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Quotex

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  1. Yeah, you're right, i might do it with Expirimental Anti-alien ammo types the Xenonaut project develops in later weapon tiers though. Maybe as a way to make some extra money, by selling the ammunition to nations. There isn't a purchase menu like there is for planes. Else I'd make it so that you'd have to buy the ammo. EDIT: I am doing some research work on ballistics at the moment, and i wonder if the game has any support for custom damage and accuracy at a certain range, as far as i know it only starts dropping in accuracy and damage once you go outside of the effective range But i wonder if it's possible to insert custom damage and accuracy numbers for a specific range.
  2. I didn't know this, i'll have to do some tests ingame to see how it will work out, if it turns out to have a lot of problems, i'll have to stick with infinite ammo.
  3. Editing a backpack to make it bigger is possible. I've made the backpack both larger, and smaller. Larger in a way that it is now 13x13 instead of the Original 5x5. But the slots are now smaller, and guns will take up more space, since everything will be in the backpack at the same scale. For example, the old M16 used up 3x5 slots, where as the new one one takes up 3x12 slots. The 20-round magazines will probably still take up 1x1 slot, but the 30-round magazines for the AK-47 and the M-16 might end up taking 1x2 slots, along with the additional weight penalty. I will probably end up making the backpack smaller (like 15x10, so that with a length greater then ~17 inches will not fit into it and it's mainly used for other equipment like rockets and medpacks), but first i want to scale the weapons properly to go with the new grid layout. Here's an early WIP preview of the new grid (still need to adjust a lot of the graphics and add more squares. As for 3rd tier and up weapons, i will have to think on how to approach that, for now i'm going to focus on finishing the First (Ballistics) and 2nd (Improved Ballistics) tiers. EDIT: I've also been thinking that Ammo Production could possibly be a thing. This would add a new factor to the game, Ammo production would take time, money and engineers. So you'd have to spent time producing ammo for your troops, you could end up with ammo shortages at the times when you need it. It would also make higher tier weapons more costly to use, since not only would the ammo be far more expensive, it would also require certain alien materials to be produced.
  4. Thanks for the corrections, I have read some things wrong on wikipedia about the production numbers, and i realized this, but haven't had the time to edit them yet. And is the designation like the M16 rifle's one? Which is refered by the military as the "Rifle, Caliber 5.56 mm, M16"? You'll have to understand that I rely on the internet for all my information, as the country I live in (The Netherlands), has rather strict rules and restrictions on firearms. I try to make it as accurate as possible, but i can still miss stuff, so feedback is appreciated. I understand that adding a large assortment of weapons is redundant, but i've thought about plans to either remove all other technology and make a "full ballistics mod" as drages mentioned. Or make it so that Researching takes longer and is less effective (The researched weapons would receive nerfed stats, because all the weapons are rather crude and experimental, but would later be replaced by the current-stat versions as time advances.)
  5. So i've run into a crossroad at the moment. I want to make every weapon scaled accurately when in the equipment menu (Pistols are too big/Rifles are too small, depending on which i'm going to use as a bench mark) The Largest ballistic tech weapons are the Machineguns (mainly due to the large barrel lengths of 55cm/22 inches and up) The biggest of them all being the FN MAG (126 cm) So i have 2 options: A. Take the realistic approach Large weapons can only be carried in your xenonaut's hands, you can't put them in your backpack, so once they expire and you want to switch to a sidearm, you will need to drop them in the field . Which shouldn't be a problem...yet (In the future i want to make it so that you will have to manufacture ballistic weaponry as well.) B. Take the "Skyrim" approach Enlarge the backpack to 6x5 or 6x4 slots (if this is even possible) Personally i'd think the Realistic approach would work just fine, but i can see that it might be a hassle to remember to put your sidearms back and pick the primaries back up if you want to keep them. If done often it could even be quite costly. Let me know which approach you think i should take.
