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DaHo

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  1. Updated files in main post
  2. Its Blanced for Vanilla, and yes, the files have to be copied over original files in the vanilla folders atm, since no modmerge are done by now.. im still working on it, but its already very well playable and gives a good feeling when you lead a special force instead of a unskilled army.
  3. Ok hi Guys, Modders and Players, First of all, my Mod is NOT something fancy with new guns nor new Vehicles, NO, it has even patched out all ground Combat Vehicles because of balancing the experience of REAL Xeno Warfare. AAAND there is no MODMERGE, since i saw it to late in this forum.. it started modding until i came to problems and found this forum for it.. i will do it as soon the changes are complete, or if someone wants to do it, the files are free to update ;-) This Mod is focused on player experience by adjusting ground and air combat, GEO balance with money, upkeeps, costs, manufracture, supply etc etc. giving the player the feeling of kind of realism in the whole theme play. things that where bugged or couldnt be implemented successfull yet where patched out, like the combatshield, alien guns equipping, vehicles garage that should be patched out completly and instead should be changed to a reward wall like M.I.A or K.I.A with all the rewards and medals they earned etc. So lets go to the list of changes and ongoing Projects Major Changes : GEO : 1. Less money per month, reward and punish system balanced, no endless money after the first month like in vanilla, hard to build additional bases with additional interceptors. 2. Better soldats in recruting : 50-70 stats, you dont have to recruit noskillers anymore that not hitting an enemy over 5 meters or can run only 30 meters. but also a must have since the aliens got improoved also, and for that the ship soldat carry ammount got reduced to 6, 8 and then 9 soldiers, making the feeling of a special force, then an unskilled military. 3. earlier terror attacks and base attacks from corvette time on 4. all types of ships (own modding) all the time in the game. every ship has an impact of ticker rates.. so as longer a scout lives as sooner the bigger daddys are coming.. but even with very good gampley on normal not too easy ;-) 5. everything you gather, produce, discover etc. will be on your stock and have an impact on gameplay, everything has to be researched by your own and has now impact on the gameplay, air combat as groundcombat. Groundcombat : 1. better hit and get hit accuracy for xenos and aliens, makes the feeling of not having incompetent enemies nor own troops, better AI grouping up and ambushing. 2. Armour is implemented Succesfull with exessive testing, to makes the feeling of better accuracy on bouth sides amazing.. multible hits taken leads to panik now before dying instant, and the chalange is taktiks not save and load anymore. 3. grenades got a major rebalance, because improoved grenades now have to be produced with alenium that has to be farmed, so the increase of dmg go slowly up but neccesary in terror, base or alienbase attaks. 4. Weapon rebalance : same as grenades, the updates arent that hardcore anymore, but are necessary as soon terror attacks, base attacks and bases are coming. and lots more........lots more Working on Projects : bringing the alien guns back in play : problems in fitting window with the ammo still searching on a solution. bringing the K.I.A wall in play for the garage button ;-) updating the xenopedia to a final stage, shorter, crunshier, more hidden impacts instead of explained % updating the rocketlauncher for having no ammo loaded when not manually loaded bevore every fight instead of having an old rocket in.. can be avoided atm by not having old ammo. aircombat guns and ammo producable implemented, instead of unlimited and replaced, making a smaller choosing window for rockets and guns in fitting window. aaaaand also many more major changes in balance and gameplay experience. i betatested every change up to final mission, for impact and feeling.. but if you find something buggy, or how to make something better, let me know plz ;-) Cheeeers and enjoy the Special force experience, and be aware, the game starts easy, because you just have to fight scouts, but wait 1-2 month when the real forces pushing in ;-) DaHo Mod_1.0.zip DaHo Mod_1.0.zip
  4. yes, i took the pistol one, didnt work eighter. the problem i had tbh, is that you can take alien guns on ground combat and use it, but after that you have it on stock and cant equip it. i took it out again, because it doesnt make any sence, to try further. so i tried to solve another problem with the combat shield and the ammo.none..... since i modded the shield for more HP in bout weaponfiles, it appears that when you equip it, it starts with 0/90, but on groundcombat, its ok its 90/90. really this game has its problem with the ammo coding, the laser cells dont work properly, the alien cells dont, the ammo.none dont work with the shield. even when i add all strings, research, stockitem, so the ammo.none appear in the stock list, is producable, the shield wont take a clip to fill 90/90 in the equip window, while the alienplasma pistol takes a clip from stock to fill, even when everything else is wrong coded ;-) and by the way, the alienguns not all are possible to see on ground combat.. for example the folder shield.alienpistol is empty, also all armours with battlerifle is empty, so the onyl way would be to put a code in to weapon_gc that alien guns cant be equipped as primary weapon.
