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Mikhail Ragulin

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Posts posted by Mikhail Ragulin

  1. Oh wow, that just suddenly clicked that yes it has always been my shield users. It never made the connection since they and high TU carbine users are my scouts. If knew about the adjacent one had a breach ready to go and the door opened. Oops.

    I personally think that would be an awesome idea!

    Yeah, shields can be abused in vanilla because not many aliens have 'nades (it's only later aliens really that get them). But when they all get nades, shields get pushed back to what they're meant to be - a specialist tool. Low rank Sebs are the worst for nades due to their aggressiveness - they'll happily leave themselves dangling in the breeze just to get a nade off.

    We'll have a look at bolt-action possibilities after the next patch - in the next one, there'll just be the lever-actions as new toys - which I'll do after 1.08 is out.

  2. The alien turned to examine the area behind the destroyed hedge, saw the soldier and shot it? That sounds like a good AI response to the situation, tbh. It would be fishy if the alien ran all the way around the hedge to get to that soldier, though.

    That's probably the most likely explanation. It's a bit odd though...there's a guy in his LOS already, looking at him would be more apt.

    I wonder if it's due to the removal of the hedge - all of a sudden, there's no passable tiles between him and a Xeno, causing some kind of emergency-proximity-turn-and-face alarm.

    Anyhow, as I said earlier, it's the kind of situation where people might think something underhand is going on. One which isn't easily explained.

  3. I am constantly running out of ammo on the first shotty. Feels like a personal problem mostly, so how would you change the ammo cap from the 5 to the 8 it sometimes has?

    Weapons.xml and weapons_gc.xml. Find the 870 entry, and up the clipsize in both. The 870 can hold 8 anyway (or 7 + 1...it can also do 4 + 1, which is why I went for 5. I'm mean).

  4. I /very/ much noticed the shield hate from the aliens... It took a while for me to notice, but thanks for confirming my thoughts/

    Yeah, they just don't like shield guys. I think it's good - it relegates the shield to just a breaching role, instead of all-round-battlefield-saviour.

  5. Did the alien spot the other guy when he spun around?

    Yes. Perhaps it's not clear in my post - there was no reason for the Seb to turn to face east. The Seb was facing south-west, and took reaction fire from the south (which missed). At this point, he spun east (for the only time) and and killed soldier 1 (and then returned to face south) - the Seb had no way of knowing that soldier 1 was there. If the Seb was facing south-east, and under fire from the south...why would he suddenly turn east? It's not for pathing reasons, as he can't walk east (or south-east, or south) from that tile, and soldier 1 is not is his line of sight.

  6. Yes, the new reaction fire system causes anyone that is wounded to automatically face the direction the shot(s) came from. You're soldiers will do that too. You can test this by shooting one of your own men in the side or back. This is the only way that decent reaction fire can be done. Otherwise, your men and the aliens would just sit there facing the wrong way letting the enemy pump rounds into to them over potentially multiple turns which would be silly. As mentioned above the aliens used to do a little pirouette every turn to check LOS (since no one seems to have a functional neck in this game.) You probably do that with your men collectively, but the aliens did it individually. That looked really dumb.
    Seb 2 (the uppermost Seb) appears in the tile where he now lays dead, and was facing south-west. Guy crouching behind hay (selected soldier in picture, soldier 2) reaction fires with his lmg, missing Seb 2 and destroying the hedge prop.

    The Seb wasn't wounded/hit by the reaction fire, and soldier one didn't fire anyway - it was soldier 2.

    What you explain is correct (I am aware that a shootee spins to face the shooter) - if it was soldier 1 firing and hitting the Seb; but it was soldier 2 firing and missing. Soldier 1 never fired.

  7. Apologies for the slight off-topic, but I saw this:

    My 2 cents, just to make sure you guys know I still read these threads as well!

    The AI is set to really "punish" players for certain tactics, aka, grouping your units together. Or better said; it just immediately determines its better to 'nade everyone to hell than to waste time shooting at individual units.

    So my advice is the same as every sound commander; don't group your units together!

    As for the AI cheating; it's not my intent to have the AI cheat, but lord knows multiple bugs have snuck through in the past.

    If you guys manage to get me saves which illustrate the behavior; I promise I'll still look into them and make sure that any resulting patches will roll out with the community edition.

    The magic door opening does seem like a bug; from a code perspective it really shouldn't be able to do that unless the unit is adjacent to the door. Maybe there's some problem going on with LOS not updating for players until after a AI unit moved away from the door. Again, give me a save; and I'll look into it.

