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Readme for the combo-Mod


Aralez

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A list of all changes the combo-mod contains i tried to compile a new readme. Here it is:

 

Changes of the "old" RBmod:

 

-Handguns and Pistols do more damage, this is intended to make them a real alternative to rifles in later game

-Pistols reload and aim a little bit faster

-Older Rifles (M4,G3,Ak47 and FN-FAL) do a bit more damage to make them an alternative to the Steyr Aug ,G11 and G36

-Their aim is a bit faster, too (not much)

-Human rockets are 25% faster

-Alien rockets are 20% slower and take more time to reload

-Health Packs have a bigger capacity, but are heavier

-Women are easier to hide, Males have more hitpoints to compensate for that

-Generally all weapons which were obliterated in the original game when their improved model appeared, have now better burst, weight than the new models, so they are still useful and you have a real choice!

-Rebalanced armours, too. Added Psi-Armours, you will get them later in the game like the other new equipment (new bases), they will NOT be available right from the start.

-Smoke Grenades now right from the start

-Added a heavy throwable charge

-Added smokegrenades for the Superstrike

-Added incendiarygrenades for the Superstrike

-Added flares for the M79

-Added Core-munition for the normal Shotgun (not for the Neostad or CAWS, so you have a reason to carry the "old" gun)

-The Scorpion is a one-hand weapon now, but is less accurate because of it.

-Added another type of munition to the Uzi (not to other MP's, to make the "old" weapon more attractive, but maybe in later versions of the mod)

-Added a Melee weapon: The Shocker! It knocks out the enemy four times longer than the PSI-Stinger, doesn't need Psi-Research, BUT you have to get VERY close, this means it's a contact weapon. Muahaha that thing rocks

-Added a flashbang grenade that disables your enemies for a short time. Not as long as the Psi-Stinger but covers a area. Coool!

-Added a Berserker-Armour. It withstands a great deal of fire and you can even run in it, but it is heavy as hell , you can't heal anybody inside AND you can't use GYRO-Weapons in it, despite the look!! Go bust'em!!

-Most of the new equipment is NOT available from the start, it shows up later in the game. But maybe you can use the "allitems" cheat to take a look at it

-Alien "disabling" attacks (Chrysalis etc.) have been weakened.

-Added a heavy PSI-Controller

-Corrected the flashbang-video and -size

-Corected size of Scorpion in Equipment

-Adjusted Superstriker Incendiary Ammo

-Added the Megapol Autocannon from Xcom Apocalpse. (as i had no new model and graphics i had to reuse files already in the game).It can fire three different ammos: Normal "soft" bullets, HE-rounds and Incendiary-rounds.

-Weakened the Slimethrowers weapon a tiny bit.

-Added a Gaussgun, a very strange human weapon from those Xcom labs

-Added additional ammotypes for the M82 and the Falcon.

-Added a nanotech health-grenade, it heals units in a small area, when deployed

-Added Toxic-Gas-Grenade and Plasma Grenade (both ideas of Llama8)

-Adjusted some weapon ranges

-Added some graphics and textures for weapons

-AND added two cyborgs (1 male, 1 female) to the crewpool! They have their own sounds and skins! They still have human parts, so they can be trained and leveled-up.

-Added a new armour to the game start. It has good resistances against "earth" weapons, but none to energy weapons.

-Added some sounds.

-as the 1.3 patch finally adjusted several things i remade the weapon stats of the weapons and equipment added by the mod.

-New weapons: Xm-8, G-41, Sawnoff Shotgun, Minilauncher, Magnum Revolver, Decker-Gun (from Blade runner) , Gammashotgun and -rifle, Saiga 12 shotgun, AK-101

-Cyborgs work now, just start a game and there they are

-All new stuff has it's own icon

-The Berzerk armour has its own texture!!!

-New enemy : The Deepone from TFTD

-Added the BFG9000, a knife, and the OICW! TheBFG9000 will become available after the research of the Warp resonator and then win a new base. With a bit of luck you'll get one.

-Adjusted some damages (e.g. Flare has a damage now, albeit a small one. )

-Added an icon for EVERY ammotype! That was some work i can tell you!

-completely redesigned the BFG9000, now it's more like the original one from Doom

-added the NUKER, a small tactical nuclear weapon.

-Added another ammo type for the SLAW

-OICW sounds changed.

-adjusted armor-stats, made the BERZERK armor easier to get.

