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Messages - Neonin

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16
User modifications / Re: NeoTweaks [V2.1 Current]
« on: July 10, 2012, 05:29:31 pm »
Never mind, I fixed it in V2.1 which is now up for download. If you're using the V2.0 version please upgrade so you don't end up with a game that crashes! Just unzip as before and replace any files it asks you to. Patch notes were also updated.

V2.1 Notes
- Modified aircraft values.
- Saracen Interceptor now researched after Advanced Terran Materials, now only requires a small hangar.
- Herakles Dropship now researched after Alien Propulsion and does not require Alien Base.
- Tweaked Electromagnetic Rifle to make it more useful compared to Sniper and Assault Rifles.

17
User modifications / Re: NeoTweaks [V2.0 Current]
« on: July 10, 2012, 03:43:54 pm »
Hmm, it appears that adding in aircraft, even if you just reskin them, is not possible with the current mod system after all. Everything works fine except for the game crashes whenever you try to go to the Aircraft tab on the Market (at least that's the first error I've found) due to the fact that the aircraft types are hard-coded (specifically in src/common/scripts.cpp).

This means I will have to remove the Firebird and Saracen Mk II variants, which will be done in an update to 2.1 shortly. However, in mitigation of the loss of those aircraft, 2.1 will feature some new tweaks to change the aircraft stats and how/when they are available, along with what size hangar they need...

18
User modifications / Re: NeoTweaks [V2.0 Current]
« on: July 10, 2012, 10:22:36 am »
Haha yeah... I always liked the approach of Master of Orion 1 & 2, have a whole bunch of cool-sounding technology names but don't even try to explain how they work! :P

19
Feature Requests / SAM/Base Defense Range Geoscape Toggle
« on: July 09, 2012, 01:05:50 pm »
I'm sure it's been suggested before but unless I'm missing something already in the game I can't find any way of doing this...

It would be nice to have a toggle similar to the radar range one for the Geoscape that shows the SAM site and base defense intercept ranges, which would aid in planning out where to put SAM sites etc. It is possible to do that now but you have to wait for a UFO to show up on radar before the coverage appears, which isn't ideal.

20
User modifications / Re: NeoTweaks [V2.0 Current]
« on: July 08, 2012, 08:48:14 pm »
Interesting to know Sandro, thank you. Science was never a strong point of mine hehe. I've updated the post to change the explanation slightly and if/when it becomes possible to edit the text in the game via a mod I'll be sure to bear it in mind :)

21
User modifications / Re: NeoTweaks [V2.0 Current]
« on: July 08, 2012, 08:18:57 pm »
May I suggest sharing MD5 "checksum" of the package, so players can check if their download is corrupted?

-geever

My apologies, I worded that poorly. What I meant was that in the original upload there was a coding error in one of the script files, not an actual problem with the uploaded zip file.

I forgot to put "rs_" before one of the pre-requisites I added late last night in research.ufo, which caused it to fall over when it tried to start a new game :P

22
Tactics / Re: Combat Medics
« on: July 08, 2012, 06:48:09 pm »
But realism shouldn't just be enforced where it's inconvenient for the player. If it's important to be realistic about how many hands a medkit takes to apply, it should also be important to be realistic about the fact that an assault rifle or grenade launcher would be on a strap, enabling it to be "dropped" and recovered quickly and without detachment (so you can "drop", move, and then recover). So on and so forth.

~J

Also true, but then you have the current problem in that pistol weapons are pretty much ignored as pointless because why use one when you can just use a rifle instead? The starting difference in soldier stats is generally negligible except for the odd exceptional recruit, using a weapon with an 18 skill doesn't seem to have much difference to using one with 23 and that range is more common than anything outside it.

23
User modifications / Re: NeoTweaks [V2.0 Current]
« on: July 08, 2012, 04:56:52 pm »
There was a slight error in the initial upload of the mod that caused games to black-screen after clicking the Campaign button. This has now been fixed and the correct upload is now in place, so if you downloaded it before this message was posted please replace it with the new one! The link is the same.