    And have something for GJ to read. It's not a save, but it's a good description of the kind of alien behaviour that could lead to accusations of a mischievous AI.

    d1ecD2G.jpg

    This is about the dead soldier (soldier 1) curled up between the bales and the hedge. The lowermost dead Sebillian (Seb 1) had been dead for a number of turns, and had only faced south and south-west (therefore never seeing soldier 1).

    I ended a turn with the three guys set up in firing position to nail anything coming through the gap. The hedge was intact. Seb 2 (the uppermost Seb) appears in the tile where he now lays dead, and was facing south-west. Guy crouching behind hay (selected soldier in picture, soldier 2) reaction fires with his lmg, missing Seb 2 and destroying the hedge prop. Seb 2 immediately spins around to face east (out of his 90 degree LOS angle), and kills soldier 1. Seb 2 then spins back round to face south, and crouches down. On my turn, soldier 2 fires and kills Seb 2.

    Seb 2 had no way of knowing where soldier 1 was. Seb 1 hadn't seen him - the only directions he looked in were south and south-west, and soldier 1 was therefore out of his LOS. Seb 2 could not have seen him either - he was only looking south-west, and then as soon as the hedge was destroyed, he span round to look east. There shouldn't have been any reason for him to do this - soldier 1 was out of his LOS. Seb 2 was facing south-west and should not have known that soldier 1 was there - but he did know, as soon as the cover was removed, despite him not facing that way.

    Can this be explained?

  8. I especially like the one with the red beard!

    lol

    Anyway got some time and uploaded all my stuff to the dropbox, I isolated the white beard... maybe you can use it.

    Also tried experimenting with making hair color more elderly/mature by adding some gray into it... but am unhappy of the results so far...

    Give them wings, like Paulie Walnuts.

  9. I thought that there could be dedicated Sniper Rifles in between the Battle Rifles and the Anti Tank Rifles, they would have more ammunition than the ATs, but would cost more to fire than the BRs. They would be for accurate shots at enemies at beyond visual range.

    On a side note, how am I supposed to deal with the enemy grenade usage? I've lost many a solider to a Sibillian running up, throwing a grenade at a single person and instantly killing them, even if it means they get gunned down the next turn.

    There's scope for that. At the moment, there are three semi-auto and one bolt-action BR - these could be split to semi-auto BR's and bolt-action snipers.

    Them nades are nasty, but there are only two situations when the aliens will throw them (which is the same as vanilla) - one, at shield bearers, and two, at soldiers in adjacent squares. The latter is easy to avoid - don't put soldiers next to each other, spread them out with one a one tile gap. The former requires a bit of backwards thinking - when using shield troops, keep them off the front lines until it's breaching time. They'll be mainly useless in the rear ranks though, with their pistols - but I like this, as shields are a situational item - and only send them to the front when blitzing the bird.

  10. I've clarified the spectre's section, and added some basic info about researching and manufacturing weapons.

    Max Caine: Forum Moderator - it's now about as complete as intended, covering the basics of adding a weapon and leaving the stats/performance for the individual to investigate. I'll make changes if anyone spots errors, obviously. I'm hoping that others will jump on the bandwagon and add their own tutorials in specialist areas of the game to make a more generalised series. If not, well shame on them.

  11. It's in AM_(mission) (i.e. AM_Scout.xml) in assets. "Landing chance" is the culprit. Not all missions have it (but that can be changed), and it's a per hourly chance. In M'nauts, it's at 40 (I think vanilla is 10 off the top of my head). Going above 40 is a bit overkill in my experience with it. There's a link at the bottom of the first post in this thread to another thread about stuff like that.

  12. First things first - when one is modding, or going to add mods, the best thing to do is make a clean copy of your Xenonauts download, and do your interfering there.. Messing around with files in the steam folder is never a good idea, as they can easily be overwritten - and any extra files will stay in there, as steam won't delete these upon verification, which can lead to further problems.

    Files needed for adding a new weapon

    There's a few of them. They're in the assets folder, unless otherwise stated. All xml files can be opened and edited with notepad. It's what I use, I don't see the need for anything else when it comes to editing text files, although your preference may vary.

