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CarlFriedrichRifle

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  1. I reduced the sonic cannon snapshot cost from 50% to 45% (I considered 48-49% TUs, but then decided I wanted to stick with multiples of 5), so 2 snaps leave 10% TU's to spare, which is 8-9 TUs at the cap. Its not much, but it means one can always kneel and turn to face a target before firing twice, or even move two tiles forward before firing twice (which is very useful in close quarters) I lowered its snap accuracy to 75%... I was considering nerfing it more, but I didn't want to over nerf the Sonics while mostly buffing the gauss, and since it is an end game weapon (the aliens cease using the pistol, and then the rifle becomes rare), there is a bit of an argument for making it a weapon that can do everything. As for the pistol, its aimed shot cost was reduced 50->45%, its snap cost down 30->25%, its aimed accuracy 85->80% (Gauss Pistol accuracy 70->75%, dart pistol 80->70%) Snap accuracy 65->55%, (gauss pistol's snap accuracy 40->50%, dart gun snap 40->45%). Damage reduced from 80->70 (keep in mind, I also lowered GP's damage, Dart guns damage was unchanged). The damage progression from Pistol->Rifle->Cannon now more closely resembles that of dart gun-> harpoon gun -> gas cannon. By the time one gets Ion armor, Sonic pistols aren't in use by the aliens anyway, so the damage may be more of a nerf to the player. Granted it does help when using plastic aqua armor -> even so, the pistol still easily penetrates the front armor of plastic aqua armor, which can't be said of the sonic cannon vs magnetic ion armor (which can do a maximum of 130*1.5*0.9-142 = 33.5 damage against the front armor. By the way- I'm playing the earlier version where one needs a lobsterman navigator to get the subs and mag ion armor, which naturally holds back research of subs/mag ion armor/displacers
  2. Its a shame one can't easily mod the craft and SWS weapons, the entire gauss tree is a let down after the rifle (not that the rifle is all that great, but it suffices against aquatoids and gillmen) - heavy gauss is just crap, and so is the gauss cannon and coelacanth gauss. I've buffed the heavy gauss to the point where heavy gauss should be adequate (but not optimal) for use against Lobstermen - and the gauss rifle is now better than a Gas cannon firing HE rounds (while the gauss pistol's power has been lowered, but its accuracy increased, ammo capacity for all gauss weapons doubled). I also tweatked many of the weapon stats - generally, "cannons" have the highest aimed shot accuracy*, TU cost, and damage from a single shot for their tech level "rifles" have the highest snapshot accuracy for their tech level (and can get off 3 snapshots) and can do the most damage(before armor) per turn*, "pistols" have the lowest TU costs, and lowest accuracy, going pistol->rifle->cannon means the ability to deal more damage before reloading * Hydrojets have lower aimed accuracy than harpoons, which are lower than gas cannon, Hydrojets do more raw damage per turn than harpoons, which do more raw cumulative damage per turn than gas cannons (due to autofire). Hydrojet damage per shot is now much closer to the Gas cannon The Heavy Gauss gains autofire, making it somewhat resemble a higher tech hydrojet cannon, but the TU cost is such that it can only do 1 auto fire per turn, with very poor accuracy. Starting weapons: inferior damage and accuracy. Gauss: most damage per turn, before resists and armor, thanks to autofire Sonic: most damage per shot, highest accuracy Result is: Sonic cannon snapshot accuracy nerfed (tu cost reduced a bit), Sonic Rifle snap TU cost reduced, Sonic pistol accuracy and damage nerfed, TU costs reduced, all sonic weapons have had their magazines increased to varying amounts. I just wish I could buff the SWS's so that the gas cannon on the coelacanth isn't worse than the Gas cannon/hydrojet (likewise for other SWSs), and the Gauss cannon isn't inferior to DUP torpedos
  3. Ok, the stat modding is coming along nicely... but I'm a bit confused with the SWS weapons, I don't seem to find them listed in OBDATA.dat Where are manufacturing costs set? I'd like to reduce the cost of gauss rounds for the Coelacanth gauss...
  4. Thanks, Rather than doing boot camp, for a number of reasons, I've been looking into getting a PC again (cost,and this lap top is from 2009). Problem is that I'm in Geneva, and I can't stand the keyboards that the computers they sell here come equipped with (and I'd want a laptop, complicating the keyboard thing further). The craft weapons are in another file, I presume? I think I can make due with this method for now. I've already made a spreadsheet with the old values, and then a spreadsheet with what i want the new weapon values to be. Its a shame I can't change the research required for Coelacanth Gauss... I'm guessing I can't buff the chassis stats for Coelacanth Gauss, without also buffing the Gas Cannon/Aqua jet torpedo variants. 'tis a shame, it makes no sense to have it require the research needed to make Displacers.
  5. Ok, that document is not helpful enough.... So, I open that file with a Hex editor, and get this: Could you give me a simple explanation of how to add auto fire to the dart pistol (which seems to be the first entry) and change its damage? I'm thinking that this hex editing is probably going to be a lot harder than other games. Another thing I wanted to do, was edit a save file from the first day of the game: *Rearrange the starting structures to make a more defensible base *Add a coelacanth G/cannon to the store * Start with 10 "perfect" recruits- http://www.ufopaedia.org/index.php?title=Raw_recruit_statistical_likelihood aka: 70 energy/stamina, 60 reaction, 60 bravery, 70 accuracy, 40 hp, 40 strength,100 psi strength, etc
  6. Hello, I would like to mod TFTD, but I can't find any tools to do so that would allow me to mod, as I use a mac, and run DOSbox. Also, I have a few questions as to what is reasonably easy to do via modding. * Can I add auto fire to a weapon that doesn't have it (ie, like the dart gun, so it has a decent chance of downing an aquatoid at point blank before getting reaction fire) * Can I make the Coelacanth gauss not require an ammo supply (like the sonic displacer - it simply starts with X number of rounds, without needing to be resupplied, as seen during base defense) * Can I alter the research required for things (the Coelacanth Gauss should be available without magnetic navigation, simply after Heavy Gauss, or perhaps Gauss+ Aqua plastic armor, and then have a Gauss tank with more armor and HP than the standard Coelacanth) * Can I make Gauss weaponry not require ammo, but still have limited ammo -> I don't want unlimited ammo in a mission, but I do want some space with the 80 item limit. Ideally, each gauss pistol/rifle/heavy would have an "internal" clip, again similar to the sonic Displacer. Example, I load 1 Gauss rifle onto the transport (no Gauss clips would exist in this mod), a soldier equips it and can fire it 30 times, and then its out of ammo and can't be reloaded for the rest of the mission. * I assume its relatively easy to change weapons stats: ie making the craft Gauss cannon have the range of DUP torpedoes (so its actually useful), increasing the accuracy of the gauss rifle and heavy gauss, changing the damages of a weapon (like buffing heavy gauss, so its actually usable). Can anyone help me get the answer to these questions?
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