-
Posts
311 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Downloads
Posts posted by Mikhail Ragulin
-
-
No, sorry. That's vanilla (I assume if there's no cover being offered at all, it may have missed fixing in this).
-
The broken windows in this here red arctic hut offer no cover:
(although it reads 10% because I'm using a cover modifier of 1 instead of 0.9).
-
It sounds like your default program to open xml files is set to a browser. Try right-clicking one of the files, and choose "open with" (notepad or excel, whatever you have) - and from there you can set a default option.
-
kabill - re power core fires and suicidal aliens. Did you ever check to see if reducing the core smoke reduced the fire? I've recently been using a higher dissipation chance for it (33, up from 10), and there seems to be less fire in the crash sites too. There's also been less squealing (or none) at the end of the turns, which suggests that as the smoke dissipates, so does the fire. However, this is all anecdotal at the moment, but could warrant further poking. Could be a case of no fire without smoke. Ta-da-dum.
-
aiprops. That won't help with the healing limit though, but maybe one could use the regeneration tag in human armours (no guarantees it will work).
-
Max_Caine,
The arguments is so much obvious that it is difficult to miss. At least compare sales of last few remakes ... You surprised me, it's true.
You're not listening. Your arguments are apparent; however, your evidence is non-existent.
-
Although if one is overwriting an existing dropship, the submap issue is irrelevant?
-
When I make new sounds, I use the vanilla frequencies/bit-rate (I don't know if they have to be these ones, but using vanilla ones is a good place to start), which are: 44100hz, 16 bit PCM, mono.
-
Well atleast that worked.
Progress. Now it's working, try adding bits one part at a time. After each bit, load the game up to make sure there are no conflicts/errors.
-
Is that a reaper you've uncovered (it's hard to see in the picture)?
If it is, I've had it too; when uncovering reapers and zombies on my turn. I think 1.08 added a reaction modifier to their weapons (I did this manually in my version), and removing the modifier got rid of the hanging. I assume that melee weapons don't like the reaction modifier, probably because the weapon lacks the range to perform reaction fire.
-
Are you now talking about replacing the files in the game directory or putting them into a mod .zip file because the latter doesn't work 100% of the time it seems.
I literally just made a zip file in the mod directory with the modinfo.xml and the items.xml with the ak47 set to "unlimited" and it absolutely, positively, doesn't work.
I think the problem is trying to do two things at once - adding a weapon, and using the mod system (I don't know if this even works yet, or if one has to download something extra to use it).
So, using completely clean files, do this:
Make these changes from "clean":
1) Edit Items.XML to change the AK47 from Normal to Unlimited
And go from there.
-
I had them in previous releases, but dropped them to make room for the flamethrowers.
They work as rockets, but obviously only direct fire. I've tried various methods to work around this, but it's just not (quite) possible. I had another go the other day, changing the nade throw animation to a gun firing - but with the game still thinking it's a nade, the gun disappears (like it's been thrown). So, basically, one-shot disposable launchers (with an arc) are feasible by mucking around with the animations (and a lot of headscratching).
-
A quick question if you don't mind (rather than posting a new thread, it's relevant here).
In weapons.xml, there is a column for range and in weapons_gc.xml, there is a value for "props range". These are different, the props range is shorter. What is the difference between the two? In your notes above, you mention that weapons.xml is only used for a few values, is the range in this document just ignored?
Great tutorial by the way!
Yeah, the one in weapons.xml is not used (damage, range, and accuracy are ignored in that file).
I misunderstood this then. I thought all that was needed were the starting and ending lines and your weapon stuff in the middle.I'm fixing the files right now.
Ah...I've not used that, I don't know how it works.
-
I've just taken a look...why are all the files blank, except for the ak entries?
Also, the weapons.xml is pointing to the wrong folder.
-
Alright. I found the entry in weapons_gc, but not in regular weapons. I don't know what to change in weapons.xml. http://gyazo.com/fa070b460f15f47659098c19ab3cf7bf
Is all I see
It's the 5, below the 8 and above the 1 (near the top of that file, there's a part that shows what the numbers mean - but most aren't used).
