Author Topic: [UFO][Weapon] Plasma Blade & Plasma Sword Mod  (Read 20900 times)

Offline pWWWa

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[UFO][Weapon] Plasma Blade & Plasma Sword Mod
« on: August 25, 2015, 06:54:51 pm »
Hi there! That is a melee weapon extension for X-Com: UFO Defence, based on alien plasma technology.
Features:
- all graphic sprites grabbed from UFO2000 modified weapon pack;
- special plasma slash animation (inspired by UFO2k);
- sounds - from C&C: Tiberian Sun;
- ruleset included research, manufacture and alien deployment.
« Last Edit: February 15, 2016, 07:59:03 pm by pWWWa »

niculinux

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #1 on: August 25, 2015, 07:32:28 pm »
 :-*

edit: if you are into modding stuff, may also have a look here
« Last Edit: August 26, 2015, 11:14:23 am by niculinux »

Offline pWWWa

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #2 on: August 28, 2015, 02:24:00 am »
Update 1.04:

- reballanced item`s stats (damage, accuracy, tu-cost);

- small changes at alien deployment (for Alien with both Launchers);

- Blade & Sword`s hit animation are slighly different (old animation are exist at resource folder).
« Last Edit: August 28, 2015, 02:26:32 am by pWWWa »

Offline SIMON BAILIE

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #3 on: August 28, 2015, 11:37:12 am »
Very nice and the sounds are impressive too:

Spoiler:
Just a thought but you could consider making plasma blade as a "requires" for plasma sword research. In this scenario you would have learnt about plasma melee weapons through plasma blade research and then further refined it by plasma sword research.

Offline hellrazor

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #4 on: August 28, 2015, 09:26:59 pm »
Very nice and the sounds are impressive too:

Spoiler:
Just a thought but you could consider making plasma blade as a "requires" for plasma sword research. In this scenario you would have learnt about plasma melee weapons through plasma blade research and then further refined it by plasma sword research.

I just integrated this Mod into my Hardmode Expansion :)
Let's see how the Aliens will do in Melee :>

Offline Solarius Scorch

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #5 on: August 29, 2015, 01:40:41 pm »
I just integrated this Mod into my Hardmode Expansion :)
Let's see how the Aliens will do in Melee :>

Have you edited their melee stats? Because all aliens are melee monsters (yes, even Sectoids).

Also, in FMP I've just upped initial X-Com melee stat from 20-40 to 20-60. Low melee values were making the weapons nearly useless, unless they had absurd accuracy.

Offline Gifty

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #6 on: August 30, 2015, 09:24:56 am »
The animation is a really nice touch! Looks much more natural than the other melee weapons.

Offline pWWWa

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #7 on: August 31, 2015, 12:13:52 pm »
Very nice and the sounds are impressive too
The animation is a really nice touch! Looks much more natural than the other melee weapons.

Thanks, guys !
Quote
Just a thought but you could consider making plasma blade as a "requires" for plasma sword research. In this scenario you would have learnt about plasma melee weapons through plasma blade research and then further refined it by plasma sword research.

I suppose Blade & Sword based at same alien technology => there are no reasons to make "plasma blade as a "requires" for plasma sword research".
I just integrated this Mod into my Hardmode Expansion :)
Let's see how the Aliens will do in Melee :>

In that case I think, that  melee weapons in Hardmode Expansion need to rebalance alittle, because alloy melee weapons are easer to reach, faster and more powerful (flatRate & strenghtApplied usage), then plasma melee weapons.
Feature of plasma melee: high damage per hit, effective in Rooky`s hands, but there are no bonuses for experienced operatives. Can (and will) be used by aliens :).
Features of combat & alloy melee: moderate/decent damage per hit, flexible (more effective for experienced soldiers => max damage is upclose to similar plasma weapons, but doesn`t reach).
Spoiler:
Current situation.
Damage (min & max) per hit:
-Combat Knife: 30 + strenght [20-70] = [50 - 100] dmg =>[50 - 100] * [50 - 150%] ==> from 25 to 150 min/max damage. Damn, too close to Armored Sectopod front armor;
-Alloy knife: 60 power + strenght [20 - 70] = [80 - 130] dmg => [80 - 130] * [50 - 150%] ==>  [40 - 195] min/max damage;
-Alloy sword: 90 power + strenght [20 - 70] => [110 - 160] dmg => [110 - 160] * [50 - 150%] ==> [55 - 240] min/max damage;
-Plasma blade: 95 dmg => 95 * [50 - 150%] ==> [47.5 - 142.5] min/max damage. Max damage is weaker then kombat knife`s;
-Plasma sword: 135 dmg => 110 * [50 - 150%] ==> [67.5 - 202.5] min/max damage.
TU usage:
-Combat knife: 5 tu (flatrated) => from 10 to 16 hits per turn;
-Alloy knife: 10 tu (flatrated) => [5 - 10] hits;
-Alloy Sword: 15 (flatrated) => [3 - 5] hits;
-Plasma Blade: 12 % tu (relative) => 8 hits;
-Plasma Sword: 17 % tu (relative) => 5 hits.
« Last Edit: August 31, 2015, 12:17:36 pm by pWWWa »

