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WalrusJones

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Everything posted by WalrusJones

  1. Another like minded modder. Hope that both of our mods do good and well, Albiet: Yours sounds like it has a more artwork oriented focus, with mine being intensely focused on the tactical side of things.
  2. I would love to see UI for firearms that would be more modder friendly, in respects to allowing for multiple ammo types... I didn't go through all the pages of this, So I assume it has been suggested. But: A scrollbar in the equipment screen for weapons that allows you to move side-side for alternate ammos of a given weapon (To allow for alot of them if a modder so chose to do so,) and a toggle button in the actual fights: It simply toggles what kind of ammo you reload next. If the ammo is different from the current ammo, you may opt to reload with a full magazine. As an ambitious modder who has already spent a great deal of time learning your games XML-Base..... I would love to see this.
  3. Fair enough. As a modder, I would hope that I can achieve a level of balance where the devs could simply go up, and steal my balancing act if they do choose to implement accessible soviet weaponry. I personally, would be honored. A majority of the mods thus far could be described as ones to balance, from me skimming through the mod section. The developers have an ocean of data from the community to use. - Its a game where developers have a lot to learn from their players and modders. So. I am going to give my best shot at a fleshing out humanities firearms: Our diverse, and tactical tradition of killing each other. Hopefully, I create something that is balanced well enough for one or two ideas of mine to be plucked up and stolen. I probably won't, but I might.
  4. There are a lot of features we should try to ask for as modders. Normal weapon multi-ammo support on the UI is one of the ones I would REALLY like to see.... Perhaps we should start a thread on such requests in the suggestions forum.
  5. I have already stated my plans for it. Less armor piercing, heavy, brutal damage, less accuracy (Its reliability was caused by it giving its components tremendous amounts of freedom,) even less accuracy bursting, but abnormally fast to aim bursts, in a slightly heavier then normal package. It uses 7.62mm by 39mm ammo, meaning its a moderate recoil, low velocity, high weight, high caliber round. (Note, the RPK does use HIGHLY over pressure version of this round, and thus, does reasonable amounts of damage.) Very poor against armor, Reasonably good against flesh. As opposed to the 7.62mm by.... 52MM ammo, that most western 7.62 MM ammo is (Note: The .30 carbine, and .308 rounds are shorter then this.... But they are not as common as .30-06, and 7.62 NATO ammo.) Which is the heavy kick ammo that most of us would get a sore shoulder from firing full auto on a assault rifle sized platform.
  6. Walrus here, Modding hopeful that is hoping to make a splash. Good to be here.
  7. Multi ammo is something that will need to wait for more advanced UI, got it. -That is something I have listed for a secondary feature. I will take a good look at the firewall mod... While my plan starts off significantly more booring: Allowing one to play the early game with much greater tactical variety by fleshing out the player arsenal. I do have an interesting direction to take it in. Edit: A preview changelog for my prototype mod: Modifies: M16: Reduced its ammo's damage bonus by 5, but added armor mitigation to its ammo. This means its worse against unarmored aliens, but it should find itself falling out of service slightly later against the tougher aliens. AK-47: Uses soviet.assaultrifle ammo, is less accurate, takes fewer TU's to fire, has worse recoil, weighs more, but has good damage per bullet, and ammo that improves this further (but not by as much as the M16's total armor mitigation bonus.) Its burst fire is abnormally good at saturating a battlefield with bullets, and normal shots may be a little *Too good* in the first version, but the normal shots will take some testing to find out. Can be acquired through the "Strike deal with the soviets" research project, under weapons. Farmers shotgun: Changed to over-under double barreled shotgun. Faster snapshot (Due to not needing to be pumped.) More range (Due to longer barrel.) Slower aimed shot (Due to longer barrel, also marginally more accurate.) Can be acquired through "Contract with civilian arms manufacture" research project, under weapons. Takes one man work hour, but sincerely warns you that its weapons will generally be impractical. Sniper rifle: Reduced ammo damage modifier, added more in armor mitigation. Added: Dragunov: A more cumbersome, lower capacity, heavier sniper rifle. Its shots consume more TU, but do a bit more damage. Uses Soviet.SniperAmmo Can be acquired with "Strike a deal with soviets" research project, a base level project in the weapons catagory. Submachinegun: A light submachinegun with excellent TU costs on its fire modes, and more accurate then average burst, snap and normal fires... Its aimed shot is exceptionally lacking. Not much more damaging then the one handed pistol... While being two handed itself. In the future, when the UI comes to support multiple ammo types, it will be the first to see prototype manufactured ammunition. Receiving finishing touches: Soviet carbine: Uses distinctive orange magazines, and has a abnormally large muzzle-break for a rifle of its size. Does less damage, and has shorter range then its parent rifle. However, it recovers some accuracy that its parent loses over the M16, and gets a slight amount of armor mitigation, but will fall out of usefulness at about the same time as the AK-47. Is also lighter. Uses soviet.545ammo, in a gaudy orange plastic package. Will eventually have a wire stock... But this will take a while to finish. Naturally, It is acquired in a similar fashion to the other soviet weaponry. Soviet Shotgun: A supposedly unique looking shotgun