Lurker Posted February 9, 2004 Report Share Posted February 9, 2004 The original PsiBlaster freezes aliens right? That's why I didn't think that the game had a psi freeze capability, because I never use the PsiBlaster. But, it will freeze or paralyze them won't it? It seems to paralyze my people sometimes, when the Reticulans use it. I don't know if its damage or freeze effect should be increased in a rebalance or if the gun should just be left as it is? I was never able to freeze anything with the PsiBlaster, but then maybe I have never tried hard enough. I couldn't mount and test the new PsiBurner, so for now I can't say one way or the other, but sounds promising. I guess I felt that the Nanotech needed a right-click targeting cursor so that I would be drawn or compelled to target someone with it. Attacking yourself with it doesn't work, I guess from your response that's as designed. But while standing alone with the Nanotech in hand while my soldier was all damaged up, I was indeed drawn to attack myself with it as it currently is, and it didn't work right. I personally don't need any more ammo types, just different color classifications according to type, particularly where the A2Gun was concerned. You can't create a Needler II and give it a 60 meter aimed range and 30 meter burst range? Is there a hard-coded range limit on handguns and pistols that limits them all to less than 30 meters? Link to comment Share on other sites More sharing options...
Lurker Posted February 9, 2004 Report Share Posted February 9, 2004 AW CRUD. IT FROZE MID-POST, SO I COPIED IT TO MEMORY, AND WENT BACK AND POSTED AGAIN ONLY TO FIND AFTER THE FACT THAT IT HAD ALREADY POSTED. The original PsiBlaster freezes aliens right? That's why I didn't think that the game had a psi freeze capability, because I never use the PsiBlaster. But, it will freeze or paralyze them won't it? It seems to paralyze my people sometimes, when the Reticulans use it. I don't know if its damage or freeze effect should be increased in a rebalance or if the gun should just be left as it is? I was never able to freeze anything with the PsiBlaster, but then maybe I have never tried hard enough. I couldn't mount and test the new PsiBurner, so for now I can't say one way or the other, but sounds promising. I guess I felt that the Nanotech needed a right-click targeting cursor so that I would be drawn or compelled to target someone with it. Attacking yourself with it doesn't work, I guess from your response that's as designed. But while standing alone with the Nanotech in hand while my soldier was all damaged up, I was indeed drawn to attack myself with it as it currently is, and it didn't work right. I personally don't need any more ammo types, just different color classifications according to type, particularly where the A2Gun was concerned. You can't create a Needler II and give it a 60 meter aimed range and 30 meter burst range? Is there a hard-coded range limit on handguns and pistols that limits them all to less than 30 meters? Link to comment Share on other sites More sharing options...
Lurker Posted February 9, 2004 Report Share Posted February 9, 2004 The posting feature is lagging or getting stuck. I guess it must be everyone downloading Rebalance 5.5. I'm truly running out of ideas, or apparently thinking up stuff that has already been implemented. So, it's time to go back to lurking. I think everyone will like what Aralez has created. I hope you enjoy it as much as I did. Many happy hours of playing to all of you! Link to comment Share on other sites More sharing options...
Aralez Posted February 9, 2004 Author Report Share Posted February 9, 2004 Thx a lot! Oh and the new mod is up!!!! Go get it!! Oh and Llama8 contacted me, maybe we'll see those glossary entries sooner than i thought! Link to comment Share on other sites More sharing options...
Cpl. Facehugger Posted February 9, 2004 Report Share Posted February 9, 2004 Glossary entries? Sweet! And to answer your question, Lurker, the Psi STINGER is the one that stuns you. Link to comment Share on other sites More sharing options...
Lurker Posted February 9, 2004 Report Share Posted February 9, 2004 Major Blush! I have been playing this game since October, and didn't even know what you were talking about when you mentioned Psi Stinger. I had to go in and look it up. It was in the OTHER category. I have never used it. I guess I'm going to have to give it a try. I now remember picking up a PsiStinger once and then dropping it because I didn't know what it did - at the time I was much more concerned about the Reticulan with the PsiBlaster, because I thought that it was him who was freezing my people. I guess the real culprit with the PsiStinger must have been taken out when I psi-controlled a nearby Rocket Launching Reticulan. Aralez will have to change the PsiStinger's color to cobalt blue so that we know it freezes. I kind of figured that the Star Trek Phaser was impossible to implement in Aftermath, turning the Reticulans to smoke or light and having them just disappear. Currently, the only unanswered question I have left for Aralez is, "Can't you create a Needler II and give it a 60 meter aimed range and 30 meter burst range? Is there a hard-coded range limit on handguns and pistols that limits them all to less than 30 meters?" Link to comment Share on other sites More sharing options...