-
What if everything is there? The rocket launcher is in each file you told me to look at. It's in manufacturing researching weapons and ammo. The only thing I can assume is that the research for the rocket launcher was disabled. :\ Should I still treat it as a new weapon?
Yes - because by going through all the steps, it will be possible to find whatever it is that makes it not activated, if you see what I mean (some of the entries for it might be incomplete, or following a defunct format).
-
That's a good idea. The AAR's on the Paradox forum were an entertaining read.
-
Think we'll be seeing the new toys soon now that 1.08 is out? I'll definitely wait for that 1895c!
Man, they snuck out 1.08 quickly. I'm aiming to release in a week, before next weekend. I need to finish off the weapon images, and then it's just texty-stuff.
There's also going to be a new alien - the "alien sympathiser" - which isn't really an alien at all. But a suicide bomber. I'll upload a video of it later on, when I can stop laughing at it. It's a middle-eastern civilian who goes boom. I checked it out earlier, and they were all running across a field at me, I laughed so hard.
Here they are, in all their glory. The first chap, he cocks it up so has to set off a second explosion. The second fellow is obviously a pro; he nails it first time:
[video=vimeo;101011679]
Brainwashed into joining the aliens, the Caesans deploy these guys as their battlefield pets, just like the Sebs with the Reapers.
-
There isn't an item or script you could apply to an enemy that would, in effect, place a C4 charge with a timer of 0?
My first try would be to clone a reaper (but using the taliban sprite) as they know how to melee attack, and give him a melee range weapon with explosive radius.
-
I think it would be cool to see aliens with the equivalent of suicide vests. Upon their death, they detonate. That would really change the tactics used in GC.
I was actually thinking of doing that, it's possible as long as the AI doesn't mind blowing itself up. Apologies for lack of political correctness, but I was going to use the sprite for the middle-eastern civilians, and call them alien sympathisers.
-
Okay Guys,
This time I think I managed to get it right.
Truly Heroic...
[ATTACH=CONFIG]4986[/ATTACH]
That's ace. We need more tubbies.
-
Im sorry, but im having a hard time keeping up with your releases & versions...
Was a new version release? Or you just sneaked in a hot-fix to the "rocketbullet"?
If its not too much, can you state anywhere really visible what version of Magnum. is the one for download?
Maybe even a mini-changelog?
It was just a little patch to fix that, back on page 2. I try not to do many releases, for that very reason, so it's easy to keep track of (since this thread started, there's only been the main download and the patch). I'll put a version number (or date of release) on the next one. For a changelog, I'll update the details in the first post - and do updated picture charts. The one for the next version will have all the changes in bold, but I'll leave the old charts up too for easy comparison.
I had 2 really bad encounters with Androns who weren't amused at my point blank blasts...
Is accuracy factored in?
I usually give Shutguns to high TUS low ACC guys and mostly shoot at "snap" thinking "how can he miss".
But they could.... or some really bad luck with he Andron armor?
It'll be the armour. They don't have much of it, but also shotguns don't have armour mitigation. I tend to soften up Androns with longer-range weapons before going in for the kill. This way, they should only need one shot from up close. If you're completely missing them though, it's likely a range issue. I like to get close enough to smell them.
-
I have to say again, how much I love this mod!
I didn't really read this thread much, so if im repeating something please excuse me.
(Consider this user constructive feedback)
About SMG's
- The Thompson "SMG" causes allot of "self inflicted harm" while shooting out of windows (FYI - the Suomi not so much)
I mostly get these on grunts, so I assume its due to low aiming? But even the worst "spray and pray" soldier wont shoot straight through a window without breaking it first...
So I was wondering if this can even be addressed?
To be clear im talking about sitting in front of a window inside a house/store/bus station (so the tiles touch).
