UFO:Alien Invasion

General => User modifications => Topic started by: Valis on March 14, 2009, 05:51:14 pm

Title: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Valis on March 14, 2009, 05:51:14 pm
Quote
Woo..
I'm ahead, I'm a man
I'm the first mammal to wear pants, yeah
I'm at peace with my lust
I can kill 'cause in God I trust, yeah
It's evolution, baby

[...]
Do The Evolution - Pearl Jam                             

My first MOD for the game. I decided to do something for those who can not[or just do not want to] compile the unstable dev version. This is a fan MOD and has nothing to do with plans/changes of the developer team. The dev team can but DOES NOT have to incorporate these changes into the main game as some changes are obviously unbalanced or just stupid ;). Use this mod at your own risk, usually there is no support for modified programs as no quality can be assured.

Install info: The attached file should be unzipped to the following directory:
<your game directory>\base\ufos
i.e.
E:\Games\UFOAI-2.2.1\base\ufos

Change log:
Quote
v0.2
  • Extracted all changes to a new file.
  • Added: New ammo for bolter rifle - Explosive rounds
  • Added: New base defence system after researching Alien Astrogation - longer range and slightly bigger accuracy than the Mk. I missiles

Quote
v0.1
  • Change building: Laboratories does not need command centre to work, they now need a powerplant
  • Change building: Team Room also dependant on Powerplant, not command Centre
  • Added: Sniper Rifle Mk II + ammo - available after researching kerrnblades
  • Added: Plasma Jet Flamethrower + ammo - available after researching any plasma weapon
  • Added: Multitarget Destroyer + Rocket Pack[ammo] - available from the start, only self produce, no buy option, 2 fire mode, Aimed shot with 2 rockets and 'Seek&Destroy' with 4 rackets
  • Added: Rapid Fire Machinegun + ammo - available from the start, only self produce, no buy option
  • Change weapon: Normal rocket launcher has now 8 ammo
  • Change weapon: Riot Shotgun ammo increased to 12
  • Change weapon: Sniper Rifle ammo increased to 9

Disclaimer: This is modified code from the game UFO:AI v.2.2.1 available under the GNU General Public License (GPL) and as the license states the MOD it self is also available under the same license.[/list]

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Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Valis on March 14, 2009, 05:52:25 pm
*reserved*

TO DO:
- add a power armour
- get rid of most side-arms as they are not used at all
- suggestions?
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Valis on March 25, 2009, 08:22:48 pm
A new version is available. Any feedback is welcome.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Captain Bipto on March 26, 2009, 03:09:18 am
The machine pistol really should be the standard sidearm. I use it to great effect all the time as a backup for a heavy weapon guy.

I have never used the semi-auto pistol, and only once the cut down shotgun.

Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Valis on March 26, 2009, 09:24:39 am
That is exactly the feeling I get. I want to cut down all side-arms except the semi-machine gun as it is the only worth having. Later plasma pistol takes its role nicely.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Captain Bipto on March 26, 2009, 07:53:21 pm
I like the machine pistol and I get a chuckle whenever I actually get to use it to gun down some alien mook. Works great on the Taman.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Captain Bipto on March 26, 2009, 11:27:41 pm
Hey I am having a problem with sniper rifles. One mission my MK 1 rifle just disappeared before the beginning of the map (ammo stayed) and when I buy a sniper rifle (not sure which one) it is redded out.


Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: BigFan on March 27, 2009, 12:32:23 am
not sure i have that rifle in the build im using.. im running 2.2.1 (latest stable) is that for 2.3?
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: BigFan on March 27, 2009, 12:38:46 am
Edit:.. nevermind me.. 10:30am here after a long night.. didnt read post name ..
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Valis on March 27, 2009, 08:58:51 am
The Mk. II should only be producable, you can not buy them.

A weapon is red when you have a piece of the weapon but you have not produced an ammo unit for it. I had a problem with the ammo Mk. II for bolter rifle. The bolter was red till I did not produced also one or two units of ammo Mk. I. Then in mission I could reload with the exploding ammo and use it normally.