  6. A̶s̶i̶d̶e̶ ̶f̶r̶o̶m̶ ̶t̶h̶e̶ ̶v̶i̶s̶u̶a̶l̶ ̶d̶i̶f̶f̶e̶r̶e̶n̶c̶e̶s̶,̶ ̶t̶h̶e̶ ̶s̶i̶g̶h̶t̶s̶ ̶a̶n̶d̶ ̶a̶d̶d̶e̶d̶ ̶c̶o̶m̶p̶e̶n̶s̶a̶t̶o̶r̶ ̶m̶a̶k̶e̶ ̶i̶t̶ ̶m̶o̶r̶e̶ ̶a̶c̶c̶u̶r̶a̶t̶e̶,̶ ̶a̶n̶d̶ ̶i̶t̶ ̶i̶s̶ ̶m̶a̶d̶e̶ ̶1̶ ̶k̶g̶ ̶l̶i̶g̶h̶t̶e̶r̶.̶ T̶h̶e̶ ̶r̶e̶a̶s̶o̶n̶ ̶i̶'̶m̶ ̶k̶e̶e̶p̶i̶n̶g̶ ̶t̶h̶e̶ ̶A̶K̶-̶4̶7̶ ̶i̶s̶ ̶m̶o̶r̶e̶ ̶a̶b̶o̶u̶t̶ ̶l̶o̶r̶e̶.̶ ̶T̶h̶e̶ ̶A̶K̶M̶ ̶w̶a̶s̶ ̶r̶e̶a̶l̶l̶y̶ ̶o̶n̶l̶y̶ ̶e̶q̶u̶i̶p̶e̶d̶ ̶b̶y̶ ̶t̶h̶e̶ ̶n̶a̶t̶i̶o̶n̶a̶l̶ ̶a̶r̶m̶e̶d̶ ̶f̶o̶r̶c̶e̶s̶,̶ ̶w̶h̶e̶r̶e̶ ̶a̶s̶ ̶l̶o̶c̶a̶l̶ ̶m̶i̶l̶i̶t̶i̶a̶s̶ ̶w̶o̶u̶l̶d̶ ̶s̶t̶i̶l̶l̶ ̶r̶e̶l̶y̶ ̶o̶n̶ ̶t̶h̶e̶ ̶o̶l̶d̶e̶r̶ ̶g̶u̶n̶s̶ ̶l̶e̶f̶t̶ ̶b̶e̶h̶i̶n̶d̶ ̶b̶y̶ ̶t̶h̶e̶ ̶a̶r̶m̶i̶e̶s̶ ̶d̶u̶r̶i̶n̶g̶ ̶c̶o̶n̶f̶l̶i̶c̶t̶.̶ ̶t̶h̶e̶ ̶A̶K̶-̶4̶7̶ ̶a̶l̶s̶o̶ ̶h̶a̶s̶ ̶a̶ ̶f̶a̶r̶ ̶g̶r̶e̶a̶t̶e̶r̶ ̶p̶r̶o̶d̶u̶c̶t̶i̶o̶n̶ ̶n̶u̶m̶b̶e̶r̶ ̶(̶7̶5̶ ̶m̶i̶l̶l̶i̶o̶n̶ ̶A̶K̶-̶4̶7̶s̶ ̶c̶o̶m̶p̶a̶r̶e̶d̶ ̶t̶o̶ ̶1̶0̶ ̶m̶i̶l̶l̶i̶o̶n̶ ̶A̶K̶M̶s̶)̶ ̶,̶ ̶w̶h̶i̶c̶h̶ ̶w̶o̶u̶l̶d̶ ̶m̶a̶k̶e̶ ̶i̶t̶ ̶m̶o̶r̶e̶ ̶c̶o̶m̶m̶o̶n̶ ̶i̶n̶ ̶g̶e̶n̶e̶r̶a̶l̶.̶ A̶n̶d̶ ̶g̶a̶m̶e̶p̶l̶a̶y̶ ̶w̶i̶s̶e̶,̶ ̶t̶h̶i̶s̶ ̶w̶i̶l̶l̶ ̶m̶a̶k̶e̶ ̶t̶h̶e̶ ̶l̶o̶c̶a̶l̶ ̶a̶r̶m̶e̶d̶ ̶f̶o̶r̶c̶e̶s̶ ̶s̶l̶i̶g̶h̶t̶l̶y̶ ̶w̶e̶a̶k̶e̶r̶ ̶a̶g̶a̶i̶n̶s̶t̶ ̶t̶h̶e̶ ̶a̶l̶i̶e̶n̶s̶.̶ EDIT: What i stated above is not entirely true as it will be corrected below, But I'm probably still going to keep the AK-47 around as a civilian weapon. Since i had plans for introducing some more civilian only weapons anyway, consider it a reminder of a civilian casualty if you decide to bring it back to the base.
  7. Thanks for the kind words drages. I will be editing the armor values of the current ingame units to be much more resilient against small caliber impacts. Depending on the rank and race of the alien, they will be more armored appropriately, even more so for Androns. Sometimes, You will only be able to reliably take out high-ranking aliens with Automatic rifles, Long LMG bursts and Large Caliber Battle Rifles and Sniper Rifles. Slugs will also be needed to take down enemies in armor, as the small pellets don't deliver quite the punch that a large slug does. I will be rebalancing the Damage values depending on how much kinetic energy a certain round produces (After all it is kinetic damage that is represented in the game) Values that will also be taken into account is the bullet weight, muzzle velocity and the rifling of the barrels for the weapons (Each weapon has a maximum bullet weight that goes well with it before it starts losing a lot of accuracy due to instabilities, i will pick the bullets that work the best for each weapon) This way, 7.62 MGs won't do the same damage that 7.62 Sniper rifles do. After all this is done, i'll probably have to take some of the damage into the Mitigation stat, to make sure that there aren't any overpowered rifles that could kill strong enemies with 1 shot (except for 50 cals of course, those are OP by default) The alien weapons (and later other technologies) will also get buffs in damage, so you want to stay in cover as much as possible, covers themselves will be more effecive and get more hitpoints depending on how these new damage values will go. And, i've also made some more progress with the weapon icons.