Lurker Posted February 9, 2004 Report Share Posted February 9, 2004 I didn't want Aralez wasting time right now with instructions or glossary. But when he runs out of things to do a month or two from now, it would be nice to get a set of detailed step-by-step instructions from him for dummies like me so that we can go in and tweak his weapons specifications according to our own desires, if there is anything that we feel we would like to change. Then we could experiment around with something like the PsiBlaster on our own, until we find what we think is the right balance. I don't have the slightest clue how to go in and modify the aimed range of the Warp Resonator for myself. I was hoping that Altar would have released a modding tool that would have let us modify weapons statistics in a GUI environment - load the weapons, select the one on the list you want, load everything about it onto the screen, change it as we see fit, and then save it back out to disk. So far, Aralez is just about the only one who can do what he does. If he goes away, we're sunk. Link to comment Share on other sites More sharing options...
Naitguolf Posted February 9, 2004 Report Share Posted February 9, 2004 Maybe i could translate the glossary into spanish. What do you think? (mod devs) Link to comment Share on other sites More sharing options...
BlackAlmaz Posted February 9, 2004 Report Share Posted February 9, 2004 okey i'll send it to...with what icons what weapon whould have and what name...okey...and maybe you can edit the skin a bit...but i think it looks okey as it is...i have to see you M4/m203.....and see if you cahnged....if you did you can do alot with my guns have you notecied that black is not black in the game...i mean guns...so is it posible to make them darker Link to comment Share on other sites More sharing options...
Cpl. Facehugger Posted February 9, 2004 Report Share Posted February 9, 2004 I've noticed an annoyance... Certain weapons (such as the autocannon and the M4) use the rocket launcher logic (only shoot once), this is annoying because you have to target an enemy multiple times to get it to die (unlike the other weapons like the G11 that keep shooting until the target is down.) And anyway, is it possible to add new models to the game? (Like say...a robot or a muton?) Link to comment Share on other sites More sharing options...
Lurker Posted February 9, 2004 Report Share Posted February 9, 2004 Bug in downloaded 5.5: If you select the second Purple lettered SLAW ammo, it rings the error bell, and the mouse goes on the clock, and nothing works, except escape. When you escape, you're taken to the Geoscape. Selecting that particular ammo type and escaping is like a Quit without a save. Effectively a crash to desktop. Test Results: I went through all the different types of ammunition and selected each one of them. Only the second SLAW ammo rings the bell and puts the mouse on the clock and messes things up. Everything else worked fine. Quirk: If you happen to drag the Magnum back to the screen to return it to inventory, the icon gets off center and goes double exposure. Link to comment Share on other sites More sharing options...
Slaughter Posted February 10, 2004 Report Share Posted February 10, 2004 Maybe i could translate the glossary into spanish. What do you think? (mod devs)Think that would be great Naitguolf! I am sure Aralez would like it as well. He'll get back to you as soon as he is online again I am sure, though it is his day off tomorrow @All: You can find the readme for the 5.5 Rebalance mod here. The list of changes is HUGE Link to comment Share on other sites More sharing options...
Naitguolf Posted February 10, 2004 Report Share Posted February 10, 2004 :o Ahem! All that i want is to need to develop things to recive that stuff!!!!!!!!!! More menu buttons!!! lol Link to comment Share on other sites More sharing options...
Cpl. Facehugger Posted February 10, 2004 Report Share Posted February 10, 2004 :o Ahem! All that i want is to need to develop things to recive that stuff!!!!!!!!!! More menu buttons!!! lolWhat do you mean? Link to comment Share on other sites More sharing options...
