GizmoGomez Posted June 15, 2013 Share Posted June 15, 2013 Shields were fixed, apparently, and they're included in v19 Experimental. You have to opt in to that, here's the instructions:http://www.goldhawkinteractive.com/forums/showthread.php/5744-Experimental-Build-V19-available-%28instructions-within%29 However, it'll break save game compatibility, so there's the downside. Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 15, 2013 Share Posted June 15, 2013 So...They are still bugged... Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted June 15, 2013 Share Posted June 15, 2013 The shields won't break save game compatibility. I wasn't very clear, sorry. Saved games aren't compatible between game versions, so by installing the v19 Experimental, your v18 Stable game saves would become useless. Although, apparently someone experienced a combat shield related crash. Apparently, dropping a shield and going to the inventory screen in a ground combat will crash your game, so I guess you are correct, the shields are still bugged. Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 15, 2013 Share Posted June 15, 2013 (edited) This is funny...The wrath of the shield!The soldier is so tied to it that if you put him to let it down he will crash your game! Edited June 15, 2013 by MisterLock Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 16, 2013 Share Posted June 16, 2013 Messing about with the game files: Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 16, 2013 Share Posted June 16, 2013 Hmm, now, replacing the grenade with a smiley face bomb would be fantastic... Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 16, 2013 Share Posted June 16, 2013 Making alien weapons useable is really wierd. You have to manufacture one (using a project that uses a plasma pistol to make one) before you can equip any of them (I had 8 from missions, manufacture project resulting in 8 available). Same with the ammo (though if you don't, they are always loaded with full clip). Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 16, 2013 Share Posted June 16, 2013 So sathra...in the end is it possible to add the Ak-47 to the arsenal without changing the sprite of the M16? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 16, 2013 Share Posted June 16, 2013 Oh, the AK-47 is easy to add. Just set it to unlimited in items.xml, and copy and paste the AK-47 picture from weapons/ballistic/soviet into gui/weapons and gui/weapons/small (rename it to AK47 from AK47_colour). It already uses the same ammo item as the M16, and everything else is already working for it. I'm turning it into a carbine for the next version of my mod, just because. Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 16, 2013 Share Posted June 16, 2013 (edited) carbine?like a shottie? Wouldn't be better if you actually modified it's bullets to be a little bit more damaging but a little bit more inaccurate ?So it has a motive to being used aside from the m16? Also sorry if i seem a little slow...but i want to be sure I do everything right...I need to delete the weapons/airplane/rocket and add the weapons/ballistic/soviet into the image category right? Edited June 16, 2013 by MisterLock Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 16, 2013 Share Posted June 16, 2013 Like the laser carbine. High fire rate, but less accurate compared to the rifle. It does less damage too (balance), so its a more flexible short-ranged weapon, while the shotgun is good for quick kills due to high damage. Shotgun is obsoleted slower too, since its still effective against higher level enemies. Also lets players use something like a carbine before getting laser weaponry. Should be pretty effective at suppression too. Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 16, 2013 Share Posted June 16, 2013 That's cool...Then again I'll probably don't try your mod again...to many aliens for my taste... On the adding the weapon into the game...Did I do it right or not? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 16, 2013 Share Posted June 16, 2013 Oh, the image used in items.xml isn't used anywhere that I can tell. All you need to do to add it into the game is what I said (moving and renaming some pictures). Then you can adjust its stats to your liking in weapon_gc.xml. In truth, the picture moving is simply so there's a picture for it in the command bar during ground combat. Everything else is already in place. Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 16, 2013 Share Posted June 16, 2013 I think I did it Now that we are done with our topic...Hopefully we don't derail the thread even more Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 16, 2013 Share Posted June 16, 2013 Easy fix, post a picture of a team of people with AK's! Preferably surrounding a suppressed caesan non-com. Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 17, 2013 Share Posted June 17, 2013 What will it be today sir? Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 17, 2013 Share Posted June 17, 2013 Lol...Made them all infinite? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 17, 2013 Share Posted June 17, 2013 Nope. Just the list that came up while upgrading to Plasma. Had to build each one (except Sidewinders and Avalanches of course). Side effect of the mod. List can actually get even larger, when Fusion missiles are unlocked. Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 17, 2013 Share Posted June 17, 2013 Out of curiosity...Why would you want to craft worse missles? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 18, 2013 Share Posted June 18, 2013 Just the backlog. They were the best at the time they were made, but had to be replaced as they weren't cutting it. I still keep them around in case I have to supply a new base (new missiles are kind of expensive in Alenium and manufacture time). Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 19, 2013 Share Posted June 19, 2013 And I shall name her Lucifer... Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 19, 2013 Share Posted June 19, 2013 First terror mission of a new game. Luckily a day mission. Both of these screenshots are a turn apart. I have no idea how I didn't lose anyone. Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 20, 2013 Share Posted June 20, 2013 Hmm, I think the mod may make the game too easy. I've only seen 1 Landing Ship at this point in the game, and I now have to build a new base before I can make any more Corsairs. Also a medal I haven't seen before, after I took out the base the Landing Ship dropped (about 3 weeks after the base was created, took me a while to notice). Most kills of any trooper, and he's one of the original 10. I've only lost a couple people so far. Quote Link to comment Share on other sites More sharing options...
MisterLock Posted June 20, 2013 Share Posted June 20, 2013 Cool story's...But did in your mod...Did you balanced the corsair price and time cost?? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 20, 2013 Share Posted June 20, 2013 Yep. Faster and cheaper. Quote Link to comment Share on other sites More sharing options...
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