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Mikhail Ragulin

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  1. http://www.goldhawkinteractive.com/forums/showthread.php/10381-Magnum-nauts' rel="external nofollow"> Magnum-nauts Ballistic weapons/weapon replacement mod. I'll do a list of affected files for you 2mo.
  2. Updated first post with download link.
  3. Download & Installation This has moved to the completed mods sub-forum, over here. What is Magnum-nauts? Magnum-nauts is a weapons replacement mod for Xenonauts. It follows on from Magnum Force, which was only for v21, and is compatible with the full game. The concept is that the Magnum-nauts have to fight the alien threat by using only ballistic weapons - no more lasers, plasmas, or MAGs, for the ground troops, as we cannot yet harness that technology into portable infantry weapons, (we can only manage bulky lasers etc., which means they can only be vehicle-based). But why's it called Magnum-nauts? What's that all about? Well...it's because we get our combat revolvers from Smith & Wesson, makers of a variety of magnum calibre weapons, punk. The most famous of which, popularised by Dirty Harry, is the model 29 .44 cal magnum, which, you guessed it, is in this mod. Not once, but twice. Unlike in Magnum Force, there are no "prototypes" or "experimental" weapons, meaning all the weapons are pre-1980. Our scientists have found that the key to defeating the aliens could come from weapons from an earlier era; before the modern standardisation of calibres. Many of these weapons could be classed as outdated for man-on-man warfare, but our analysts theorise that the larger calibre weapons could prove to be very effective against the ET's. The weapon progression follows the same concept as vanilla - there are four researchable "tiers", providing our troops with better weaponry. This is mainly achieved through procuring larger calibre weapons for the troops. However, in Magnum-nauts, there is a greater variety of weapons - a total of ten different classes, adding 38 new weapons to the game (and at the same time, removing the vanilla weapons). The classes are as follows: - shotguns - SMG's - assault rifles - battle rifles - anti-tank rifles - machine guns - explosive launchers - revolvers - machine pistols - melee They can be found under five different tabs: - breaching (shotguns and SMG's) - formerly the ballistic tab - rifles (AR's, BR's, and AT) - formerly the laser tab - heavy (MG's and explosive) - formerly the plasma tab - sidearms (revolvers and MP's) - formerly the MAG tab - melee (which is located where the rocket ammo tab used to be) This picture shows the new tab system, and some of the weapons: The mod is balanced by respecting the vanilla GC system, and erring on the side of caution. Meaning that the idea is to have the weapons be roughly 10% less powerful across the board. However, there are some weapons that defy this, and are below this threshold (as I reckon the late-game guns, especially MAGS, are overpowered), so generally the game play is a little bit harder than vanilla. There is a link to the stats in the "stats" section near the end of this post. There are some changes to how the existing weapons classes operate. The semi-auto shotguns, and the full auto one, can now burst fire. AR's, to reflect their dominance in modern warfare, are capable of burst firing twice per turn. This makes them effective at all ranges...unlike in vanilla, where they are crap at all ranges. Heavy weapons (AT's, mg's, explosive) suffer a move penalty, and recoil is a factor for more weapons. This is all explained in-game via tool-tips in the soldier equip screen. And speaking of the equip screen...you may have noticed the reduced backpack and belt sizes in the picture. This affects how the player will equip the Magnum-nauts. Primary weapons (apart from SMG's) no longer fit in the bag, spelling the end for the "universal soldier" effect. Medikits now fill the bag, and have therefore given birth to the medic class. Want healing? Shout "MEDIC". I do, pilgrim. Anyhow, here's some more waffle about the new classes... Breaching SMG's are roughly the same power as shotguns. Capable of 3 bursts per turn, due to their high rate-of-fire, they can be devastating up-close...in the right hands. Weaker soldiers may not be able to handle the recoil, and could end up spraying into the wind. Here's a tastefully-arty Clint to show you our breaching selection: Rifles AR's are capable of burst fire, and twice per turn at that. Our BR's do not have this function - however, their larger cartridge size gives them more power. They do not suffer from recoil like AR's do, as only weapons that are capable of burst fire have this drawback. BR's are a cross between the vanilla AR's and snipers. The AT's, or anti-materiel rifles, are immensely powerful (the most powerful line of weapons that the 'nauts can field) yet very cumbersome, capable of firing only once per turn. Here's the lot: Heavy The MG's are capable of firing once per turn, and the number of bullets per burst is relative to their RoF. The explosive weapons replace the vanilla rocket system...the last two are devastating, as