  5. no, wont work, already tested.. unlimited would mean he has to show the cell anyway even if not researched = crash tried it. normal means the same as uncapped in the way how to handle the item, when produced or farmed, already tried, no result = crash thx anyway ;-) it has something to do with showing the cell as picture or something, since the picture is never shown if it works.
  6. but the really strange thing is, if you leave the manufracture of the pasmacell out and you have access to the plasma directory in the fitting window and you equip your soldier with an alien plasma pistol, it takes a alienplasmacell out of you storage ;-) as intended hrhr
  7. probably infinite ammo in weapons gc ??? but its only for ground combat isnt it ?
  8. i tried to overcome that problem by cancelling out the plasmacell of the game and give the gun ammo.none, then increase the clipsize to 90 and tell the gamer that aliens produce weapons for 1 time use hahahaha, so increasing the weight and lowering the accuracy with that. it failed agian ... it always crashes in the soldier fitting window, when you go into directory plasmas...
  9. hey <Row> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.AlienPlasmaPistol</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="Number">100</Data></Cell> <Cell ss:StyleID="s73"><Data ss:Type="String">ExtraterrestrialTech</Data></Cell> <Cell><Data ss:Type="String">weapon.AlienPlasmaPistol</Data></Cell> <Cell ss:Index="6"><Data ss:Type="String"> UnlockKnowledge( "Researches.AlienPlasmaPistol" ); UnlockManufacture( "ManTech.AlienPlasmaPistol" ); UnlockManufacture( "ManTech.ammo.alienplasmacell" );</Data></Cell> <Cell ss:StyleID="s76"><Data ss:Type="String">Researches.AlienPlasmaPistol</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">ManTech.ammo.alienplasmacell</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Alien Plasma Cell</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">ammo.alienplasmacell</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Alien Plasma Cell</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">Researches.ammo.alienplasmacell</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Alien Plasma Cell</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">Researches.ammo.alienplasmacellDesc</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Alien Plasma Cell</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> <Weapon name="weapon.AlienPlasmaPistol" bulletType="normal" emptySound="Empty Click 1"> <props range="10" hands="1" recoil="0" weight="2" isHeavy="0" clipSize="90" reloadAPCost="20" reloadSound="Weapon Assault Rifle Reload" reactionModifier="1.5" isAlien="1" infiniteAlienAmmo="1" /> <SingleShot sound="Weapon Plasma Pistol Single" delay="0.6" suppressionValue="20" suppressionRadius="1"> <Set1 ap="30" accuracy="50" /> <Set2 ap="40" accuracy="80" /> </SingleShot> <BurstFire/> <GUIImage name="gui/weapons/AlienPistol.png"/> <GroundImage name="grounditemimages/alien_pistol.png"/> <Ammos> <Ammo name="ammo.alienplasmacell" type="energy" damage="50" stunDamage="0" mitigation="0"> <Projectile spectre="projectiles/alienbullet/alienbullet" speed="1200" showAfterDistance="60.0"/> <Impact spectre="particles/alienbulletplume/alienbulletplume"/> </Ammo> </Ammos> </Weapon> <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s65"><Data ss:Type="String">weapon.AlienPlasmaPistol</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/alien/alienpistol</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/alien/alienpistol</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">plasma</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Boolean">0</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">50</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">16</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">90</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">0.9</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">2</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">3</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">2</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">ammo.alienplasmacell</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">20</Data></Cell> <Cell