I will look into it this evening. In the middle of the week I usually have only time to edit things, no playing nor testing cause my wife needs the PC more.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Valis on March 27, 2009, 11:56:30 pm
I just checked, it works on my machine. Did you have the corect ammo for it? It requires the 'Upgraded sniper rifle magazine', not the normal ammo.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: DiDiT on March 05, 2010, 09:27:54 pm
"Plasma Jet Flame-thrower"

a little part of me just lit up and smiled when I read that. downloading now.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Legendman3 on March 28, 2010, 07:11:55 pm
Um where do i put the file?
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: DiDiT on March 28, 2010, 07:33:40 pm
Install info: The attached file should be unzipped to the following directory:
<your game directory>\base\ufos
i.e.
E:\Games\UFOAI-2.2.1\base\ufos

open ufos 7zip or something, its an archive file after all.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: tobbe on April 11, 2010, 03:50:08 pm
I tried to implement your mod to version 2.3 (simply put your file into the extracted ufos dir) and i got a lot of undefined stuff and the error "maximum objects exeeded"...any idea how to make your mod work for 2.3??
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Destructavator on April 11, 2010, 05:26:45 pm
2.3 is vastly different from 2.2.1, almost a whole new game - the mod would probably have to be re-done head to toe for 2.3, or at least most of it.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: tobbe on April 11, 2010, 07:47:11 pm
2.3 is vastly different from 2.2.1, almost a whole new game - the mod would probably have to be re-done head to toe for 2.3, or at least most of it.


what a pity...but i still hope for some information how to implement new/different weapons and ammo into the game...while trying to use existing models :)
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Destructavator on April 11, 2010, 09:28:14 pm
Much of the game can be changed by simply altering the script files, no programming knowledge is necessary.

All the scripts are in .ufo files, in the "ufo" folder (or pk3, just re-name it to have a .zip extension and un-pack it), and they can be edited with any text editor.  If you're on Windows, I'd recommend WordPad, not NotePad, because NotePad won't format lines nice and neat making it hard to read the files.

The .ufo files are mostly in plain English, with comments to help understand what the parameters and values do.

Please note that many things are controlled by *multiple* .ufo files - for example if you want to add a new weapon to the game, you need to not only add the model, but also update the research tree, the script for the market if you want it to be available, and the weapon file to add firedefs (and a few other files as well).

I suggest reading through *all* the .ufo script files *before* changing things, to get a good idea of how they work and interact to make things in the game how they are.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Valis on June 21, 2010, 11:59:29 am
2.1 and 2.3 differ a lot. You would need to extract my changes and then put them directly into the 2.3 files. Then see if it works. Maybe I will have a look at it but I have not seen this game in 3 months so it will take me some time to remember what I have done in the first place.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Valaska on June 30, 2010, 12:44:39 pm
That is exactly the feeling I get. I want to cut down all side-arms except the semi-machine gun as it is the only worth having. Later plasma pistol takes its role nicely.

 The semi automatic pistol is great, and the laser pistol is even better, the two best side arms in the game in my opinion.. I dunno what you dislike about them lol.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: Valis on August 12, 2010, 05:45:36 pm
For some strange reason the 2.3 game does not run on my computer. I have black geoscope and that is all. So sorry but no update in the near future :/ as I was fighting with it for 3h with no results. My linux version is out of date and lately I only run my WinXP to play some FfH2.
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: geever on August 12, 2010, 07:43:35 pm
For some strange reason the 2.3 game does not run on my computer. I have black geoscope and that is all. So sorry but no update in the near future :/ as I was fighting with it for 3h with no results. My linux version is out of date and lately I only run my WinXP to play some FfH2.

Try disabling Postprocessing effects first, then GLSL shaders if the first one was not enough. It's usually a shader problem.

-geever
Title: Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
Post by: XPCgamer on September 03, 2012, 10:40:15 am
No download Link ?