24
User modifications / Re: NeoTweaks [V2.0 Current]
« on: July 08, 2012, 03:53:07 pm »
RELEASE DAY FOR V2.0!
Finally, after a couple of weeks pouring hours and hours into tweaking and modding the game, I can present Version 2.0 of the NeoTweaks mod! If you choose to test it please let me know if you find any bugs or problems so I can fix them for everyone, and I hope you enjoy playing as much as I do with it!

Below you fill find some descriptions for new additions to the game that don't have corresponding UFOpaedia entries yet due to a current limitation on editing text in a mod.

New Item/Tech Brief Descriptions
  • Advanced Terran Materials
    • Requires: Alien Materials
    • Brief Description: With our knowledge of how the aliens construct their materials (and they have some truly incredible ideas regarding alloys and bonding) we think we can create a new set of materials using these techniques based entirely on ones we can find here on Earth that will be both stronger and lighter than their predecessors. This will enable us to modify and improve our existing equipment.
  • Plasma Physics
    • Requires: Plasma pistol recovered from battlefield
    • Brief Description: It appears the aliens use some sort of plasma-based weaponry. We should investigate this and determine how plasma may be used in such a capacity immediately to enable us to properly study the alien weapons recovered.
  • Particle Physics
      Requires: Plasma Cannon, Particle Beam Pistol recovered from battlefield
    • Brief Description: The aliens have brought out some heavier weaponry that is devastating on the battlefield and seems to be based on particle physics of the type used in the large particle accelerators of the early 21st century. We should take another look at the physics involved to allow us to study this new type of alien weapon properly.
  • Advanced Wave Optimizations
    • Requires: Aerial Laser Cannon
    • Brief Description: As our knowledge of laser weaponry has increased since our first pistol prototype, we feel we can now look at ways to further enhance the laser beam into higher frequencies in the hope of creating a new class of laser weapon.
  • Firebird Mk II Dropship
    • Requires: Advanced Terran Materials
    • Brief Description: We now have new materials for use in construction and should examine whether we can improve on the original Firebird craft by using these materials.
  • Saracen Mk II Interceptor
    • Requires: Advanced Terran Materials
    • Brief Description: With the advent of new, lighter materials thanks to the study of how the aliens construct things, we feel we can look at improving the basic design of the Saracen Interceptor to increase its abilities.
  • TITAN Rotary Electrocannon
    • Requires: Electromagentic Rifle
    • Brief Description: After carefully examining the Electromagnetic Rifle we feel it should now be possible to scale up this weapon for our aircraft using a modified SHIVA design, enhancing the range and damage of the original to very useful levels.
  • Plasma Cannon
    • Requires: Plasma Cannon recovered from alien UFO, Plasma Blaster
    • Brief Description: Our knowledge of the aliens plasma weaponry has developed to a point where we feel confident enough in our abilities to try disassembling one of their aircraft plasma cannons. Once we learn how they work we can hopefully fit them onto our aircraft and use the aliens own weapons against them.
  • Sparrowhawk Plasma Missile
    • Requires: Plasma Grenade, Advanced Terran Materials
    • Brief Description: Since we now understand how the aliens use plasma to create such devastating weapons, we feel with our new advanced materials we can construct a plasma-based missile that will fit on our standard Sparrowhawk racks, greatly increasing their power and usefulness.
  • TR-20 Plasma Rocket
    • Requires: Plasma Grenade, Advanced Terran Materials
    • Brief Description: By combining our advanced materials and the aliens methods of creating plasma weaponry, we would like to enhance the standard TR-20 rocket to make it far more deadly in combat.
  • Plasma Explosives
    • Requires: Plasma Grenade, Advanced Terran Materials
    • Brief Description: After witnessing the destructive power of plasma grenades on the battlefield, we think we have sufficient knowledge of their construction to improve the projectiles of both the rocket launcher and the grenade launcher.
  • Xaser Pistol
    • Requires: Advanced Wave Optimizations
    • Brief Description: Our research has paid dividends and we can now begin construction of the first Xaser prototype, which should offer us better range and even more accuracy than our basic laser weapons.
  • Xaser Rifle
    • Requires: Xaser Pistol
    • Brief Description: Now that we have a new class of weapon we should work to scale it up and provide our soldiers with even more firepower on the battlefield, so we would like to look at improving the basic Xaser design into a rifle.
  • Heavy Xaser
    • Requires: Xaser Rifle
    • Brief Description: As the aliens continue to field more powerful weapons and sheath themselves in advanced armours, we have a proposal to improve the Xaser weapon design even further with a truly impressive weapon of great power and range that should enable us to at least keep a level playing field against the invaders.
  • Aerial Xaser Cannon
    • Requires: Heavy Xaser
    • Brief Description: We now feel we have enough knowledge and experience creating Xaser weapons to scale up to a model designed for our aircraft, which should allow them unparalleled range and firepower compared to the early weapon we equipped them with.
Notes on Weaponry
Laser Weapons
Lasers are very accurate and have a greater range than standard projectile weapons, along with a decent ammo capacity meaning more time between reloads. However, they don't generally cause as much damage as projectile weapons and due to their construction are unsuited for bashing enemies in melee combat.