Naitguolf Posted February 10, 2004 Report Share Posted February 10, 2004 With this mod we get more stuff. Ok. I like to develop weapons, so you can re-discover some *lost* weapon during the holocaust. Adding more functions will be possible? Like manufacturing weapons, but more things. Things: I like the new armour, but why do you get it at the begining? Lets face it! Humanity was almost wipe out, so we get only some pistols... nothing more! Lets the player to fight to get better items!! When you get a base, you recibe a lot of new stuff. Thats ok, but no so much. Maybe more "standar" stuff, and lesser "great" weapons. In this way you must use all weapons you can get. Can be done "weapons that can be broken"? Surely you will carry a pistol, just in case. Its a pity the infinite suply basic ammo and weapons, i dont like it. If removed, I think this could make other weapons more useable: Like grenades (i never used it, why?) to use it to conserve ammo. and just one more thing... a almost dead guy should lost some of his/her superheroic stats... (and morale, but this is another history) Well, maybe those ideas sucks, but i think are tactical ones... then again, maybe not... BTW, great mod. Congrats. Link to comment Share on other sites More sharing options...
Aralez Posted February 10, 2004 Author Report Share Posted February 10, 2004 Cpl Facehugger:-The rocket principle is needed to make areaeffects and multiple ammos possible. Naitguolf:-Yes please go ahead and make that glossary in spanish! Lurker: -A pistol with 60 range? Seems a bit overpowered, eek! I thought the Needler was too strong already, or the BFG4500! I'll play the game a bit with the new mod and then decide, ok? If it is really needed then i gonna include it.-The purple ammo bug IS fixed, please use the version from, hey WAIT!!!!!! Slaughter, this is the old 5.5 !!!!!!! Argh! I can see it from the readme you posted!!!!! sorry i'm off sending Olav the file again (i send it already but it seems something went wrong!!!!) Damnit, sometimes everything that can go wrong , goes wrong Link to comment Share on other sites More sharing options...
Aralez Posted February 10, 2004 Author Report Share Posted February 10, 2004 *#@? Link to comment Share on other sites More sharing options...
Aralez Posted February 10, 2004 Author Report Share Posted February 10, 2004 Got the ftp-connection to work! I'm uploading atm, so you all should see the correct mod, soon. Sorry for the trouble. @naitguolf: I included the armour because of users wanting it. UFOAM, is hard, and this way you'll get a small starting-aid And as you can see wit those stats, the armour isn't THAT powerful and even useless later in the game. Btw, basically what you describe (less weapons etc.) is the IRONMAN-MOD, please feel free to try it! broken weapons and stat changes can't be modded atm. sorry Oh and Lurker, i'll try to resize the Magnum icon for the next version, thx for the tip! Link to comment Share on other sites More sharing options...
BlackAlmaz Posted February 10, 2004 Report Share Posted February 10, 2004 aralez...what your email...i will send you my stuff...soon...as soon as it dropes under 38 degrees here its 11 pm and 36...now thats not fair Link to comment Share on other sites More sharing options...
Aralez Posted February 10, 2004 Author Report Share Posted February 10, 2004 You are telling that someone who has -3° Celsius outside and an even colder wind ???? At least the sun is shining..... (sent you PM) Link to comment Share on other sites More sharing options...
Kermel Posted February 10, 2004 Report Share Posted February 10, 2004 Regarding the Psiblaster, it certainly should do more damage. But another aproach would be to drastically reduce psi armor for some aliens, after all in the glossay entry of the Psicrusher it says that psi weapons are useful to penetrate armored oponents. I would like to see an alien which was like a shadow, or a ghost, and which can only be harmed with psi power. That would make these weapons actually useful. Link to comment Share on other sites More sharing options...
Slaughter Posted February 10, 2004 Report Share Posted February 10, 2004 I told you my mailbox can take a maximum of 10 MB, didn't I Aralez? The new file is added to the mods section Link to comment Share on other sites More sharing options...
Llama8 Posted February 10, 2004 Report Share Posted February 10, 2004 I would like to see an alien which was like a shadow, or a ghost, and which can only be harmed with psi power.That would be a case of making a semi-transparent texture/model (er, or whatever...) & then setting the alien's resistances to all weapons except Psi to 100%. Link to comment Share on other sites More sharing options...
Aralez Posted February 10, 2004 Author Report Share Posted February 10, 2004 Sounds interesting, i'll try something like that, maybe if i put a mask on the Targa-texture of an armor..... Will try, but no promises! Link to comment Share on other sites More sharing options...
Naitguolf Posted February 10, 2004 Report Share Posted February 10, 2004 sounds cool... Maybe a new cloak device that adds a lot of stealth Link to comment Share on other sites More sharing options...
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