project-navigation
Personal tools

Author Topic: [UFO:AI v2.2.1 MOD] Weapons Mk. II  (Read 19402 times)

Offline Valis

  • Rookie
  • ***
  • Posts: 77
    • View Profile
[UFO:AI v2.2.1 MOD] Weapons Mk. II
« 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]

    [attachment deleted by admin]
    « Last Edit: March 25, 2009, 08:22:17 pm by Valis »

    Offline Valis

    • Rookie
    • ***
    • Posts: 77
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #1 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?
    « Last Edit: March 25, 2009, 08:25:00 pm by Valis »

    Offline Valis

    • Rookie
    • ***
    • Posts: 77
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #2 on: March 25, 2009, 08:22:48 pm »
    A new version is available. Any feedback is welcome.

    Offline Captain Bipto

    • Squad Leader
    • ****
    • Posts: 115
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #3 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.


    Offline Valis

    • Rookie
    • ***
    • Posts: 77
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #4 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.

    Offline Captain Bipto

    • Squad Leader
    • ****
    • Posts: 115
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #5 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.

    Offline Captain Bipto

    • Squad Leader
    • ****
    • Posts: 115
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #6 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.



    BigFan

    • Guest
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #7 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?

    BigFan

    • Guest
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #8 on: March 27, 2009, 12:38:46 am »
    Edit:.. nevermind me.. 10:30am here after a long night.. didnt read post name ..

    Offline Valis

    • Rookie
    • ***
    • Posts: 77
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #9 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.

    Offline Valis

    • Rookie
    • ***
    • Posts: 77
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #10 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.

    Offline DiDiT

    • Squad Leader
    • ****
    • Posts: 149
    • Your local Flame-thrower wielding Furry.
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #11 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.

    Offline Legendman3

    • Sergeant
    • *****
    • Posts: 306
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #12 on: March 28, 2010, 07:11:55 pm »
    Um where do i put the file?

    Offline DiDiT

    • Squad Leader
    • ****
    • Posts: 149
    • Your local Flame-thrower wielding Furry.
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #13 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.

    Offline tobbe

    • Rookie
    • ***
    • Posts: 89
      • View Profile
    Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
    « Reply #14 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??