they are automatic grenade launchers. Devastating to both sides if in the wrong hands, as they have enormous recoil and low base accuracy. Take it away, ghostly Clint: Sidearms The pride of the Magnum-nauts arsenal. All of our sidearms are one-handed weapons, and can fit in the backpack (they are, along with the SMG's the only weapons that can fit). The revolvers all retain the vanilla firing systems, with the exception of the scoped 29, which also has an accurate ranged shot option. The MP's are nasty little buggers, spitting out two bursts (of varying lengths) per turn, but have a range similar to the shotguns (about half that of the revolvers). Feeling lucky? More features - UI improvements in the equip screen. A larger drop-ship assignment button so that it really stands out. Also, assignment window (bottom left) is larger, which means no more scrolling or cut-off names. - Weapons are no longer manufactured. To balance this out, armours have had a 50% increase in build time (keeps the engineers busy), and doubled cost (to account for getting the new weapons for free). The process of researching the weapons has been extended by 50%, so the time taken from initialising research to fielding the weapons is roughly the same as vanilla. Seems to play out quite well. Manufacturing weapons that are available on the market doesn't make sense, so this is how I've circumvented it. - Drop-ship capacity. Charlie increased to 10, Shrike 11, and Valkyrie stays at 12. This is to stop the feeling of soldier bloat that can creep in when getting a new drop-ship. Getting a new drop-ship in vanilla usually sets off my loss of interest. However, with just an increase of 1 soldier capacity, it makes role choice more important - that extra troop is valuable, as opposed to a bloated feeling. Also, early UFO's have got extra personnel in them, making ten troops seem just about right. Ten troops also allow more tactical load-outs, especially when coupled with the smaller backpacks. - Nades. Flashbangs need researching, they come with stun weapons now. Makes them Caesan and Seb light scouts much more fun. Stun gas is replaced by tear gas (which, strangely, knocks out some aliens) which comes later on. Other nades (alenium, plasma, etc.) are gone, which of course raises the difficulty. Nades are too much of a "get out of jail free card", especially the electroshock and stun ones. So, stunning is carried out via the new truncheon, tear gas (has a smaller cloud than vanilla stun gas), and cattle prod, which is surprisingly effective against robotic enemies. The truncheon and the prod are smaller than the vanilla baton, and can fit on the belt or in the bag. Range on nades is slightly less too (15), just less than a revolver (16). - Armours. Specifically, predator. The "big guns" that the predator can use are all of the mg's, explosives, and AT's. - Mission & kill counts in the ground combat equip window. The kill count updates during the mission too. - The odd graphic change, here and there. There's a new launcher screen (so one knows that one has loaded Magnum-nauts), white smoke in the smoke grenade...and these new, alarming, difficulty images... Nothing quite says "you shouldn't be playing on easy mode" like this picture. Hints/tips It's pretty hard early on due to the extra ET's in the UFO's. Breaching isn't an option until stun is researched, so blow the doors off instead (I usually use C4, but just shot one through with an AT rifle). Take advantage of the diverse weapons...in a ten man squad, i have a shotgun, smg, AT, 2xAR, 2xBR, mg, explosive, and a dedicated medic (sidearm of choice, one medpack in bag, one in hand). Don't waste carrying capacity with medikits for all. Treat the AT rifle like a mg or launcher...keep it hidden/stationary until there's a clear target, then it's a one-shot killer. Don't move before firing it, as the heavy weapon penalty kills it (along with the mg's and explosives). The 'nauts start off with no weapons equipped, so make sure you arm them before the first battle (this is because all vanilla guns are out of the game).
  4. A quick word of warning. This method actually breaks the scroll bar: I have twelve weapons in this category, but can't access them all due to the scroll bar not working. I shall take a look at it in due course. Yeah, it's one of the first things I noted to be missing when I got the game. Little things like that to help me bond with my 'nauts. edit: The scroll bar was borked because the weapon window was too big for its container (the weapon select window), which doesn't really matter unless there are extra weapons in the category. So, the bit in "weaponwindow" that says h = wsh + (wsh * 0.13) should be changed to h = wsh * 1.1, which keeps it within the boundaries and with it a functioning scroll bar.
  5. Follow the link in my signature and have a poke around there for ideas if you like. There's quite a few prototype/experimental weapons from the time in there. In the last post, there's a pic of the aa12 in the breaching photo (it's going into the next edition) that's mostly been cleaned up and should snip out easy (I've got an ammo drum all ready to go for it too, if you need one).