  8. I've been playing the game for ~60 hours and have fallen in love with the realistic, look compared to the rather cartoony, fictional look that modern X-COM games have. I've discovered, as probably many have before me, that the game has a lot of cut ballistic weapon assets. So to train my abilities of modding the game I have decided to add these in along with the current ballistic weapons, along with making a few new assets and additions of myself. NOTE: I am going for Realism over balance, so this mod maybe considered overpowered in early game play, I will later rebalance the aliens to counter this. Some things i'm thinking on doing for my modpack: May i AKSU a question? 2 new weapon classes to compliment, Submachine guns and Battle Rifles and 1 new side arm class, machine pistols. Submachine guns have less range and stopping power, but are compact and have quicker handling. Battle rifles on the other end have more range and stopping power, but are heavy, bulky and slow handling. I will also be adding all cut content weapons, along with some home brewed variants. Planned changes - The M16 (Assault Rifle) will be converted to fully automatic fire. - The Beretta 92F (Pistol) will take up 2x2 instead of 2x3 inventory slots. - The Mossberg 500 (Shotgun) will have an increased pellet count of 9, but each individual pellet does less damage. - The Heckler & Koch G3SG/1 (Precision Rifle) will have a 10-round magazine in the icon. Planned additions Cut content including: - M1911A1 (Colt1911) - Makarov PM (Makarov) - Colt Model 723 (M16 Short) - SVD-M (SVD) - PSG1 (PSG1, there will be some icon alterations) - MG3 (MG42) - HK21E (MG53) - PKM (PK) New content: Possible future additions: - Assault Rifles (AUG, FNC, etc.) - Sniper Rifles (Including the M40 for american Xenonauts) - Light Machine guns (RPK, Lightened variants) Which bullet is best bullet? I've heard that this is Hard-coded into the game for every type except rockets, i am going to search for possible ways to work around this. For now, I will add multiple instances of the same guns, notifying the player in the Icons and/or Description names which ammo type or magazine that variant of the gun will take. Since adding ammo variants as well as attachments to assault rifles would mean the entire loadout menu being just filled with assault rifles, i've decided to do these just for the other weapon classes (untill i find a way to work around the single ammo issue per gun issue) Tracer Ammunition (Machine Guns) Increased Accuracy and a mild incindiary damage bonus at the cost of kinetic and armor piercing power. Slugs (Shotguns) Increased range at the cost of spread and greater recoil. Hollow Points (Pistols) Does more kinetic damage at the cost of Armor-Piercing damage. Armor Piercing Rounds (Sniper Rifles) Does more damage against armored targets at the cost of overall kinetic damage done. Size Matters, and so does weight. I will be adding compact, light weight alternatives to current weapons. Pistols will take up less space, And Large 2x1 30-round magazines for the M16 Rifle will be introduced, the current weight of every ballistic weapon will be made (even) more accurate to their real life counter parts. No cheat sheets! Most of the stats will be removed from the descriptions (You will have to go out into the field and familiarize yourself with the weapons, though the descriptions will give away some clues) Pimp my gun! Lightweight foldable/collapsible stocks Increased handling and decreased weight at the cost of a slight accuracy penalty, usefull for the soldiers that can't carry a lot of equipment. Scopes Increased accuracy over longer distances, but lose close range bonuses and increased weight and TU cost. Suppressors Increased reaction modifier due to concealment, but will make the gun bulkier, and less stopping power due to subsonic ammo. Quick to draw, Quick to kill. If possible, i'd like to explore the possibilities of reducing TU cost for items in the belt. This would make it more more logical to store weapons and magazines in there instead of using the backpack. Stormtrooper accuracy no more. Both sides will have a significant upgrade in accuracy and range, but covers will be made more effective. You really don't want to be caught in the open now. Gun (Ga)lore The real names of the weapons will be added along with an individual lore-like discription for each when you hover over them. Future possibilities As i go along with working on this modpack, i'd like to add the following features in the future. - Ballistic weapons get more advanced as in-game years pass. - Seperate Weapon Class Tabs for Easier sorting of large amounts of weapons. Sorry for the wall of text, let me know what you think, I know guns mentioned in this post have been done in other mods, therefore i will try and make them differ more by giving them custom stats and icons that i made myself.
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