Sathra Posted June 24, 2013 Posted June 24, 2013 New version, at present only for the Stable build. I'll add one for experimental once I understand the changes to resource income (alloys/alenium, or if someone posts them it would be faster). It doesn't include the air combat rebalance of V5X.2. Changes: -All advanced human infantry and vehicle weapons use components of broken down alien weapons. The manufacture project to break down an alien weapon unlocks after the weapon is researched. Also provides some alloys. -Manufactured weapons cost less cash to build. -Scimitar and Hyperion use alien weapon parts (as they are built with pulse laser as standard) -Aircraft cannons now need alenium to build as well. -Slight drop in sale price of alien weapons, to vanilla standard due to -> -Alien Corpses are sold for money -Alien weapons now need to be manually sold, or broken down for parts. -AK47 has a new image (Thanks to WalrusJones). Minor damage boost. -New projectile images thanks to Lightgemini -Alien Analysis mod thanks to Max_Caine and A333 Link here: https://www.dropbox.com/s/rr5joukaewfx8qz/Sathra%27s%20Mod%20V6.zip Probably best to start a new game with this. Might not crash if you don't, but stuff won't unlock properly.
Sentelin Posted June 24, 2013 Posted June 24, 2013 (edited) I am getting error ,,Invalid material requirements for manufacture MenTech.PDDisasembly",when i start game .I guess this has to do with "All advanced human infantry and vehicle weapons use components of broken down alien weapons. The manufacture project to break down an alien weapon unlocks after the weapon is researched. Also provides some alloys." and "Alien weapons now need to be manually sold, or broken down for parts". Edited June 24, 2013 by Sentelin
MisterLock Posted June 24, 2013 Posted June 24, 2013 You know...Sathra even though the art of the AK is great(Good Job WalrusJones) I do feel like the earlier image was better >_<.Any way to replace it? Also does your mod fix the annoying bug with the shields?I kinda want to use them...But I'm to afraid...
Sathra Posted June 24, 2013 Author Posted June 24, 2013 Ah, I see. I forgot to add a number of weapon to use. Fixed now.
Sentelin Posted June 24, 2013 Posted June 24, 2013 You know...Sathra even though the art of the AK is great(Good Job WalrusJones) I do feel like the earlier image was better >_<.Any way to replace it?Also does your mod fix the annoying bug with the shields?I kinda want to use them...But I'm to afraid... There is bug with the shields ?I didn't notice and i assign two soldiers with it and they survived 28 missions and most of the time shields saved their life.So what is the bug.
Sathra Posted June 25, 2013 Author Posted June 25, 2013 If you drop a shield on the ground, then try to open inventory while standing over it, the game will crash. I think Assault shields are buggy too in a different way. If you want to use the old image for the AK, just use the 'gui' folder from V5 and overwrite.
Sathra Posted June 25, 2013 Author Posted June 25, 2013 Updated again. Combat shields being available is a mistake on my part, but if they're working I might as well bring them into line with V5X. Savegame compatible, as the only change is to the damage capacity of the shields.
WalrusJones Posted June 25, 2013 Posted June 25, 2013 You know...Sathra even though the art of the AK is great(Good Job WalrusJones) I do feel like the earlier image was better >_<.Any way to replace it?Also does your mod fix the annoying bug with the shields?I kinda want to use them...But I'm to afraid... I am actually not totally satisfied with it either. I will continue to work on it and make it better.
Sentelin Posted June 25, 2013 Posted June 25, 2013 (edited) When you try to break down alien weapons to parts from workshop (so far i tried alien plasma pistol),it crash game (when you switch to geospace) after few in-game hours (not real-time). Edited June 25, 2013 by Sentelin
PerfectDeath Posted June 25, 2013 Posted June 25, 2013 (edited) same, ordered some 10 pistols to be broken down, game crashed after a short bit of time acceleration. EDIT: Tried breaking down pistols again, it seems to crash whenever the first is completed. Edited June 25, 2013 by PerfectDeath
Sathra Posted June 25, 2013 Author Posted June 25, 2013 Bah, another mistype. Go into manufactures.xml and change the entry StockItem( "Items.PowerConverter ") to StockItem( "Items.PowerConverter" ). There isn't meant to be a space between Converter and the ".
WalrusJones Posted June 25, 2013 Posted June 25, 2013 Bah, another mistype. Go into manufactures.xml and change the entry StockItem( "Items.PowerConverter ") to StockItem( "Items.PowerConverter" ). There isn't meant to be a space between Converter and the ". Its incredible how well stuff like this sucks off hours of your life.
Sathra Posted June 26, 2013 Author Posted June 26, 2013 For those who don't want to go delving into the game files to move a space, the download has been updated.
PerfectDeath Posted June 26, 2013 Posted June 26, 2013 The armoury image for the AK47 is still the original one while the one in the battle which is the new carbine version.
WalrusJones Posted June 26, 2013 Posted June 26, 2013 (edited) Sounds like Sathra needs to copy the new sprite into either gui/weapons, or weapons/ballistic/soviet/ Edited June 26, 2013 by WalrusJones
Sentelin Posted June 27, 2013 Posted June 27, 2013 (edited) When you try Power Core construction from workshop game crash. Edited June 27, 2013 by Sentelin
dreadvargo Posted June 29, 2013 Posted June 29, 2013 thx Sathra your mod is fantastic. tho i have made a few slight changes i wanted to ask where do i fix the Capital A? i did not want to have to figure out what to change back to after installing updated mod. been tweaking for days now lol. and im new to this.
Sathra Posted June 30, 2013 Author Posted June 30, 2013 Its in manufactures.xml. The materials field for ManTech.PowerCore has AlienAlloys instead of Alienalloys.
PerfectDeath Posted July 1, 2013 Posted July 1, 2013 Also, corvettes, they take 7 avalanche torps? that is a lot... O_o Good thing the foxtrot is rearmed immediately upon landing if you only have one. =P
Sathra Posted July 1, 2013 Author Posted July 1, 2013 I usually just have the escorting condors shoot the bejeezus out of it with the guns. One plane acts as a decoy (hopefully the MiG) and the condors slip in behind and start firing. That or I have Alenium torps before the Corvettes arrive (and/or gatling lasers).
PerfectDeath Posted July 1, 2013 Posted July 1, 2013 Yea, took me forever to get alenium unlocked, too many light scouts with few regular scouts kept slinking by. =P That and I had sent my condors out to engage another light scout when the corvette showed up. I knew sending both condors out would have its consequences. like when I sent my two foxtrots out to a new base the aliens decided to drop a base invasion.
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