ACM (UFO Aftershock)


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#61 Slaughter

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Posted 21 March 2009 - 04:02 PM

View PostOkim, on 20th March 2009, 11:13am, said:

Does anybody know how to extract\open the ".animpack" files? These files are belived to store txt files of animations.

Vfstool and meshconverter do not recognize the files.
Ask Izmi at the official ALTAR forums. He's the head of ALTAR, and should know, or be able to direct you to someone that does. Let me know if you can't get through, and I'll e-mail him.


#62 Thunder_Gr

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Posted 23 March 2009 - 08:17 AM

View PostOkim, on 11th March 2009, 8:55pm, said:

If everything will be OK i`ll release it after 21-22 of March. Currently everything seems to be OK :D


Waiting...Waiting...Where is it? :laugh:
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#63 Okim

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Posted 23 March 2009 - 09:30 AM

View PostThunder_Gr, on 23rd March 2009, 11:17am, said:

Waiting...Waiting...Where is it? :laugh:

The mod is ready, but it requires some more testing. I haven`t yet met wargot in my test games, so i have no idea of how overpowered will cultist become with new set of weapons. In my current pre-wargot era cultists are much tougher than in vanila version. I just don`t want this MOD to be  superhuman on average difficulty:)

Please be patient.

#64 Thunder_Gr

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Posted 23 March 2009 - 10:04 AM

View PostOkim, on 23rd March 2009, 11:30am, said:

The mod is ready, but it requires some more testing. I haven`t yet met wargot in my test games, so i have no idea of how overpowered will cultist become with new set of weapons. In my current pre-wargot era cultists are much tougher than in vanila version. I just don`t want this MOD to be superhuman on average difficulty:)

Please be patient.


I wouldn't mind beta testing it...How big is the download?
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#65 gozer

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Posted 23 March 2009 - 10:31 AM

any estimate how long the testing will take?

wouldn't mind trying a "beta" release, even if balance is a bit off ...  even if it means nightmare-ish difficulty on average setting :laugh:

#66 Okim

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Posted 23 March 2009 - 11:09 AM

View Postgozer, on 23rd March 2009, 1:31pm, said:

any estimate how long the testing will take?

wouldn't mind trying a "beta" release, even if balance is a bit off ...  even if it means nightmare-ish difficulty on average setting :laugh:

ETA - weekend or so. I need to test cultists and human/cyborg allies a bit more accurately in wargot arrival phase. Besides there are some techs that are available after wargot arrival that i wish to test.

Archive is almost 40 mb large.

#67 Thunder_Gr

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Posted 23 March 2009 - 01:56 PM

A resonable download. Anyway, I will wait...We all will :laugh:
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#68 gozer

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Posted 24 March 2009 - 12:38 PM

View PostOkim, on 23rd March 2009, 12:09pm, said:

ETA - weekend or so. ...

ah well, we'll wait another week then

#69 Okim

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Posted 24 March 2009 - 07:16 PM

Finaly advanced to "wargot" phase... The first attack on my base was a total defeat for me :laugh:

Here are some shots of "new" enemies.

Posted ImagePosted Image
Posted Image

Posted Image

Posted Image

I was crushed withing 2 minutes of brutal fighting. Giving cultists wargot weapons and psionic projectors turned out to be highly effective...

#70 Thunder_Gr

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Posted 24 March 2009 - 08:11 PM

WoW, it is great! Do not change it! I want it!!! :D :D :laugh:
That what I know, is that I know nothing. - Sokrates

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#71 Okim

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Posted 27 March 2009 - 11:57 PM

Okay. I think that i can upload the current version of this mod as a beta version. Searchin for bugs is quite hard when all you have is 2-3 hurs a day to play the game :laugh:

Link to archive: see first page


Installation:


Archive includes an acmod.vfs file and localization folder. PLEASE backup this folder before installing ACM.
The mod is INCOMPATIBLE with any other mod, sorry for that.
Place both file and folder into your UFO AS folder.


Little info on the current version:

1. new weapons and items.
2. new descriptions and models (exept some mines, original missile launchers and barret rifle).
3. new sound effects.
4. new techs. All research regarding various weapons/items handling was removed.
5. tech prerequisites for firearms, drones and some other techs were modified a bit.
6. adjusted almost all weapons. Launchers, grenades and mines deal a lot of damage. Melee weapons all deal increased damage. Throwing grenades require less time to prime, aim and throw.
7. re-equiped all factions with new weapons.
8. removed scout drone and all drone scanning equipment and autodestructor. Drones are now heavy weapons support systems.

Known and predicted issueses:

1. unknown researched tech with no name and description.
2. very rare game crashes during tactical missions. Not sure if these are because of ACM.
3. some techs may be broken (prequisites, descriptions and such).
4. some equipment may be broken (descriptions, availability, missing effects, production requirements and such).
5. glossary entries for weapons and items have invalid pictures. These are planned to be replaced when the mod is finished (if this is possible).