ss:Index="16"><Data ss:Type="String">Plasmas</Data></Cell> </Row> <Row> <Cell><Data ss:Type="String">ManTech.ammo.alienplasmacell</Data></Cell> <Cell><Data ss:Type="String">SoldierWeapons</Data></Cell> <Cell><Data ss:Type="Number">5</Data></Cell> <Cell><Data ss:Type="Number">400</Data></Cell> <Cell><Data ss:Type="String">0xItems.Alienalloys</Data></Cell> <Cell ss:Index="8"><Data ss:Type="String">StockItem( "ammo.alienplasmacell" );</Data></Cell> </Row> <Ammo name="ammo.alienplasmacell"> <stockTextureName>weapons/alien/alienplasmacell</stockTextureName> <dragTextureName>weapons/alien/alienplasmacell</dragTextureName> <slotsizex>1</slotsizex> <slotsizey>1</slotsizey> <weight>1</weight> </Ammo> <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s69"><Data ss:Type="String">ammo.alienplasmacell</Data></Cell> <Cell><Data ss:Type="Number">500</Data></Cell> <Cell ss:Index="4"><Data ss:Type="String">Uncapped</Data></Cell> <Cell><Data ss:Type="String">weapons/airplane/rocket</Data></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell> </Row>
  10. Howdy once again.. my mod is nearly finished.. the rebalancing, the research, etc etc etc.. but as i wanted to implement the research of alien guns, so they appear in fitting window, as soon the rifle is recovered, everything works fine. but when i add the ammo for it, i do this over manufracture and stock item after research, then the game crashes as soon i click on the plasma directory. first i thought its the picture but no. i can leave the ammo out and everything is ok, just no alien ammo appears, but its needed, and if i add it as stock item in manufractures, the game crashes. plz someone knows more ?
  11. so armour degrading is the adsorbed ammount ? mmhh i made a lot of changes on that, and no matter what value i put in there, when armour value is bigger then dmg value it means resist, regardless of degrading value, so degrading value cant be just the ammount adsorbed, but i can be totally wrong tbh ;-)
  12. armor is just a value, that blocks incoming damage.. so yes it can be far over 100. the calculation is like that : lets say armor 200 : incoming dmage of a weapon 80 200 - 80 = over >0 yes = resist armour degrading value = 20 (defined in gameconfig) now its unknown : if degrading value is % of incoming dmg means 20% of 80 is 16 if degrading value is pure loss then = -20 so every hit will make eighter -16 to the armour or -20 to the armour value. 200 - degrading value = 180 rest armour after the hit taken. so the armour value can be as high as you wish ;-) my bet the value defines % of incoming dmg hehe ;-)
  13. i have a short question, i tried to move the rocketlauncher out of ballistics to rockets. it doesent work, i can move it to lasers etc etc.. but not into the section equipment, where the rockets are. same with the assault shield.. i can move it within equipment, so grenades etc, but not to the weapon section like balllistics... where is that coded ?
  14. actually, you wouldnt see anything off a pulse laser unload, as long the laser is not emmiting specially a viewable wavelenght, like your laserpoint does. but even then you would not see the line between target and soldier, you would just see a coloured dot on the target. but with such a pulse laser you just see evaporating water and meat on your target ;-)
  15. Hi, since my last post couldnt be answered, probably this can. i saw that there was a loadout file, some when, but this is gone for some reason. So i wanted to set my starting loadouts to blank and add a medic to it. so if i start a new game, i dont have to clean first all the loadouts before i setup mine. i like the option to make own loadouts but i want them clean at start. where can i find this ? please someone ?!!?
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