    - weapons_gc.xml

    - weapons.xml

    - ammos.xml

    - items.xml

    - strings.xml

    Weapons_gc

    This is the file that the game uses for ground combat. For the purposes of this tutorial, we'll be adding a revolver - the Smith & Wesson Model 29, aka the .44 Magnum - with exactly the same stats as the normal pistol (I'll leave it up to you to come up with your own damage models). Open up weapons_gc and find the default pistol entry:

    	<Weapon name="weapon.pistol" bulletType="normal" emptySound="Empty Click 1">	<props range="10" hands="1" recoil="0" weight="2" isHeavy="0" clipSize="15" reloadAPCost="15" reloadSound="Weapon Pistol Reload" reactionModifier="1.5" />	<SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="20" suppressionRadius="1">		<Set1 ap="28" accuracy="35" />		<Set2 ap="40" accuracy="65" />	</SingleShot>	<GUIImage name="gui/weapons/pistol" />	<GroundImage name="grounditemimages/ballistic_pistol.png"/>	<Ammos>		<Ammo name="ammo.ballistic.pistol" type="kinetic" damage="30" mitigation="0">			<Projectile spectre="projectiles/bullet/bullet" speed="2000" showAfterDistance="60.0"/>			<Impact spectre="particles/bulletplume/bulletplume"/>		</Ammo>	</Ammos></Weapon>

    Thar she blows. Copy and paste it to the bottom of the file (so it's easy to find), just before "</Weapons>" (which closes the file). We'll need to change it's name. First line: weapon.pistol, change it to weapon.44. Next, we need to give it a picture in ground combat. This is the "GUIImage name" - change it to gui/weapons/44. Finally, we can give it it's own ammo. Change the "Ammo name" to ammo.44, and we should look like this:

    	<Weapon name="weapon.44" bulletType="normal" emptySound="Empty Click 1">	<props range="10" hands="1" recoil="0" weight="2" isHeavy="0" clipSize="15" reloadAPCost="15" reloadSound="Weapon Pistol Reload" reactionModifier="1.5" />	<SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="20" suppressionRadius="1">		<Set1 ap="28" accuracy="35" />		<Set2 ap="40" accuracy="65" />	</SingleShot>	<GUIImage name="gui/weapons/44" />	<GroundImage name="grounditemimages/ballistic_pistol.png"/>	<Ammos>		<Ammo name="ammo.44" type="kinetic" damage="30" mitigation="0">			<Projectile spectre="projectiles/bullet/bullet" speed="2000" showAfterDistance="60.0"/>			<Impact spectre="particles/bulletplume/bulletplume"/>		</Ammo>	</Ammos></Weapon>

    Save the file and close it.

    Weapons.xml

    Find the pistol entry:

       <Row ss:AutoFitHeight="0">   <Cell ss:StyleID="s65"><Data ss:Type="String">weapon.pistol</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/ballistic/pistol</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/ballistic/pistol</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">ballistic</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Boolean">0</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">20</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">16</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">15</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">0.9</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">2</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">3</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">2</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">ammo.ballistic.pistol</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">20</Data></Cell>   <Cell ss:Index="16"><Data ss:Type="String">Ballistics</Data></Cell>  </Row>

    Copy and paste it to near the bottom of the file...just after the alien battle rifle, and before "</Table>". There's an explanation of what the values in this file mean near the beginning of it (although most are redundant...the only relevant numerical values are the hands boolean, clipsize, x & y sizes, and the big gun boolean - remember to change the clipsize in both files if you are doing so, but for this tutorial we are leaving it as 15). Change weapon.pistol to weapon.44, like in our weapons_gc. The next line is the images, change them to weapons/ballistic/44. Change the ammo to ammo.44:

       <Row ss:AutoFitHeight="0">   <Cell ss:StyleID="s65"><Data ss:Type="String">weapon.44</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/ballistic/44</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/ballistic/44</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">ballistic</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Boolean">0</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">20</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">16</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">15</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">0.9</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">2</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">3</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">2</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">ammo.44</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell ss:StyleID="s66"><Data ss:Type="Number">20</Data></Cell>   <Cell ss:Index="16"><Data ss:Type="String">Ballistics</Data></Cell>  </Row>

    Save and close.