- I kind of think the SMG's need to be nerfed down abit. (Altho I also enjoy them the way they are now, and think they are realistically portrayed)
Atm all you really need is the Thompson/Soumi and a few nades (maybe Jackal armor) and you can deal with most encounters...
They really out perform the Shotguns as they can shoot more and have a higher % of suppression (didn't look at the numbers, but thats how it feels) and they take fewer TUS to acctivate, so a decent soldier can easily move a few steps and still fire 3 volleys... Usually that's enough even for the Androns...
Or maybe im misusing the shotguns?
(Can you take out an Andron with a shotgun?)
At long range spray and pray works almost as good as a rifle (the true sniper rifles wont stand out due to the small maps anyway) because the combination of: the % to hit from a spray and pray, the suppression and the cover destruction make for a lethal combination.
About the Alien flamethrower (?)
Not even sure if this weapon was in vanilla?
But they seem to be useless... I have twice by now had soldiers survive a whole "blast" while wearing only jackal.
The aliens only seem to be using this effectively during base defense missions, when they just go around BBQ all your expensive lab equipment...
Did you modify alien weaponry?
Are you planing to?
Early on, they seem to be underwhelming...
Also the local forces weapons, They seem to still have the vanilla weapons, perhaps you would like to change that?
Im saying this because,
Im really trigger happy with my rockets and flamethrowers... and i end up looting what I can and its somewhat odd to run into vanilla weapons...
Keep up the good work!
Thanks! Most of this well actually be addressed in the next version (along with various other bits), it's stuff I've noticed myself too.
With the SMG's & self-inflicted harm...do you mean the a-180 (the first SMG)? There was a boo-boo with it - it's bullet type was set to rocket, so it was having an area effect (the a-180 entry was my mock-up flamethrower when I was working on that; I missed a bit when changing it back to normal), which means it could damage the user. There's a patch for it a few pages back (it's also in the main download now anyway).
The SMG's as a whole are being a little bit too sexy. I've dropped the accuracy of the burst down to 20 for the next version, which is the same as LMG's - it seems better. I realised they were a bit good when one guy took at 8 ET's during a terror mission. The suppression they cause is quite low - I find that I can only suppress an injured/previously suppressed alien with them, even with all three bursts (with the lower accuracy setting, anyway). I'll keep a close eye on them, I may up the recoil to 70 (in line with the other MG's), which would make it a weapon for more "elite" assault troops. Shotguns can splat Androns - only from point blank range-ish. They can tickle them from further out. I rarely use them from more than two tiles.
The alien flamethrower is a rare example of me including something that I wasn't particularly comfortable with. I threw it in at the same time as I made the flamers, and was never convinced by it, but left it in anyway. There's a couple of ways to go with it: revert the weapon back to normal (it was the alien battle rifle, still is for names sake), or up it's juice a bit. But I think I'll just knock it back to normal, as I don't like messing with the alien weapons. Which partially answers the alien weapons question - I haven't changed any of the others.
The local-yokels, they're all on vanilla ballistics, as they only have the sprites for those weapons (and lasers, but they're not having them!). I could quite easily change that too. Seeing as they rarely hit anything with those weapons (unless it's farmer with shotgun vs reaper), I could give them some of the better weapons...which would make them fun to pick up if one hasn't researched them yet. The arctic guys could use the big-bore lever guns, cops could use the model 57 (it was designed with po-lice in mind), farmers the 10ga lever shotgun, soldiers the m1 or m14, taliban maybe the svt-40.
-
Thanks Mikhial. I'm having some trouble with this but I'll find a way to work it out. Thanks again!
The easiest way will be to treat it as a new weapon, and create new entries.
[v1.09] Magnum-nauts
in Completed Game Mods
Posted
Having a research for them is a good idea, that's something to look at in the future. They aren't too destructive, I've got them in as an early game unit for the Caesans. They do 50 damage (the same as a frag grenade), which won't kill any grizzled veterans (or pretty much anyone with armour) - but they are annoying, as they remove cover when they blow up.
New version is nearly ready, btw (probably within the next couple of days).