, 2014, 08:00:39 pm »
How is it possible I didn't pay attention to this thread...

Offline Falko

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #22 on: July 11, 2014, 05:04:10 am »
would anyone be interested in a mod that increase damage absorption (frontArmor,..) by 5 every 3 months and increase damagereduction (damageModifier) by 10% every 3 months so after ~a year the aliens are very hard to kill in battlescape
i also could "fix" other things
less points for killing/capturing aliens later (makes it harder to keep a reliable positive point balance)
psistrength (to make psi attacks harder later)
health (less incoming damage and/or more shots until death/stunned )
TU (faster chrysalids, more reaction fire?)
firing,accuracy,throwing,reaction, ..
damage of terrorists increases cyberdisc, sectopod, celatid,...

i am not sure about numbers here just the general idea
only visible downside - during the switch between months you can have 2 lines of sectoid-soldier one with the old armor values one with the new

so should i do something like that?

possible changes starting from first appearance (so mutons/ethereals do not start with X month bonus) with every 3 month:

#armor increased -later better to shot them in the back even if you already have plasma
    frontArmor: +6
    sideArmor: +4
    rearArmor: +2
    underArmor: +2

#less incoming damage so with this number after 1 year the sectopods AP damage vulnerability is from 1.0 down to 0.65
damageModifier: damageModifier*0.9

#stat changes:
      tu: +6
      stamina: +8
      health: +8
      bravery: +3
      reactions: +3
      firing: +3
      throwing: +3
      strength: +3
      psiStrength: +5
      psiSkill: 0 #no change or all aliens can psi attack some day
      melee: +3  #?

#for all terrorist - not strength-applied - fixed - weapons makes terrorists hit harder
power: +7

#score loss
score: -2

+ there should be a max number of these increases like 10? (=after 30 months no change) or the increase does not need to be linear every 3 month or even can differ between races

if somebody has a good storytelling-idea why that happens i am open to suggestions :)

« Last Edit: July 11, 2014, 05:24:57 am by Falko »

Offline neube

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #23 on: September 22, 2014, 04:23:52 pm »
Is this only me or do the all versions of break2elerium use the same values for time, input and output? I was using the 25% one, but I realised that I was getting too much Elerium back...

Offline Falko

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #24 on: September 22, 2014, 10:09:19 pm »
oh
you are correct
here are the fixed versions

Offline RushianSyrinx

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Re: Falko's Mod Collection-generating rulesets with python
« Reply #25 on: September 09, 2015, 12:11:32 am »
Falko,

Any chance of redoing these mods for TFTD?