-added a Laser-sniper-rifle. VERY accurate, relative small damage

-added a Warp-Sniper-rifle with small-range-burst-mode.

-Changed one ammo-icon for the OICW.

-Added depleted uranium rocket for the RPG7, which harms an area with radiation for some seconds. (Be careful where you wander, radiation is invisible)

-Changed several icons.

-Uzi is a singlehand weapon now, too. A bit less accurate therefore.

-Added the laser gatling (ideas, graphics etc. by fnurg)

-A bit more ammo and range for the BFG9000.

-Nuker covers a bit larger area

-New weapon added: Warp destroyer II. Better range, more shots, BUT less damage.

-SAWNOFF accuracy improved.

-Shocker has now range comparable to shotgun, but has 10 shots only and decreased duration (still plenty enough)

-Changed icons for ammo of Autocannon a bit.

-Added burst mode to Plasmashotguns to make them stronger (most later aliens have high resistance against Plasma so they weren't really useful)

-Nanotech and Shocker size corrected (smaller now)

-Weight of decker-magazin corrected

-C4 size corrected.

-OICW works now correct.

-Magnum and Decker gun adjusted.

-Changed texture for advanced heavy armour.

-Added a powerful new pistol for the later missions: The Needler.

-Changed M4 to M4/grenade launcher combo.

-Changed some of the new icons to keep the general UFO:AM style

-Added a Gun similar to the one used by the soldiers in Alien2, it has a flamer and a minigun. The flamer fires VERY longlasting ammo, ideal to block corridors etc. The minigun has an VERY high accuracy , but limited range. (to reflect the auto-aiming device). As this weapon is very strong, you'll need a heavy armour to use it.

-Added hypnogas-grenade, this will break PSI-control of own soldiers and hypnotize (psicontrol) reticulans (NOT TESTED!!!!!)

-Several weapons improved (a2gun (small damage was due a typo!), bfg9000, WardestroyerII, nanotech, gaussgun, knife)

-Added the BFG4500, a pistol version of the BFG9000, you'll like it

-Change icons for m4 and Ak47 a tiny bit. And textues for the Ak47.

-Made Browning pistol a silenced weapon. (small issue: at the impact area a small column of smoke appears for ~2 seconds)

-Added the Hoverrocketlauncher. It fires a VERY slow projectile, that let's you enough time to take cover. Which you will need, as it's damage is incredible

-Added the PSI-Burner (It does NOT fire through walls like other psi-weapons)

-Added the Lurkergun

-Changed the SAW to appear in the Handgunsection, this way you won't get 60+ of them

-Corrected icon size for the Magnum and the silenced Browning pistol

-Made the smoke grenade available from the start. (infinite)

-fixed the icon for the second rpg7-ammo

-removed the deepone !!!!

-Made the conventional armour have a different texture in the tactical missions.

-Corrected a feature skipped by Altar (due to time-shortage): You can now see difference betweend regular and advanced alien weapons in the 3dview during missions. They used to have the same texture.

-Corrected some minor issues (sizes, weights etc.) e.g. the icon of the Minilauncher

-Added Halfretis (with own voice), Cyborgs and soldiers with camo-painted faces to the crew-pool. (cyborgs will NOT longer replace the tutorial guys !!) You will not see too many of them the new crewmembers are only ~12 and the whole crewpool exists of ~120 units, so the probability is about 10% tha a new unit is one of them.

-Fixed the size of the SLAW-ammo

-Fixed the production-"bug"

-Made Hover a bit faster

-Made blue and red armours color a bit "milder" in the inventory screen

-Redid the colour of the "standard" armours to make it look more realistic, more "military"

-Added different eyes for cyborgs and a small easteregg or two

-Gave the SNIPER more ammo and a tiny bit more damage

-Made the Lurkergun a bit weaker (Lurker will hate me for that, but it REALLY was too strong)

-Made the psiblaster a bit "blue-ish" to make it look similar to the psiburner's style

-Gave the GammaParticleThrower more ammo

-Made the Hover have more range and speed

-The Autocannon has more range now and isn't as heavy as before

-Changed the Lurkerguns animation

-Removed the bug which made some equipment unable to appear.

-The Ak101 is stronger now and has more range. And is a bit faster.

-Remade the armours texture (again )

-Made radiation of the depleted uranium ammo for the RPG7 last much longer.