with a very similar appearance to the soviet carbine, and assault rifle. Due to feeding issues, it loads smaller shells then the other shotguns, doing less damage, having less range, and less accuracy. It does, however, have truly inaccurate burst firing. In the long run (No art resources exist currently... Putting my plans on a delay as I make them myself.) Soviet Battle Rifle: An old weapon dating to the end of World War II that was supposedly a fallback design made in-case the AK design failed to prove useful. While it in part feels insulting that the soviets are dumping their old, unwanted weaponry on you, it is a useful weapon on the battlefield nonetheless. While it is less powerful, and shorter range then a sniper rifle, it does more damage then assault rifle, and has improved semi auto accuracy, at the cost of marginally higher TU costs, and low capacity. It is well suited to the roll of a more mobile marksman. Modeled after the SKS rifle. Obtained the same way as the other soviet weapons. Soviet Submachiengun: A lower damage, higher capacity. Lighter, one handed, shorter ranged.... Less accurate, faster firing.... Soviet submachinegun. Modeled after the Skorpion. Similar to the above, you gain unlimited access to it at the same time as the other soviet weapons. *More civilian weapons, maybe.* A second tier of firearms, obtained once you have gotten all of the available firearms sets: These weapons are moderately costly, no cut corners guns that are fictional, enhanced firearms. They will share ammo types with the western firearms, and in general, perform slightly better, at the cost of taking a good deal of manufacturing hours, and some money (To simulate using the best of human materials.... And using gun construction methods invented in 2013,) for each copy. They naturally will be obtainable sooner then laser weapons, and have their own merits due to them inheriting the tactical diversity of human firepower. A third tier of firearms that uses alloys. Further lightened up, and enhanced from the above weapons, they will be able to serve as a cheap sidearm until late in the game. They may use a color scheme to call back to X-Com, UFO defense.
  8. I have heard of the soviet art bits in the files, all of which I would enjoy giving actual values in the game. I have personally snagged a community made submachinegun art-bit. I am aware that adding a weapon takes a significant amount of work, as well. How easy is it to make a research project? I have a fairly simple modplan that is supposed to give your researchers more to do in the early game (A few very quick researches that expand the basic free ballistic arsenal to have more variety (Obtaining contracts with civilian weapons manufacturers, and the soviets,) followed by a few moderate difficulty researches that expand them further....) Is multi-ammo support possible with the current game? (Making a stronger manufactured rifle ammo, for example.) All of these answers are pretty important to me, as.... How far I can mod the game is important to whether or not I end up buying it. Probably the biggest selling point to me being a resources folder without the game to play it with, simply so I can observe its structure, and see how difficult making a working modification will be.
  9. Regardless. Making global laser weapon saturation a notable thing worth celebrating, an achievement (Not the Xbox kind,) instead of something that kinda just happens....
  10. Huh. How many soviet weapon art resources are in the game currently, just flipping through the files? I am a would be modder who is dodging around whether or not to get the game based on how many resources there currently are for it. I know I have to put entries in around 4-8 locations to get a working weapon mod, but I will probably attempt to make an entry for each of the weapons that has art resources, as well as the community made MP5 sprites I have found. The AK Fires a round that is very wide and heavy, but with a short cartridge: I will hit hard, and not over-penetrate, but it isn't that useful against armored targets, aside from bruising more lightly armored ones. It also has simple sights, making it so aiming it quickly isn't that difficult.... But not that precise. The weapons robust design isn't too accurate either. It would be an excellent weapon for brute forcing early missions weapons with a squad of new recruits, its inaccuracy a good method of reminding you to not line your troops up in a way that could offer dangerous lines of fire. King of shooting down cinderblock walls, it fell when advanced alloy armor became a thing. Ohh great AK, will yo avert the alien invasion? Will you build a civilization that can stand the test of time?
  11. I kinda would like to see the AK be a rifle that has good magazine size, and damage per shot, but poor accuracy, and poor armor penetration (Falls out of usefulness more quickly then the M16.) Its burst would be abnormally fast to fire, but be even MORE inaccurate then its other attacks would set the bar for. Then, I would take the MP5 skin that has been floating around, and make it the bridge between the shotgun, and the AR's. Medium range, low damage, and low armor penetration, but fast shots across the board, accurate burst shots and low weight (Taking two hands, but being a good sidearm in the hands of soldiers who are not medics/grenadiers, or are rocket troopers.) - The carbines would follow their example, as opposed to the shotguns example (Being the cheapest, and lightest weapon of the class, with good early on flexibility, but being the first thing that needs replacing of any tier.)
  12. I think that this could be taken in an interesting direction... Why not make the upgrading the forces of nations a major project... Involving sending a sample of laser weapons to a morally ambiguous company.... And a very large increase in the number of global casualties, as laser pistols become synonymous with gang violence. The stuff in green is a joke, and will always be a joke, remember.
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