    Ammos.xml

    The ammo.44 that we have created, it needs an entry in here. Copy and paste the ballistic pistol ammo to the bottom of the file (within the "</Ammos>"), and make it relevant for the new ammo, by changing it's name to ammo.44 and the images to 44:

        <Ammo name="ammo.44">       <stockTextureName>weapons/ballistic/44_ammo</stockTextureName>       <dragTextureName>weapons/ballistic/44_ammo</dragTextureName>       <slotsizex>1</slotsizex>       <slotsizey>1</slotsizey>       <weight>1</weight>   </Ammo>

    Items.xml

    We need entries in here for the weapon and the ammo, so that they become part of the game. Find and copy the entries for the ballistic pistol and its ammo, and paste them to near the bottom of the file (within "</Table>"). Change weapon.pistol to weapon.44, and ammo.ballistic.pistol to ammo.44:

       <Row ss:AutoFitHeight="0">   <Cell ss:StyleID="s70"><Data ss:Type="String">weapon.44</Data></Cell>   <Cell><Data ss:Type="Number">0</Data></Cell>   <Cell ss:Index="4"><Data ss:Type="String">Unlimited</Data></Cell>   <Cell><Data ss:Type="String">weapons/airplane/rocket</Data></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell>  </Row>  <Row ss:AutoFitHeight="0">   <Cell ss:StyleID="s70"><Data ss:Type="String">ammo.44</Data></Cell>   <Cell><Data ss:Type="Number">0</Data></Cell>   <Cell ss:Index="4"><Data ss:Type="String">Unlimited</Data></Cell>   <Cell><Data ss:Type="String">weapons/airplane/rocket</Data></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell>  </Row>

    Save and close.

    Strings.xml

    This is where the items are localised, so their proper names appear in-game. We need entries for the weapon and its ammo. Find and copy the pistol and pistol ammo entries, and paste them near the bottom again, within the boundaries of " </Table>". weapon.pistol becomes weapon.44, and the ammo becomes ammo.44 - like all the other entries we have done for them. Two lines below each entry is how they are named in-game. Change pistol to S&W Model 29, and pistol magazine to .44 Magnum Rounds.

       <Row ss:AutoFitHeight="0">   <Cell><Data ss:Type="String">weapon.44</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell><Data ss:Type="String">S&W Model 29</Data><NamedCell ss:Name="_FilterDatabase"/></Cell>  </Row><Row ss:AutoFitHeight="0">   <Cell><Data ss:Type="String">ammo.44</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell><Data ss:Type="String">.44 Magnum Rounds.</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>  </Row>

    There's also an entry underneath the pistol entry, entitled weapon.pistol.desc. This again can be copied and pasted for your new Model 29 - it contains the tooltip information for the equip screen. Save and close. This is the end of our text editing.

    Images

    We need new images for the weapon and its ammo. If we go back through what we've changed, we'll see we need to make these images:

    - gui/weapons/44

    - weapons/ballistic/44

    - weapons/ballistic/44_ammo

    - and a previously unmentioned one for the ammo, in gui/quickthrowimages

    The easiest way to do images is to look at the vanilla ones - e.g., size and format. For weapons and ammos, they're all .png. Sizes start at 103x103 for a 1x1 square, and go on 204, 308, 512, 615. Undersize doesn't matter, as the game re-sizes them (I think it's the same for oversize too...but one area is for nades...they musn't be wider than they are high, or they won't show in the quick nade window).

    For the first two locations, we'll need a 3x2 (308x204) image of the weapon. I'll leave that up to you.

    The third location need an ammo picture of 1x1 (103x103) - we defined the sizes earlier in weapon.xml and ammos.xml. If in doubt, copy the vanilla sizes for borders and the like.

    The last location is for the ammo slot in ground combat. This is the standard ammo image that you've put in weapons/ballistic - but cropped, so it's borderless. If it's uncropped, it appears tiny.

    Once the images are added, it's a good idea to start a new game, and check all is well in the soldier equip screen. The weapon should appear under the ballistics tab. If all is not well, re-trace our steps and check for errors.

    How to make it show up in the hands of the soldiers

    Phil Spectre's are needed. These dummy files point to an already available sprite for the weapon to use. There's a thread about unpacking the spectre files floating around here. Unpacking the spectres is the best way to understand them - look within the units\xenonaut\armour\weapon.xxx folders for the soldier_spectre. The spectres don't need to be unpacked into the game folder - find a nice new place somewhere on the hard drive, and unpack them there. Also, there is no need to re-pack them - the engine detects them anyway.

