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gozer

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  1. new version of ACM .... awesome! time to install UFO:AS again
  2. is the current version of mod compatible with patch 1.3? http://forum.altargames.com//index.php?showtopic=9557
  3. need a bit of help here .... looks like the mod directory isn't packed into .vfs file in the zip archive the install instructions for 0.92b say that there should be acmod.vfs ... but instead of acmod.vfs there is ACM directory in the zip archive ... when i just unpacked it into UFO AS directory (and replaced the localizationpack.vfs) , nothing changed, unnamed tech still there went through the modding tutorial on Altar forums and tried to pack the directory using vfstool ... it looks like the 0.92b works (at least the unnamed tech disappeared, can't easily verify other changes), but the acmod.vfs i created using the vfstool is a lot smaller than the 0.91 one. i had a bit trouble figuring out the syntax for using vfstool, so i'm not entirely sure I did everything correct ... so i guess i'll wait for fixed version
  4. is new game required, or can saves from previous version be used?
  5. finaly had a little time to download ACM for AS and give it a try. only played for short time, only conquered about 8-10 territories and 3 bases (starting one + stuttgart and london) ... and just spotted cultist province on the map, although there are some neutral provinces between them and my territory. so I'll hopefully have some time to tech up before they come seriously kick my ass the beginning is a bit hard ... i was fast running low on ammo for the reticulan rifles and for a while I was worried I'd have to resort to beating enemies with sharp sticks ... all I got from missions was 1 SPAS shotgun with 20 ammo ... and I ran out of that right in next mission ... although i have to admit that the shotgun won me that mission. oh, how I miss morelmans armed with shotguns (and carrying spare ammo). having no way to manufacture own weapons in the beginning is in my opinion bad ... yeah, i guess the laputians don't know how bud as soon as you help the locals (humans / cyborgs) then they could either give you at least some basic blueprint for some low-power pistols (maybe something like the glocks but without burst fire mode) or give you couple weapons and ammo as a thank you. for 50 resources they give you soldier that stay with you untill the end, so why should they be so reluctant to give you couple low-power guns? or another way: if i remember right, right now the research is: ballistic weapons, then firearms (which unlocks pistols for manufacturing), and then the shotguns & smg & assault rifles if it is possible to scale what weapons enemies (especially cultists) carry, then I would suggest changing the techs to this instead: ballistic weapons (unlocking pistols), then shotguns & smg, smg unlocks assault rifles research of course, with research times tweaked .... lowering the time for ballistic weapons (to be able to manufacture pistols soon), increasing (probably a lot) to compensate for the "missing" firearms tech plus the lowered ballistic weapons tech research time the goal would be to be able to manufacture basic weapons (at least pistols) sooner, and forcing player to research and manufacture / use smgs. in my game when i researched firearms i went directly for assault rifles ... needed good weapons asap, so i ignored smgs / shotguns and researched AR. and with 4 research labs I researched the tech before I even finished manufacturing first batch of pistols to arm my team with. I'll try smgs later when i have spare time to research them and manufacture them, but at that point it'll be just trying those weapons for fun. having to use pistols and smgs for longer time would mean more interesting fights against mutants and reticulans in the beginning, instead equiping team with assault rifles and mowing everything in sight of course it depends if it is possible to give cultists a bit weaker weapons in the beginning too (don't know what - if any - triggers can be used ... like pistols/smg armed cultists until day X, assault rifles after that) ... smg armed soldiers meeting horde of cultists with assault rifles, MGs and sniper rifles would end up pretty badly on the other hand, if it cultists weapons can't be scaled down, it could make up for some pretty interesting (meaning desperate) fights early on, abandoning/losing territory to them before having good enough weapons to fend them off btw, whenever I had mission to help humans/cultists against mutants, before I even got close to the soldiers i should help/protect they usualy already blasted the attacking mutants to kingdom come and I was just chasing couple stranded ones, or the mission ended right away anyway, so far i really like this mod, the new models are really great
  6. ah well, we'll wait another week then
  7. 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
  8. http:/forum.altargames.com/index.php?showtopic=5651 maybe this could help a little, it's from afterlight modding forum but the file structure looks similar. when i open any animepack file from AS (in notepad/PSPad) then the formating is of course screwed but the tags are there in plain text ... and there is gibberish instead of the values. it looks that the file isn't compressed, it just stores the values in some weird format maybe the 3dsmax can show/interpret the values correctly ... no clue, never worked with graphics modeling SW
  9. this mod really looks awesome was playing afterlight for some time, good game but i don't like the cartoonish graphics there (especially the suits and weapons there look like plastic toys) ... looking at this mod i guess it's time to give aftershock another try as soon as ACM is released
  10. what should I use to train throwing skill? tossing grenades? don't have enough of them. ... so, is there any way to train throwing without wasting my supply of grenades? similar question for engineering ... I just don't find enough locked doors or traps to get the skill any higher
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