Author Topic: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997  (Read 66084 times)

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #225 on: October 10, 2014, 02:45:02 pm »
Proposal:

No problem. I like it. (with a good accuracy)

Not necessary.  I won't use it.

...

Proposition:
I suggest to replace the stun rod with the "Electro-Shocker" from civilian.

The 'Spartan Laser' would end up being like a SSRL, since it would only be one (highly accurate) shot before you had to dispose of it. Since it would be more powerful than the sniper rifle, I'll have to make it one shot and 3x2 otherwise it would make the rifle useless.

I will investigate the the civilian mod and see if it works

Offline Infini

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #226 on: October 10, 2014, 02:51:10 pm »
Quote
The 'Spartan Laser' would end up being like a SSRL, since it would only be one (highly accurate) shot before you had to dispose of it. Since it would be more powerful than the sniper rifle, I'll have to make it one shot and 3x2 otherwise it would make the rifle useless.

Nice

 :)

Offline Arthanor

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #227 on: October 10, 2014, 03:48:37 pm »
The 'Spartan Laser' would end up being like a SSRL, since it would only be one (highly accurate) shot before you had to dispose of it. Since it would be more powerful than the sniper rifle, I'll have to make it one shot and 3x2 otherwise it would make the rifle useless.

I will investigate the the civilian mod and see if it works

Maybe make the weapon 3x2 with a 2x2 clip that only has one shot? That would represent the high energy power pack being all drained in one shot, but without the whole weapon (electronics, lenses and all) going to waste after one shot. Unless you want to represent the shot being so powerful it melts the weapon, but that doesn't sound very safe to use.

This way, a trooper can still only carry 3 shots (2x hands + backpack), but it's not quite as ridiculous as carrying 3 of the same weapons, and you can have some troopers carrying just a powerpack to toss to the guy with the weapon if needed. Then you can also make the weapon part even more expensive (you only need to manufacture it once), the shot relatively high TUs (so you can shoot once and recharge, but not shoot again) and it is more likely that players won't have plenty of shots when facing sectopods.

Actually, that might be exactly what I'll do for my laser cannon..!
« Last Edit: October 10, 2014, 03:51:35 pm by Arthanor »

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #228 on: October 10, 2014, 03:58:23 pm »
Maybe make the weapon 3x2 with a 2x2 clip that only has one shot? That would represent the high energy power pack being all drained in one shot, but without the whole weapon (electronics, lenses and all) going to waste after one shot. Unless you want to represent the shot being so powerful it melts the weapon, but that doesn't sound very safe to use.

This way, a trooper can still only carry 3 shots (2x hands + backpack), but it's not quite as ridiculous as carrying 3 of the same weapons, and you can have some troopers carrying just a powerpack to toss to the guy with the weapon if needed. Then you can also make the weapon part even more expensive (you only need to manufacture it once), the shot relatively high TUs (so you can shoot once and recharge, but not shoot again) and it is more likely that players won't have plenty of shots when facing sectopods.

Actually, that might be exactly what I'll do for my laser cannon..!

I was thinking something along those lines, that the lasing medium and lenses would be very expensive.

Thanks for the suggestion, going to totally go this route. Giant laser cannon that takes 1 shot 2x2 power packs.

Offline pkrcel

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #229 on: October 10, 2014, 04:04:11 pm »
It borders on a 'laser rocket launcher' weapon. Nice concept,  still seems a bit overboard.

Too bad you're claiming back my elerium shells....I need that elerium back

Offline pkrcel

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #230 on: October 10, 2014, 04:07:02 pm »
I have my own compiled build (some mods to damage calculation) as well, so I must be not subscribed to the right git branch or something.

But if it's working, I might finally be able to get out 2.0 very soon, but at least get out 1.998 tonight with 2 laser tanks and 3 plasma/blaster tanks.
Maybe, I'm working on my branch but I'm mostly on par with master. Might be a week behind or such.

Having a nightly to spare and double-check is always worth though.


Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #231 on: October 10, 2014, 05:54:53 pm »
It works with infinite ammo for the 40mm gun, but I guess it's as intended.

I run my own compiled OpenXcom, so maybe a nightly is in order for you?

I wouldn't go overboard with laser weaponry in your shoes, I only have the coherency tier but 'chewed up' an ethereal landed battleship pretty well (only half squad wiped )

Okay, which tank is this? Only the SMG should be set up for infinite ammo

Offline pkrcel

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #232 on: October 10, 2014, 07:27:52 pm »
The one called 'STR_TANK_AGLAUNCHER'


Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #233 on: October 10, 2014, 08:27:50 pm »
The one called 'STR_TANK_AGLAUNCHER'

Ah, Okay. Will investigate

Offline pkrcel

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #234 on: October 10, 2014, 09:51:32 pm »
I think there are some SFX to be cheked in the new version, particularly during "HIDDEN MOVEMENT" I continuosly get a 'wooosh!' like sound (like a jet passing by, or a high velocity projectile) when I usually hear the UFO door.



Offline Infini

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #235 on: October 10, 2014, 09:57:26 pm »
The most recent Beta, 1.9975

ET_MiscChangesv1975.rul

Not the same file? 14.1KB vs 571 bytes ?

You did a lot if change or something is missing...

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #236 on: October 10, 2014, 10:59:41 pm »
I think there are some SFX to be cheked in the new version, particularly during "HIDDEN MOVEMENT" I continuosly get a 'wooosh!' like sound (like a jet passing by, or a high velocity projectile) when I usually hear the UFO door.

Probably a file # collision. I will check into it.

Offline KingMob4313

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #237 on: October 10, 2014, 11:00:52 pm »
The most recent Beta, 1.9975

ET_MiscChangesv1975.rul

Not the same file? 14.1KB vs 571 bytes ?

You did a lot if change or something is missing...

I moved out some Wolfram Lance tech level vehicle weapons out of it and into the main files. The misc only has adjust radars and lighter electro flares

Offline Infini

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #238 on: October 11, 2014, 12:18:33 am »
Quote
I moved out some Wolfram Lance tech level vehicle weapons out of it and into the main files. The misc only has adjust radars and lighter electro flares

OK.  I understand.

Offline pkrcel

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Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #239 on: October 12, 2014, 12:52:53 am »
The one called 'STR_TANK_AGLAUNCHER'

Just for your info, if I use this tank in a mission and come back, I end up with 259 HWP grenades in store no matter what.  I looked around but can't tell what's going on. BTW the 259 is consistent.

I at first tought I misclicked when buying ammo...i transferred 129 units to another base....but then a second time after the mission i have 259.