    So, for our Model 29 we're likely to want some kind of sprite where the soldier is wielding a pistol. In the unpacked folder, look in assets\units\xenonaut\ and you'll see the folders for the specific armours. Open up armour.basic, and then weapon.pistol. In here is a list of spectre files that correspond to the various animations for weapons. The only one we need is the one called soldier_spectre. Copy that, and go back to our modded game folder. Open up assets\units\xenonaut\armour.basic, and create a new folder - call it weapon.44. Simply paste the soldier_spectre file into this empty folder. That's all we need. If you take a look at the vanilla weapons, for example by opening weapon.pistol, one can see all the various animations that are used - the spectre file is a replacement for these, telling the engine where to look when it wants to show our soldiers using the new weapon.

    One needs to create a weapon folder in units\xenonaut for all the armour variations (with the exception of predator, unless it's using the big-gun boolean). For this tutorial, we need folders called weapon.44 (like we did above), and within them the soldier_spectre for the ballistic pistol, and relevant armour type (basic, buzzard, jackal, predator, sentinel, wolf).

    Research & Manufacturing

    So, we've made our new weapon. It appears at the start of the game in unlimited quantities. However, one may like some weapons to appear after a certain research level has been achieved, and may want it to be manufactured in limited numbers. For this part, we're looking at 3 files:

    - items

    - manufactures

    - researches

    - strings

    Items - Open it up, and search for "weapon.laserpistol", and this is what we'll see:

       <Row ss:AutoFitHeight="0">   <Cell ss:StyleID="s70"><Data ss:Type="String">weapon.laserpistol</Data></Cell>   <Cell><Data ss:Type="Number">10000</Data></Cell>   <Cell ss:Index="4"><Data ss:Type="String">Normal</Data></Cell>   <Cell><Data ss:Type="String">weapons/airplane/rocket</Data></Cell>   <Cell ss:StyleID="s65"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell>  </Row>

    Spot the difference with out entry. The third value here is "Normal", whereas ours is "Unlimited". We know that the laser pistol is manufacture-only, and so change our .44 entry from unlimited to normal. Now, it won't be showing in unlimited numbers. For the ammo, we'll set it to be unlimited after research. Change the line in the 44_ammo entry with "unlimited" to

        <Cell ss:Index="4" ss:StyleID="s71"><Data ss:Type="String">UnlimitedOnResearch</Data></Cell>

    Save and close.

    Manufactures - Search for "Mantech.Laserpistol":

       <Row>   <Cell><Data ss:Type="String">ManTech.Laserpistol</Data></Cell>   <Cell><Data ss:Type="String">SoldierWeapons</Data></Cell>   <Cell><Data ss:Type="Number">20</Data></Cell>   <Cell><Data ss:Type="Number">20000</Data></Cell>   <Cell><Data ss:Type="String">2xItems.Alienalloys</Data></Cell>   <Cell><Data ss:Type="String">manufacture/ManTech.Laserpistol</Data></Cell>   <Cell ss:Index="8"><Data ss:Type="String">StockItem( "weapon.laserpistol" );</Data></Cell>  </Row>

    Copy this and place it at the end of the file, like we did with entries in other files earlier. Change it to ManTech.44. Change the fifth entry to manufacture/ManTech.44, and the last entry to StockItem( "weapon.44" ). The numerical values (20 & 20000) are the man-days and cost respectively. The alloys is the materials needed for each item. We'll leave them be. In which case, our new gun takes 20 man-days to make, costs 20000, and consumes 2 alien alloys.

    Researches - to unlock our new weapon, we'll add it to an existing research. Search for "LaserWeaponry":

       <Row ss:AutoFitHeight="0" ss:Height="76.5">   <Cell ss:StyleID="s77"><Data ss:Type="String">Researches.LaserWeaponry</Data></Cell>   <Cell ss:StyleID="s72"><Data ss:Type="Number">80</Data></Cell>   <Cell ss:StyleID="s73"><Data ss:Type="String">Weaponary</Data></Cell>   <Cell ss:StyleID="s80"><Data ss:Type="String">Researches.AlienPlasmaTechnology</Data></Cell>   <Cell ss:StyleID="s74"/>   <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.LaserWeaponry" );UnlockManufacture( "ManTech.Laserpistol" );UnlockManufacture( "ManTech.Lasercarbine" );UnlockManufacture( "ManTech.Laserrifle" );UnlockManufacture( "ManTech.Precisionlaser" );UnlockItem("ammo.laser.lasercell");</Data></Cell>   <Cell ss:StyleID="s76"><Data ss:Type="String">Researches.LaserWeaponry</Data></Cell>  </Row>

    We need to make an entry here for our new weapon. Copy one of the unlocks, and change it to:

    UnlockManufacture( "ManTech.44" );

    Paste it in-between the ";" and "<" (after the lasercell entry).

