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Armakoir

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  1. "Pointman" would be more appropriate than "Recon (Scout)". And perhaps "Radioman" (because someone at some point may implement mods that could fit that role).
  2. Thanks gents. After doing some temp changes for testing purposes in v0.01, I didn't change some weapons back to UnlmitedOnResearch, so some weapons you see at the beginning shouldn't actually be available. Also, my intent was to balance this towards XNT, but that's not modular at the moment. So this will either change into a larger balance project or I'll end up making XNT compatible override files.
  3. This mod is a work in progress. This initially started out as simply modifying the starting ballistic weapon names... but then you get the bug. DESIGN CONCEPT This mod tries to seek a balance between realism and flavor for ballistic weapons. Depending on the comprehensiveness of a given mod, ballistic weapons will only be so effective in the later game. Since this mod doesn't attempt to overhaul all weapons, it acknowledges the eventual ineffectiveness of ballistic weapons with an emphasis on flavor. REQUIRES X:CE 0.26HF2 (or greater?) INTENDED FEATURES Uses Ilunak/X:CE Modular system Research Path - Soviet ballistic weapons Research Path - American ballistic weapons "Upgradeable" Weapons Partial Manufacture of Weapons (see below) Tooltips no longer display weapon statistics (instead, a general description of capabilities is given) Some weapons no longer fit into your backpack PROBABLE FEATURES Research Path - "Other" ballistic weapons (i.e. non-super power weaponry) Research Path - "Street" ballistic weapons (i.e. non-standard military weaponry) Manufacture of Ammunition (with an emphasis on manufacturing specific calibers and not individual magazines, which would hopefully be a balance between survivalist realism and micro-management) Simulated Disposable Rockets - M72 and AT4 Political Consequences when choosing initial research path (see below) More guns! CURRENTLY TROUBLESOME FEATURES Manufacture and Upgrades - "ReplaceItem" through the researches.xml seems to work quite nicely for soldier weapons. Both equipped and stocked weapons are replaced with a new version (e.g. the CAR-15 gets replaced by the M4A1) when research is completed. However, if the CAR-15, for example, is set to be manufactured, it remains so after it has been replaced by the M4A1 and when you manufacture the CAR-15, it "disappears" since the CAR-15 is no longer available on the soldier equip screen. A "LockManufacture" option (similar to LockResearch) in researches.xml would fix this. At least for now, non-final versions of weapons are set to Unlimited. LockResearch - I'm attempting to create simulated political consequences for initially choosing Soviet or American weaponry using the LockResearch hook. Basically, choosing American weaponry first locks the short Soviet research path and unlocks a long Soviet research path, and vice versa. However, right now, there's nothing stopping the player from researching both the American and Soviet short versions at the same time (or more exploitively holding the other path open with a single scientist). If the research screen allowed for 0 time research (which is possible, but not within the research screen itself) this might be possible. For now, this feature isn't going to be implemented. REGARDING WEAPON UPGRADES Don't expect massive improvements between new and old weapons, mostly because a 5.56mm round, for example, is only ever going to do so much damage. Upgrades result in minor changes to other aspects like clip size, rate of fire (TU usage), reaction modifiers, accuracy, range, etc. NOTES REGARDING v0.01 CONTENTS Research time is set as low as possible, for playtesting and "checkin' it out" purposes. Thus far, no crashes getting into or out of ground combat. And, of course, generally still plenty to do. [ATTACH]5320[/ATTACH] Best, Arma EBRF v0.01.zip EBRF v0.01.zip
  4. From a lore perspective, the fact that an alien invasion is happening before the Berlin Wall has fallen creates a lot of opportunities--without having to reset our "X-Unit" as one that is conducting insurgency operations against an already established occupying xenos. Just because aliens are invading doesn't mean that the world powers are all of a sudden trusting friends. I would suspect that despite the funding that X-Unit is receiving from all of the world, the USSR would be very distrustful of a secret military organization that is also working with the Americans, and vice versa. Likewise, just because this game is humans versus aliens, doesn't mean that human groups (gov'ts, homegrown militias, existing rebel groups) are not fighting other human groups behind the scenes all over the world. So why not tap into that (unrecognized?) lore (like Tholal is basically suggesting) for the purposes of ground combat variety and resource acquisition? Why can't X-Unit also target humans, either disruptive militias or governmental forces themselves? Of course the question is, can it be done? One (somewhat rhetorical) example: could existing aircraft mechanics be used to (roughly) create human convoys? I understand there will probably be all kinds of hurdles for something like this, and immense amounts of work, but it definitely seems like an idea to pursue.
  5. Ahh, that makes more sense. Much appreciated.
  6. How does recoil calculate into accuracy? I'm assuming it does, for burst mode. It makes sense that the recoil value would be taken from an overall accuracy value for all shots following the first. Is this correct? Thanks.
  7. Looking forward to trying this one out! And based on the provided images, I agree... I think the American icons need to go. They struck me immediately as out of place.
  8. Good day all, These questions are mostly: is this possible? 1. Can soldier deployment be randomized in an area? I guess the first step here would be to try to randomize (in some fashion) soldier deployment within the Chinook. My eventual goal would be to add a C-130 dropship to the game, which would airdrop deploy soldiers and vehicles. 2. How are starting weapons (pre Alien Invasion researched) determined? I know that I can add or modify a weapon in items.xml to "Unlimited" and that allows the weapon to be available right at the beginning of a game, but what I'm actually wanting to do is reduce the number of starting weapons. Working from the starting point of the Xenophobia compilation, "Normal" does not accomplish removing starting weapons. 3. Can/how are sound files triggered on the geoscape? For example, can a sound file be made to trigger on a dropship leaving a base and heading to a crash site? 4. In the research.xml, items are unlocked with "UnlockItem". Is there a way to re-lock items (or otherwise remove them from the soldier equipping menu) using research further down a tree? Best, and thanks!
  9. Great work! I was annoyed with the generic "ballistic" names for the starting weapons, so I went into the strings.xml and changed some of them. I also changed a some of the ammo names (e.g. "Ammo - 7.62mm (Belt)" and "Ammo - 7.62mm (Magazine)"). I also changed "Basic Armour" to "Tactical Vest" (seems more appropriate). Lastly, I capitalized letters (for consistency) and fixed spelling errors whenever I came across. This stuff is nitpicky (so it's largely a waste of time for experienced modders), but it really adds a some nice detail imo. Hope you don't mind. [ATTACH]5185[/ATTACH] Best, Arma strings 1.3.6.zip strings 1.3.6.zip
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