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Bushi

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  1. I would like to merge few mods for my gameplay and I would need to open them to see whats inside. I have working map editor and whole sql blueshell data guy but those mods are in .db format so I am not sure how to plug them into blueshellDG or open with editor. There is also DieHard 1.52 source with extension of s2m and again I have no idea how to open it. Help would be greatly appreciated.
  2. I would like to merge few mods for my gameplay and I would need to open them to see whats inside. I have working map editor and whole sql blueshell data guy but those mods are in .db format so I am not sure how to plug them into blueshellDG or open with editor. There is also DieHard 1.52 source with extension of s2m and again I have no idea how to open it. Help would be greatly appreciated. Sorry wrong forum, please nuke it.
  3. Just got S2 (I know I am very late to the party) and from the initial look on it, its everything I could have wanted from new XCOM gameplay wise. The first problem I noticed tho when I made a shot at an enemy. Not only enemy survives headshot from kar or multiple bullets from stern, from the look of it there is some weird levelling up thing going on, which increase not only skills available to your soldier (that alone would be ok) but boost stats as well (which is not so nice) when the same gun can deliver twice the damage when fired by more experienced soldier. I set up editor, I got blueshell dataguy, I opened My new mod in it and found RPG weapons/ammo/armour and other stuff that seems important in general. The problem is, from the look of it, devs took a really bumpy road when it comes to moddifying this game which killed off modding community right at the start, as a result S2 have very poor amount of information available to potential modders (went trough this whole forum). Now to the business, Is there a person who could kindly explain to me how ammo damage correlates with weapon damage and soldiers VP or would point me to such resource (english/polish/russian languages are acceptable) I though about boosting ammo damage stats but with levelling up it would be impossible to come up with a standard value. Where I can find table responsible for leveling up? I want to boost basic character characteristics up to something from level 15 which should result in good marksmanship and long distance shootouts, disable further VP, AP, Aim, etc leveling up, at the same time letting them level up their skills from 0 (Same for enemies). That would hopefully provide me with a standard endurance for everyone on which I can adjust damage dealt by guns. I want to boost damage dealt by guns on ammo values since I really dont want to edit every and single weapon min/max damage. Any shortcomings of such solution? Will a shot from pistol start levelling down living blocks or something? I think there are damage values dealt by pistol/riffle/mg to environment that are separate from general damage dealt by weapons but I might be wrong, I havent tested anything yet, all I said its just preliminary assessment. I want to boost base VP to lvl 15 as well because, from what i understood, later there will be some powerful enemies coming at you so, if I want to have standard health and endurance for enemies at first and later levels as well as my soldiers, I have to set it to some reasonable value from the beginning. I admittedly haven't played it yet much so any cues regarding why my initial approach might be messed up later in game are welcome. I dont want to play it right now because this situation where enemies survive a headshot really kills it for me (especially that from what I gathered its only gets worse later in game). In armour section I noticed there is only 3 armour rows for thin, medium and thick armour, from what i read some of it is shared by PK and materials in game (like metal stairs), one user reported that reducing PK amour resulted in metal stairs falling down under his troops weight. Any useful input on the matter, from what I learned I can just create new materials to prevent it but I haven't tried it yet, just learning what there is I can work with. I am planing on leaving everything in the game, PK included, just mod them a bit so they serve as a sectopod of sort, like this one particularly tough and dangerous enemy that is still perfectly beatable with conventional weapons. Just reduce armour, give some weapon with wide spread (with realistic damage that would be a must) and have fun with it. If there is not enough info for me to start modding or if it takes too much time to come up with anything I can use, I will just drop the idea and play it, as it is so, I can jump to later games in the series which supposedly somewhat tonned down the problems I mentioned. But as for now, I really hope I can make it more realistic, difficult and by proxy more enjoyable for myself before I actually go trough it. Especially that the game looks really promising.
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