ENJOY. And report any bugs and wierdness you WILL encounter :D

#72 Slaughter

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Posted 28 March 2009 - 02:13 PM

Good stuff Okim! I've added the file to our files section here. Sadly we have some problems with the uploading right now, so I had to link to your file for now (hope that's fine?).

A few requests:
- Please include a proper readme file with the modification (see PetteriB's mods for a good template)
- Please add a version number that you constantly update (I've called it 0.9 beta so far)
- Please use the .zip format, as many aren't familiar with .rar (even if it provides better compression :laugh:)

Thanks!


#73 Slaughter

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Posted 28 March 2009 - 02:27 PM

Added a news post that appears on our front-page here and posted it in the ALTAR forum here.


#74 Okim

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Posted 29 March 2009 - 10:22 AM

Ok. I`ll make a list of changes and repack the archive into zip.

BTW, i found some bugs that will be included into new 0.91 version :laugh:

#75 Slaughter

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Posted 29 March 2009 - 11:21 AM

Excellent! Let me know when the .zip is up, so I can redirect our downloads section. Also, including a link to this topic in the readme would be good, so people can find where to give feedback easily.


#76 Thunder_Gr

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Posted 29 March 2009 - 12:40 PM

View PostOkim, on 29th March 2009, 1:22pm, said:

Ok. I`ll make a list of changes and repack the archive into zip.

BTW, i found some bugs that will be included into new 0.91 version :laugh:

I hope you mean to include the bug fixes in the new version, not the actual bugs..:D
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#77 Okim

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Posted 29 March 2009 - 02:27 PM

New 0.91 version of mod is available. It uncludes fixes to recently found bugs, new txt file with a list of changes and some advices.

http://okim.nickersonm.com/ufo/ACM091.rar (~16mb)
http://okim.nickersonm.com/ufo/ACM091.zip (~20mb)

#78 Coobanmen

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Posted 31 March 2009 - 01:01 PM

the mod is great!! i wanted to make my own mod, to rebalance some things and make gameplay more demanding. but your mod has everything i wanted and much more. im gonna drop my project and wait for You to finish this masterpiece :laugh: cultists really can tear your soldiers apart in matter of seconds.

Love the idea of cyborg-only weapons but they need blancing imo :D didnt go as far to have all chipsets and such but a heavy gunner/technician cyborg couldnt kill a wargot scout using the cyborg minigun becouse the huge recoil. after few shots chances of hitting the target drop to 0% even if you stand like 3 meters to the target. I think You have to look into this.

and i couldnt find how to make underbarell weapons. got few messages during game that i can research these, but couldnt find them. dont know if i made something wrong or was this a bug (fixed in 0.91 maybe? - didnt try it yet)

rest is great - new models, new sounds, new enemy equipment - great! ^^

#79 Okim

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Posted 31 March 2009 - 03:57 PM

View PostCoobanmen, on 31st March 2009, 4:01pm, said:

the mod is great!! i wanted to make my own mod, to rebalance some things and make gameplay more demanding. but your mod has everything i wanted and much more. im gonna drop my project and wait for You to finish this masterpiece :laugh: cultists really can tear your soldiers apart in matter of seconds.

Love the idea of cyborg-only weapons but they need blancing imo :D didnt go as far to have all chipsets and such but a heavy gunner/technician cyborg couldnt kill a wargot scout using the cyborg minigun becouse the huge recoil. after few shots chances of hitting the target drop to 0% even if you stand like 3 meters to the target. I think You have to look into this.

and i couldnt find how to make underbarell weapons. got few messages during game that i can research these, but couldnt find them. dont know if i made something wrong or was this a bug (fixed in 0.91 maybe? - didnt try it yet)

rest is great - new models, new sounds, new enemy equipment - great! ^^

Well that`s a beta after all.

Minigun really requires some more attention, however minigun equiped cultist and local cyborgs are cutting my soldier quite effective...

All underbarrel weapons, mew grenades/mines and missiles now require their own blueprints. Thus an underbarrel shotgun will require an "underbarrel shotgun blueprints" research that will be unlocked after researching "shotgun blueprints" and "firearm accessories blueprints". All these special techs for underbarrels, grenades, mines, cyborg/drone weapons will take form 1 to 5 hours of research.

#80 SpardaSon21

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Posted 31 March 2009 - 04:50 PM

Hey Okim, any chance of Space Marine-style bolt weapons?  You already have power swords, chainswords, and plasma pistols and a few bolt weapons such as bolt rifles, bolt pistols, and possibly a heavy bolter would round out the assortment of SM weapons perfectly.  My Cyborgs would need them for the ultimate SM badass-ness.  For balance you could make then Cyborg-only (which they would need to be as a bolt rifle is .95 caliber) and expensive to produce, especially the ammo as they shoot miniature rockets.  They would be useful as anti-Wargot weapons due to their extreme damage, but would be overkill against anything else that isn't wearing gobs of armor.




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