    For the ammo, copy the lasercell entry, changing it to ammo.44_ammo, and place it like above. Our laser weapon research should now look like this:

       <Row ss:AutoFitHeight="0" ss:Height="76.5">   <Cell ss:StyleID="s77"><Data ss:Type="String">Researches.LaserWeaponry</Data></Cell>   <Cell ss:StyleID="s72"><Data ss:Type="Number">80</Data></Cell>   <Cell ss:StyleID="s73"><Data ss:Type="String">Weaponary</Data></Cell>   <Cell ss:StyleID="s80"><Data ss:Type="String">Researches.AlienPlasmaTechnology</Data></Cell>   <Cell ss:StyleID="s74"/>   <Cell ss:StyleID="s74"><Data ss:Type="String">UnlockKnowledge( "Researches.LaserWeaponry" );UnlockManufacture( "ManTech.Laserpistol" );UnlockManufacture( "ManTech.Lasercarbine" );UnlockManufacture( "ManTech.Laserrifle" );UnlockManufacture( "ManTech.Precisionlaser" );UnlockItem("ammo.laser.lasercell");UnlockManufacture( "ManTech.44" );UnlockItem("ammo.44_ammo");</Data></Cell>   <Cell ss:StyleID="s76"><Data ss:Type="String">Researches.LaserWeaponry</Data></Cell>  </Row>

    Save and close.

    Strings - Just like earlier, we need to tell the game what to call our new manufacture. Search for "mantech.Laserpistol":

       <Row ss:AutoFitHeight="0">   <Cell><Data ss:Type="String">ManTech.Laserpistol</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell><Data ss:Type="String">Laser pistol</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>  </Row>  <Row ss:AutoFitHeight="0">   <Cell><Data ss:Type="String">ManTech.LaserpistolDesc</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>   <Cell><Data ss:Type="String">The laser pistol is a one-handed laser weapon ideal for close-quarter use or as a sidearm.</Data><NamedCell     ss:Name="_FilterDatabase"/></Cell>  </Row>

    There are two entries - the first being a label for the manufacture (appears in the list of manufactures in the workshop), and the second is the description that accompanies it. Copy and paste them to the end of the file.

    In the first entry, "ManTech.Laserpistol" becomes Mantech.44. Change "Laser Pistol" to Smith & Wesson Model 29.

    In the second entry, change "ManTech.LaserpistolDesc" to ManTech.44Desc. Give it an appropriate description in the text-field. Save and close.

    Job Done

    So, there we have it. That's covered the basics for adding a new weapon. The fine-tuning is waiting to be discovered by you.

    Good luck, pilgrim.

    • Like 1
  13. Thanks a lot !

    I tried to figure out on my own how to add a new weapon, but my game crashes in the soldier equipement management screen when I go where my weapon is supposed to be ( I am in fact trying to do an actual MAG shotgun and turning the carbine into a real carbine ). It is probably an issue caused be the research and/or crafting codes that I poorly understand.

    Equip screen crashes are likely to be either image related, or boo-boos in the weapons.xml file (ammo, or typo's are pretty common). The first draft of the guide is on its way.

  14. Those look awesome, especially since the Marlin model 1895c is something I have on my wishlist (albeit in .357)! Are you planning on adding another tree for the other weapon types? I could think of a few ideas for them.

    I should imagine the classic 1895, in .45-70, would lead to a bit of shoulder ache. I'm not planning to add any more weapon types, but if we can find an unexploited niche, it's certainly something I'd look at.

  15. Here's what the new class of weapons look like:

    5GTKg3r.png

    Those be lever-action rifles, punk.

    They mimic, quite effectively, slug shotguns. Lever-action rifles were chosen -specifically, ones with tubular magazines - due to their projectiles. They fire blunt-nosed-big-ass-slug-type bullets, which are lethal at close ranges, but lack range (because of their bluntness). And, despite the model numbers, they were all produced well into the 20th century (some still today).

    Stats-wise, they are taking on the performance (damage, mitigation, TU's) of the BR's, with a few exceptions. They have a 50% reaction modifier and close range bonus (like all the breaching weapons), but the damage drops off at distance (they have the same range as carbines). They also are strength limited (due to the kick of firing one), meaning they will use the lower of either strength or accuracy. Only veteran troops will be able to use them effectively, and they fill the specialist role of close-range-accurate-powerful-armour-mitigators, as currently none of the breaching weapons have mitigation.

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