project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - kottis2

Pages: [1]
1
User modifications / Re: Health values vs stun, smoke grenade
« on: July 02, 2013, 07:28:40 pm »
Ok, thanks so far. I will play a litte with the code, maybe I come to something interessting.

2
User modifications / Health values vs stun, smoke grenade
« on: July 01, 2013, 12:39:16 pm »
Hello everyone,
Actually I playing little bit with the script files to change weapon and armor states. My goal is to come to an more intensive combat feeling, i.e. longer fights, more shooting and so on (like Jagged Alliance 2 in the beginning of the campaign).  Additional I want only very few causalities (I like the RPG aspect UFOAI)
So what I did is to decrease all weapon/alien damage with a factor of 3-4 and same for the armor (alien + equipment) values.
So far its working quit nice, my guys can take ~ 3-4 hits, the aliens a little more. This results in longer fights with a more combat feeling. Additional my guys are quite often in the hospital , but not dead.
However I have two problems. First, there are several situations where it comes to 4 x phalax vs. 1 x alien. In the original game (i.e. w/o modding) this resulted normally in 1 causality for phalax (one or two hits with alien weapon) and one dead alien. With my modding, it results in 1 dead alien only (my soldiers get hit 3-4 times, has 30% health but can still fight).

So what I want is that my soilder get stunned (blacked out) when get hit multiple times and health is below a certain values (50% for example).
One simple way to do this, is to add a stun component to every weapon, however I am not sure if this is even possible, since every weapon has its own damage style yet.
So my question is: Is there a way to set the “get stunned/blacked out” health value using the script files? Are there other solutions to do this? How can I change the healing rate of the hospital? How can I deactivate bleeding (since a stunned soldier will be bleed to death)


A second point is the smoke grenade. Actually it is very powerful and more like a “press this button and the aliens have to use close combat only”. This results normally in a situation where all my guys sitting in a smoke cloud and one guy is spotting outside the cloud. If he sees an alien, all the guys in the cloud starts shooting (no RF from the alien since it can’t see my soldiers)  alien dead. Of course there are maps with much indoor environments, which results in less “smoke cloud sitting/sniping”.
So a solution could be: Change smoke form blocking total view into an accuracy penalty only. This would result in no more “smoke cloud sniping” for your soldiers, since you do not hit your target and the aliens will stop rushing to your cloud and start shooting into your cloud (with much less accuracy of course).

So two things to do for me: First disable total block of smoke and enable accuracy penalty. (the second is more important).
Can I do this with the script files? If not, where have I to look for it in the source code?

Thanks for your answers.
Kottis2

Pages: [1]