steelwarrior Posted January 2, 2014 Share Posted January 2, 2014 Cool- ready for my LP? ;-) Quote Link to comment Share on other sites More sharing options...
TrashMan Posted January 2, 2014 Author Share Posted January 2, 2014 (edited) Now it should be. (check first post) I still haven't tested is extensively (using it in my let's play ATM and no problems so far), but if anything comes up I'll hotfix it immediately. Either way, there's nothing that should really frak up the game, even future changes will be tweaks that should not affect current games. So a rundown. THIS MOD ADDs THE FOLLOWING: - a set of buildable, better balistic weapons. They have to be researched first. - 2 heavy interceptors (they have to be researched first) - some new icons I provided 3 sets of weapons xml files. 1) default - all weapons have stock values, my new ballisitc added 2) LASER - the same, except lasers have my re-balance setting 3) FULL - both standard ballistics and lasers get re-balanced. The default changes in this mod: - standard aircraft missiles (no more x2 or x3 ammo, altough I will probably change that back) - default female soldier ratio set to 10% - xenonaut sight range equal to alien range (18) - more allies on maps Edited January 2, 2014 by TrashMan Quote Link to comment Share on other sites More sharing options...
TrashMan Posted January 11, 2014 Author Share Posted January 11, 2014 FYI: the next, bigger version is in the works. For a first pass balance table (aliens and weapons), look here: http://www.mediafire.com/view/ak2s4b46xgbmnco/Weapons_balance.xlsx Quote Link to comment Share on other sites More sharing options...
TrashMan Posted June 25, 2014 Author Share Posted June 25, 2014 Be advised, I will soon release the new new version. I was planing to put it up today, but when I came home over the prolonged weekend, I realised I didn't copy over the right version of the mod from my laptop. So...Monday maybe? What you can expect: - re-balanced alines. Less of them, but more deadly. - more guns. Modern ballistics and real lasers (current lasers are PULSE lasers) both researchable and buildable. - gun balance. Each weapon tier will have it's quirks. And so forth. Quote Link to comment Share on other sites More sharing options...
TrashMan Posted July 10, 2014 Author Share Posted July 10, 2014 I know I said I'll have the next version up. But I kinda frakked up and had to re-do a lot of stuff. Currently testing it. Changes are as follows: Basic Ballistics: - all about DAKKA. They are cheap and easy to use. Lowest TU cost to use. 2-3 bursts at full TUs'. But damage was nerfed to compensate. You really will need to fill aliens full of lead. Advanced Ballistic: - Better in every way, but has to be manufactured. Pulse Lasers: - your basic stock lasers. Accuracy is the name of the game. Continous lasers: - longer ranged, more powerful, more accurate. Heavier, slower, less ammo, long reload. Plasma: - High damage, good armor migation, splash damage. Short ranged and innaccurate, slow fireing (overheating). MAG: - Armor? What armor? MAG weapons make a mockery of armor. Accurate, powerful, but prone to overpenetration and long reloads. Alines now have armor. Almost all of them. Sometimes lots of armor. To compensate their HP has been normalized. Number of aliens in scouts reduced. Quote Link to comment Share on other sites More sharing options...
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