Author Topic: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997  (Read 155671 times)

Offline pkrcel

  • Colonel
  • ****
  • Posts: 192
    • View Profile
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #210 on: October 09, 2014, 12:00:32 am »
What about giving the weapons a meleepower, tuMelee and accuracymelee stats so they could be used to stun? (Like Vanilla wepons 'stun fest')

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #211 on: October 09, 2014, 12:02:49 am »
Not a fan of melee with the weapons, but I'll get the code in there. It's about providing options.

Offline pkrcel

  • Colonel
  • ****
  • Posts: 192
    • View Profile
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #212 on: October 09, 2014, 12:31:40 am »
Provide a separate ruleset then, so one can eventually enable or disable that.

BTW, the ammo strings of the new HWPs are undefined (missing 'STR_' maybe?) ahahah sorry I'm dumb, nevermind.



« Last Edit: October 09, 2014, 12:33:42 am by pkrcel »

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #213 on: October 09, 2014, 01:37:50 am »
Provide a separate ruleset then, so one can eventually enable or disable that.

BTW, the ammo strings of the new HWPs are undefined (missing 'STR_' maybe?) ahahah sorry I'm dumb, nevermind.

No need for a separate ruleset since it's an option that must be enabled. I will pattern the weapons on existing ones for accuracy, tu and stun damage

Offline Infini

  • Colonel
  • ****
  • Posts: 109
  • Alien French Translator
    • View Profile
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #214 on: October 09, 2014, 02:27:33 am »
Quote
I fixed them for the alloy but not the elerium. In fact, I thought I completely removed the elerium ones from the game!

Should I keep them or remove them? They kinda break the 0 to 0.5 progession. Same with the reinforced shotgun.

I suggest that you remove it.

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #215 on: October 09, 2014, 05:00:33 am »
Delayed heavily by the changes needed.

We'll see when the next one comes out.

Offline Infini

  • Colonel
  • ****
  • Posts: 109
  • Alien French Translator
    • View Profile
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #216 on: October 09, 2014, 06:05:36 am »
Quote
Delayed heavily by the changes needed.

We'll see when the next one comes out.

Take your time.

 :D

Offline pkrcel

  • Colonel
  • ****
  • Posts: 192
    • View Profile
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #217 on: October 09, 2014, 08:44:37 am »
No need for a separate ruleset since it's an option that must be enabled. I will pattern the weapons on existing ones for accuracy, tu and stun damage
Ah of course, the option would enable also the modded weapons....


Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #218 on: October 09, 2014, 02:55:35 pm »
Ah of course, the option would enable also the modded weapons....

So once you turn on that option, everything will work, but it's gonna delay the next release. Pkrcel, you really want recoverable armor, right?

Offline pkrcel

  • Colonel
  • ****
  • Posts: 192
    • View Profile
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #219 on: October 09, 2014, 03:08:50 pm »
You bet!  Repairable armor makes a lot of sense.


EDIT LATE:

Of course I've just begin to use the dual weapon tank (Grenade Launcher + CAnnon).... that guy kicks ass (a la fatboy slim).

LOL it downed a Muton all by itself with TUs to spare  :o

« Last Edit: October 10, 2014, 01:42:51 am by pkrcel »

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #220 on: October 10, 2014, 06:22:56 am »
You bet!  Repairable armor makes a lot of sense.


EDIT LATE:

Of course I've just begin to use the dual weapon tank (Grenade Launcher + CAnnon).... that guy kicks ass (a la fatboy slim).

LOL it downed a Muton all by itself with TUs to spare  :o

The dual weapons are working on your side?
Odd!  Maybe I need the nightly build?

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #221 on: October 10, 2014, 06:28:31 am »
Newest version:

SPOILED

 - added new plasma craft weapon
 - corrected alloy aerospace and alien communication ufopedia
 - removed Elerium shotgun rounds
 - change 'arrays' to 'pulse' name - pulse laser cannon, pulse plasma cannon
 - moved items out of misc file into respective mod files.
  - misc file only has the lighter electro flare and adjusted radars

Next :
 - laser and plasma tanks if they are working for others.
 - ufopedia order and listorder adjustments (mostly ufopedia order)
 - adjust toughness of tanks (too tough right now)

Proposal: Single shot heavy laser cannon. Kinda like the Spartan Laser from Halo. Comes late in the laser progression.  Allows for a laser SSRL (so to speak) My only misgiving is that it will completely chew the-hell-up sectopods.

Once all the above is sorted out and I give it one more bug pass on it... I'll declare 2.0 done and release and and start on the 'Retaliation' DLC pack for it, which will borrow somewhat from the Alien Armory mod, and also have some other new additions.
« Last Edit: October 14, 2014, 06:18:24 am by KingMob4313 »

Offline pkrcel

  • Colonel
  • ****
  • Posts: 192
    • View Profile
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #222 on: October 10, 2014, 08:12:17 am »
The dual weapons are working on your side?
Odd!  Maybe I need the nightly build?
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 )


Offline Infini

  • Colonel
  • ****
  • Posts: 109
  • Alien French Translator
    • View Profile
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #223 on: October 10, 2014, 01:32:03 pm »
Proposal:

Quote
Single shot heavy laser cannon. Kinda like the Spartan Laser from Halo. Comes late in the laser progression.

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

Quote
Allows for a laser SSRL

Not necessary.  I won't use it.

...

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






Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« Reply #224 on: October 10, 2014, 02:41:25 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 )

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.