Plasma Weapons
An alien technology we cannot reproduce in the workshop, plasma weaponry is generally more accurate and does much greater damage than our projectile weapons. They are also more study in their construction and can be used to bash enemies in close combat. However, they lack the range and accuracy of laser weapons and their ammo capacity is rather lower.

Note on plasma explosives: These weapons are dangerous. Plasma explosions are much more deadly than their standard counterparts, especially our newly-developed rocket for the rocket launcher which should only be utilized in environments where destruction of property and civilian casualties are not an issue!

Xaser Weapons
A marked improvement on laser weapons, xasers use a higher frequency beam that pushes into the ultraviolet range for more damage, and a series of enhanced mirrors and focusing devices deliver greater range and accuracy than before. The power requirements of these weapons means their ammo capacity is lower than that of laser weapons, and their somewhat delicate construction means they can't be used to bash enemies.

Particle Beam Weapons
Devastating weapons of alien design, particle beam weapons have better range than plasma weapons due to the sheer power of their beam, which is capable of cutting through a layer of material like brick or sheet metal. Their damage potential is higher too, but their accuracy suffers as they are unwieldy weapons and difficult to keep under control. They do have an improved ammo capacity compared to plasma weapons, but they are unsuitable for bashing enemies because of the intricate and delicate parts used to create and focus the beam.

25
Tactics / Re: Combat Medics
« on: July 08, 2012, 01:48:27 pm »
Hmm true... However, TU costs for moving things in and out of inventory spaces (including the ground) are in a script file, so I might look at modding it a bit for my own game. I know, deliberately making things more difficult for yourself is generally considered a biy weird these days, but hey I like a challenge! I'd like to combine it with a boost to Hospital recoery times but that value seems to be hard-coded.

26
User modifications / Re: NeoTweaks [V1.0 Current]
« on: July 07, 2012, 10:12:11 pm »
V2.0 is nearly ready for release. Just need to finish editing a couple of things and writing up the version notes (that's the bit taking all the time now, fully documenting all the changes!) and then I'll stick it up for download. Hopefully should be by the end of tomorrow! :D

27
User modifications / Re: Couple of questions
« on: July 07, 2012, 10:11:08 pm »
Wordpad was just the thing I used to open the .po file and have a look, not sure why cause I normally use Notepad :) Thanks for the warning though, I'll make doubly sure from now on!

28
User modifications / Re: MAX_OBJDEFS
« on: July 07, 2012, 07:11:33 pm »
Well since I have absolutely no idea what you just said, I'd definitely conclude it's beyond me ;)

29
User modifications / Re: Couple of questions
« on: July 07, 2012, 07:10:24 pm »
Ahh yes, if you open up the .po file in Wordpad you can add stuff in from the looks of things. Now all you guys need to do is make the game pay attention to a .mo file in a mod folder :P

30
Tactics / Re: Combat Medics
« on: July 07, 2012, 06:51:38 pm »
I equip all my troops with a medkit in their holsters, and give them all two handed weapons otherwise. The rocket launcher is the only one who can't use a medkit without un-equipping his main weapon, but I've stopped using them in favour of grenade launchers.

I do this too, but it has me wondering if this is something that should be "fixed"... Have you ever tried administering stuff from a First Aid kit while still holding an assault rifle or grenade launcher? Perhaps they should be changed to two-handed held and not just firing like the rocket launcher currently is, making the idea of a Combat Medic as originally described here more useful.

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