-Gave Railsniper a bit more ammo

-Psi-Burner has more ammo now and a burst-mode

-Reworked the graphical effect of the Hover explosion (better framerates)

-Changed icon for one of the A2Gun's ammos

-Gave Warp Destroyer double ammo, a very fast 2-shot burst mode, a bit more range and another animation. Reduced it's damage a bit.

-Gave Warp resonator more ammo and better accuracy in burst mode.

-Corrected the warpmedipack-video (Thx, Manus!)

-Added Mutons to the crewpool with voices (Beware: Their armour is living tissue and dies when you take it off, so you can't put it on other troops!!!) I tried to include the same weaknesses the armour had in the original Xcom-games (AP+laser+psi+stun) and the same strengths (Soft ammo, incendiary etc.)

-Added the Popper from Xcom Apocalypse (beware it has bite attacks, which it will use for single units and an explosion attack for groups). Clever AI, wow. It will be identified by the game as a Chomper, but you will recognize it It is a bit more vulnerable than the Chomper, but deadlier, too.

-Added the Spitter from Xcom Apocalypse. It will be recognized by the game as Cudgel, but you will recognize it by it's skin and sounds

-Added sectoids from Xcom. Well, one and a half Mr. Slooz is replaced by a sectoid , and there is a hybrid in your crewpool.

-Changed armour stats for the muton armour (thx Lurker) and those for the sectoids and greys.

-Corrected typos and unused entries (big thx, Manus)

-Added Pancor Jackhammer

-Added Molotov cocktail

-Added a power armour similar to the Berzerk armour, but a bit weaker.

-Added toxingrenade for the M79

-Changed some icons and textures to make it easier to recognize thta weapons (BFG9000, WarpDestroyerII, Lurkergun) Thx, Lurker!

-Removed the Nuker from the alien loadout as a graphical glitch made it "crawl" on the floor

-Removed the RPG-7 from the alien loadout due to a bug (thx Lurker)

-Fixed the Superstriker, Autocannon, Flamethrower as their burst mode didn't work correctly (Big thx, Kret and Chenjesu!)

-Raised reload time on M4 and OICW (thx for the tip, Najera)

-Weakened BFG4500 a tiny bit, Strenghtened the BFG9000

-Changed Lurkergun to have a burst- and aimed-fire mode.

-Added a new reticulan enemy, he has either a very good meleeweapon or a HEAVYPSI. This guy is extremely tough. (his weaknesses are his small numbers and his small resistance against fire.)

-Improved accuracy for burstmode of Lurkergun.

-Added an advanced lurkergun, called LURKERGUNII with a camo-texture and the stats of the first ever released lurkergun (v.5.6).

-Changed the look of the Railsniper to something "Zebra"-like.

Changed the damage, capacity and ammo for the PlasmaShotgun and the advanced Plasmashotgun to make them more powerful (thx Kret for the calculations and tips)

-Changed GammaFlakGun in a similar manner

-Added the WarpTargetDesignator and the TNT from Fulby ! (Big thx for that Fulby!)

- include edited RBmod weapon models and the Spitter.

-The powerarmour and the Berzerkarmour will come later in the game, the first will be a tiny bit weaker.

-Some other weapons were tweaked, the lasergatling has more ammo, the Bfg9000 is less powerful. (not much)

 

Here the part of the Combomod, made by BlackAlmaz and TYR:

 

-new flamethrower model

-new oicw model

-new glock model

-new mp5 model

-new chainsaw model

-added smg

-pulse rifle..in the hk115 slot-has 99 bullets and is balnced

-new helmets, i wanted to add my armours..but i preferred to leave that for my mod (AvP-Mod)

-instead of a colt-45, i made a beret 92-fs-with 15 bullets doing 48 damage

-all calibers do the same the same damage

-9mm-48 damage

-sev.fifty-40 damage-but has very good range

-0.50-200 damage

-5.72-68 damage

-7.62-76-78 damage

-10mm-56-burn demdge

-snipers 200-600 damge

-flamethrower has 2 meters more range and lasts a bit longer

-i made the Oicw shoot 4-5 bullets..but it still kills way better than any other gun.that would use burst

-made the saw, more balanced and gave it a tech level of 5, it has now 100 bullets wich is a tectical advantige on the street

-smgs are given a high rate of fire

-rifles are given higher range

-launchers given higher range, but thats it

 

Just copy the file into your main Aftermath folder and start a NEW (important!) game, that's it. To uninstall, just delete the file.

This Mod was made for version 1.3 of the game.

 

have fun!