  6. Another nice feature is getting the kills and no. of missions in the ground combat view: Here's how: The kill total updates during the mission too. Could probably do with some cleaning up, maybe even moving to a different space.
  7. Example 1: The critter has had the floor tile shot out from under him, but there he stays. He didn't even have the decency to come on down. Example 2: This time, the 'nauts did it. A boob-up involving c4 resulted in three floor tiles on the first floor disappearing. However, just like Indiana Jones in his Last Crusade, my heroes managed to traverse the void.
  8. There's a missing animation in v1.0. It's one that isn't used though, hence why I'm not putting it in the bug forum. Basic armour, pistol. "crouchburst_nw" should be called "crouchburstshoot_nw", which is why there's no animation. Pistols don't burst fire in vanilla, but useful for anyone using spectres for new weapons.
  9. Yep, looks good. Maybe next up is the left side...shifting the soldier info box up, and making the soldier/dropship list taller which would save the need for scrolling.
  10. Just sticking my oar in...I get the ultra-slow loading animations on a slow hdd too. No problems at all on the ssd, works like a charm. The hdd slowness problems have only appeared since v1.0, v21 stable was fine.
  11. In v21, they're in the scripts folder. Dunno if that's changed, I've not updated to the latest build yet.
  12. Timing, eh. I was just editing the last post with exactly that!
  13. I think it's probably source code stuff...I changed the shape of the belt, putting extra slots under the two left ones, but I could only place single space items in there, ones that were say 2x1 (like shotgun shells) wouldn't work, as if the tiles weren't being recognised properly. Yeah, the two weapons will only swap position if I place them directly over each other (and only in the gc weirdly, doesn't do it in the base screen), so there's not much chance of a workaround. I think it looks far better with the smaller containers. Reduces the universal soldier effect too. The other way to do it, which is what I'm doing now, is kinda the same, but doesn't look as slick. I'm making items bigger, but it looks a bit clumsy: Primaries are now 6x2, so they don't fit in the pack. Nades are tricky, they look odd taking up four spaces, that'll probably be changed to 1x2. I toyed with putting them in molles (like the ammo in the pic), which works quite well because of the separate quick throw image being left as a normal un-molled nade. So it's wrapped up in the bag or belt, then taken out of the pouch for throwing. The general idea is to try and make things take up "x" amount more room...nerfing the backpack was something like 60% less capacity (5x5 to 3x3), that worked well. EDIT: I've actually cracked it now, by a combination of the two approaches. I loaded up the small 3x3 backpack, but kept the primary weapon size as 6x2, and they don't swap. I think with the primary being too big for even the original size backpack (which probably ghosts in the background of the smaller one when modded in), I have managed to fool it.
  14. So, I altered the backpack and belt (in both sequipview and sequipview_gc) to make them both smaller, like so: But...when in the ground combat view, I'm able to swap the rifle and the pistol. I shouldn't be able to as the rifle is to big to go in the backpack. The image distorts and hangs past the edge of the backpack, like it's using the space that is normally there (i.e. a 5x5 pack rather than 3x3). Anyone know why this happens, and if it's preventable?
  15. And speaking of the next download, here's a brief taster... The big change is how the weapons are available, and how they progress. There are 34 new weapons, split into five categories: breaching, rifles, heavy, sidearms (all of these have eight weapons), and melee (just two of them). The four main categories replace the vanilla tabs in the equip screen (ballistics, lasers, plasmas, and mags), and are all unlocked from the start, with two weapons in each, as each new section contains two types of weapon. Breaching has shotguns and smg's, rifles has AR's and marksman, heavy has MG's and explosives, and sidearms has pistols and machine pistols. You follow? Well, here's Clint to help you out:
  16. Sure, I'll include a version sans-geoscape changes in the next download.
  17. Turns out that it likes to pop up in a variety of places, according to the imfdb. Along with 1942, it's apparently been handled by the likes of Chuck Norris and R Lee Ermey. The BA5 also makes it into the next edition of Magnum Force, featuring a whopping 34 new weapons. Be ready soon-ish.
  18. Ceasan is pronounced as "Panted Sectoid".
  19. Updated the first post with the download link, and more info. Weapons spoiler...
  20. My Xenonauts attract reaction fire by using a medikit. They find it damn rude that the same doesn't happen when they open a door.
  21. I've noticed this too, when I've touched down, seen a load of androns, then done one. The casualties from the ensuing nuke don't get added on in the geoscape either.
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