Offline hellrazor

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #8 on: August 31, 2015, 12:38:36 pm »
Thanks, guys !
I suppose Blade & Sword based at same alien technology => there are no reasons to make "plasma blade as a "requires" for plasma sword research".
In that case I think, that  melee weapons in Hardmode Expansion need to rebalance alittle, because alloy melee weapons are easer to reach, faster and more powerful (flatRate & strenghtApplied usage), then plasma melee weapons.
Feature of plasma melee: high damage per hit, effective in Rooky`s hands, but there are no bonuses for experienced operatives. Can (and will) be used by aliens :).
Features of combat & alloy melee: moderate/decent damage per hit, flexible (more effective for experienced soldiers => max damage is upclose to similar plasma weapons, but doesn`t reach).
Spoiler:
Current situation.
Damage (min & max) per hit:
-Combat Knife: 30 + strenght [20-70] = [50 - 100] dmg =>[50 - 100] * [50 - 150%] ==> from 25 to 150 min/max damage. Damn, too close to Armored Sectopod front armor;
-Alloy knife: 60 power + strenght [20 - 70] = [80 - 130] dmg => [80 - 130] * [50 - 150%] ==>  [40 - 195] min/max damage;
-Alloy sword: 90 power + strenght [20 - 70] => [110 - 160] dmg => [110 - 160] * [50 - 150%] ==> [55 - 240] min/max damage;
-Plasma blade: 95 dmg => 95 * [50 - 150%] ==> [47.5 - 142.5] min/max damage. Max damage is weaker then kombat knife`s;
-Plasma sword: 135 dmg => 110 * [50 - 150%] ==> [67.5 - 202.5] min/max damage.
TU usage:
-Combat knife: 5 tu (flatrated) => from 10 to 16 hits per turn;
-Alloy knife: 10 tu (flatrated) => [5 - 10] hits;
-Alloy Sword: 15 (flatrated) => [3 - 5] hits;
-Plasma Blade: 12 % tu (relative) => 8 hits;
-Plasma Sword: 17 % tu (relative) => 5 hits.

Jeah i already did a rebalance on the weapons. Now i need to adjust the melee skills for the aliens :>
I actually balanced them so the a Plasma Sword on a Soldier with 60 Melee has a sem garanteed hitchance.
I also adjusted the damages and applied str to all weapons even the Plasma sword.
It is a great compromise to make this weapons devastefull and give them a very high risk/high reward option.
Since to use melee weapons effectivly, you first have to approach the enemy sucessfully, either from out of his LOS or face Reaction fire.
And then you basically need a kill to survive. The way i set it up could work in a okish manner.

Offline hellrazor

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #9 on: September 13, 2015, 05:14:08 pm »
pWWWa, i think you need to recheck your HandOb Sprites.

Just noticed this:

Offline Solarius Scorch

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #10 on: September 13, 2015, 07:58:39 pm »
Hey pWWWa, I've added your excellent work to the Final Mod Pack - with all credits, of course.

Please accept this polish translation in exchange. :)

Code: [Select]
      STR_PLASMA_BLADE: "Ostrze plazmowe"
      STR_PLASMA_BLADE_UFOPEDIA: "Przedmiot ten to w zasadzie plazmowy nóż bojowy, wyposażony w klingę zaostrzoną do poziomu monomolekularnego. Wzdłuż ostrza rozciąga się pole elektromagnetyczne więżące plazmę, dzięki czemu może ono ciąć żaroodporne wkładki ceramiczne współczesnego pancerza."
      STR_PLASMA_SWORD: "Miecz plazmowy"
      STR_PLASMA_SWORD_UFOPEDIA: "Ta śmiercionośna broń w formie miecza składa się z dużej klingi, która przy ostrej krawędzi ma mikron szerokości, emitera plazmy oraz elektromagnesu. Przy aktywacji gorąca plazma wypełnia pole elektromagnetyczne otaczające ostrze, nagrzewając je do punktu, w którym tytan płynie jak woda."

Offline pWWWa

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #11 on: September 16, 2015, 03:29:01 am »
hellrazor, just checked. No errors found (weired?!). Check that case without any other mods, except Plasma melee.

Solarius Scorch, OK, I`ll add polish translation at next update :-).
_______
Updated:
hellrazor, I`ve corrected handob sprites, so there are no more graphic error with TwoHanded=false option.
« Last Edit: September 25, 2015, 12:17:43 am by pWWWa »

Offline pWWWa

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #12 on: September 25, 2015, 12:45:26 am »
Update 1.05:

- added fixed handob sprites for twoHanded=false option (error with wrong item location/offset). Thx to hellrazor;

- twoHanded=false option set for plasma knife & sword;

- polish translation added. Thx to Solarius Scorch.
« Last Edit: September 25, 2015, 11:01:17 am by pWWWa »

Offline Solarius Scorch

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #13 on: September 25, 2015, 08:11:22 am »
pWWWa, there's a download problem - page doesn't exist.

Offline pWWWa

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Re: [Weapon] Plasma Blade & Plasma Sword Mod
« Reply #14 on: September 25, 2015, 11:05:02 am »
pWWWa, there's a download problem - page doesn't exist.
Oops, sorry. Fixed!