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mmhmm i have seen blue ones, but im also sure something (chomper) exploded after it was downed or something invisible exploded not sure there was no living or better say still standing in a 50 m perimeter for sure. really weird... Either no creature came closer than maybe 5m it should explode at contact ?
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I think the grenades in the aliens inventory are the cause of your units being a bit dead :)

 

They can throw them faster and wider than one would think :)

 

Btw, i just re-realized that Kret knows the game-flow-technics of UFOAM better than anyone else, i think even better than most of the Cenega and Altar guys.

 

 

Tyr, seeing that you don't know so good what awaits you in the RBMOD i can say you will meet much more surprises than that :) I can hardly wait to see your reaction to the Berzerk Armour, or the Mutons, or the Cyborgs, or the Spitter , or the Hover or the Lurkerguns or the.... okok you'll see, you'll see :):):)

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A rule of thumb tho is to keep smoke grenades handy, the AI can't shoot what it can't see. An interesting tactic I use against LG totting aliens is to "smoke" an open area and make a grenadier rush into it and throw from that point a grenade to the whereabouts of the alien. You might not be able to target an enemy through smoke, but you can sure throw grenades and weapons of the likes.
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i usually cover everything with rocketlauncher barragefire and then send in a scout to spot any further incoming :) especially very helpful in huge spaceship maps outside where you have mostly about 10-14 greys incoming on your corner nailing you there... scout drags fire and the others remain save and cover while he "should" evade incoming fire
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I developed a new tactic in the last mission. Two fast guys (kret and me) covered the road in the front, one left and one right, the other two (BlackAlmaz and TYR) did the same in the back. That way you cover each other and have some street-corners to retreat hastily if needed.
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  • 2 weeks later...

It always interests me to hear about tactics.

 

I very seldom use smoke grenades. They never lasted long enough in the unmodded game to be of worth. In the modded game, I never liked not knowing where the aliens were, when I used smoke.

 

Of course, as you all know, I walked a completely different path. I used ALLITEM's with the Rebalance and Combo Mods so that I could see and use the new weapons immediately in order to give them a good testing.

 

But, as some of you know, using ALLITEM's or getting to the end of a regular cheat-free game increases the number and frequency of Aftermath crashes.

 

I played the Combo-Mod for awhile using ALLITEM's cheat, so that I could see and play with the new weapons, which I liked a lot. I played until the Geoscape put up five or six missions all at once and then crashed to desktop. And, I stopped playing the Combo-Mod when Aftermath hung 1/3rd the way through the loadup of the Geoscape.

 

Even with Windows XP and a 3ghz CPU and an updated Graphics Card and updated drivers, Aftermath has a tendency to hang somewhere on the Geoscape if you are using ALLITEM's with a mod, or if you have over forty bases with a mod, or you have used the HIREUNIT cheat a lot. Aftermath is just not that stable if you start to put pressure on it and overload it.

 

And, that doesn't even get to the CTD surprises that can happen during tactical missions with the wrong combination of modded weapons in the loadout.

 

Anyway, back to tactics. My favorite and most used tactic (which I use in place of smoke) is the Stealth Tactic. In UFO:AM, walk mode is stealth mode. I have tested this quite a bit. I have noticed that if you immediately switch to walk mode before moving your guys, you start the game in Stealth mode, and particularly with Reticulans, if you start in Stealth mode, the Reticulans seem to start the game on the other side of the map.

 

If you start out running, which is the default stealthless mode, the Reticulans in particular seem to immediately jump or teleport from the other side of the map to within shooting distance all at once. I have noticed particularly in respects to Reticulans that if you start in Stealth mode and stay in Stealth mode, they seemed to be programmed to walk away from you instead of walking or running towards you.

 

So, instead of smoke, I set everyone to walking, and I keep them that way at least until I have taken up a nice position for an ambush. Then I set someone to running in order to draw the Reticulans into the trap.

 

Now note, this Stealth mode is a general rule. Sometimes one or two Reticulans will spawn right on top of you at the start of the game, and if one Reticulan knows where you are at the start of a game, then they all seem to know, and then the Stealth Mode tactic doesn't seem to work all that well in that situation. So, no rule or tactic works in every situation.

 

But, if none of the Reticulans know where you are at the start of the game, and you Start moving everyone in Stealth (Walk) mode and you stay in Stealth mode, you will have to hunt and work very hard to see the Reticulans because they will spread out in the other direction on the map.

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I was wondering if I am the only one in this forum using the Zone Alarm firewall? I have begun to think recently that having Zone Alarm running in the background protecting the system from being hacked is somehow increasing the number and frequency of Aftermath crashes.

 

I know. The Aftermath crash bug(s) is a subtle thing that the folks at ALTAR haven't been able to solve for over a year now.

 

But still, I sometimes find myself wondering what the root cause might be. I have also wondered if the latest Nvidia Drivers, the most modern and new ones are somehow incompatible with Aftermath. Aftermath went the longest time without crashing on this Windows XP machine, but once it starts, there seems to be no end to it. I try to keep things up to date, and maybe that is what's wrong with Aftermath -- there's been no effort to patch it and bring it up to date since December 2003.

 

Anyway, I liked the combo-mod a lot, at least what I saw of it before it got to crashing too much for my liking. I liked the new weapons, the new models, and the new skins. Kudos!

 

--

 

@Aralez

 

Yes, with the original LurkerGun, it changed the whole dynamics of the game. I'd have soldiers running around on the map flushing out Reticulans like pheasants or quail, and when I would find the Reticulans, they would be paralyzed with fear. Then from the top of a mountain or a hill half way across the map, someone with a LurkerGun would shoot that Reticulan dead while the Reticulan stood there helpless paralyzed in fear.

 

And, the funnest and most challenging missions were when your soldiers only had shotguns and Uzi's and the Morelmen or Cudgels were carrying LurkerGuns and BFG4500's. In a city, I used one soldier as bait to draw out the Cudgel with the LurkerGun while the other soldier's ran behind walls and got their grenades ready for the time that the Cudgel would be within range of the grenades. Then cross your fingers and hope that the Cudgel will miss (at least once) shooting and killing the soldier sneaking around the corner of the wall to toss the grenade.

 

In another mission with a Mini-Launcher and Uzi's and Remington 500 AGAINST two LurkerGun's and a BFG4500. I had to reload after losing everyone, and then from a strategic reload, I had to lob grenades and Mini-Launcher grenades at the wall and over the wall simultaneously hoping to down all three Reticulans before they could get off a shot with their LurkerGuns and BFG4500. I managed to pull it off finally, but of course, I had to cheat by reloading the game a number of times, because whenever I failed, I seemed to lose everyone. Two LurkerGuns and a BFG4500 all firing at once at your seven unarmored soldiers doesn't keep you in the game very long.

 

I could never win the latest Rebalance mods in open fields when the aliens had a LurkerGun or BFG4500. Maybe, that's when the smoke would come in handy? Who knows? I could never get in range in an open field to get off a shot, and it was thus a process of attrition until all my soldiers were gone. But, cities were doable, even though the aliens had some of the best Rebalance Weapons.

 

The nice thing is, though, is that if you can down a Reticulan that's carrying a BFG4500 during a tactical mission, you can pick up the BFG4500 and use it to quickly win that same tactical mission.

 

Lots of fun stuff.

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well in my opinion those ones ruin the balance completly, i would make them much rarer plus they must be researched first AND they shouldnt autoreload in base, i never noticed an antimatter charger in my room yet :)
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Kret is right, one should add some research to it, like with those Lurkerguns. BlackAlmaz, please note that for the next version :)

 

Ahem, i have another issue/request/question. Can the damages of the human weapons be reverted to their "old" 6.8 damages. E.g.: Atm you don't have ANY reason to use the AK-101 if you have the AK-47, it's better in ALL categories, that's exactly what was the problem of the original unmodded game. In the RBMod i tried to give that weapons a "unique" ability, one had more damage, the other more range etc.

 

 

BUT that all should wait until the coopgame is finished, Kret is your hotmail ready again? :)

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very well if tyr makes a a modle for the ak101 i will make it the better gun..but the gun still uses only 5.62 bullets..in reall life they dont fly to straight..iso i guess the gun is way better in then the g36...wich is in the same cetegory

 

but i get what your saying.......there is a problem with the ak..the aiming time.....and weight of the gun...it ways 3.4 kg..on my computer anyways

the ak 101 has a faster firing ate...and so does the x-8 so i think i made them some what difrant?....well did i?

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i doubt any russian rifle is better than the g36 really :) , besides that the ak101 has a relative 600rpm, the g36 750, however i can model a ak101, the xm8 is just somewhat a g36 clone to my knowledge. Anyone knows which weapons the russian sg teams use ? i gotta find the episodes with them also, hints ??

 

ps black: I can also make the ak103 which uses 7.62mm cartidges :)

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