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Gauging interest for a release.


Dawnrazor

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I've always been a fan of wanton violence and general havoc, and it's showed over the years with modifications to the various games I've played. Naturally, when I picked up (and proceeded to fall in love with) Silent Storm, what choice did I have but to change the game to suit my tastes?

 

Normally, I don't release my 'work' beyond my group of friends, but I've felt rather extroverted these past few months, so I'm considering doing such--if there's interest.

 

To spare my, and the reader's, time, I'm just going to copy and paste its features from the mod's readme; if interest enough is shown, I'll proffer a download link.

 

    An 'x' denotes a feature that is on hold until the change can be made.



1.  Made PKs somewhat more vulnerable to damage.

2.  Made weapons, in general, more vicious.

-   Straight, base 2x damage across the board for all weapons.

-   Increased throwing range of grenades.

-   Doubled blast power of HE grenades (total effect: 4x damage) and raised

   their damage versus structures to a whopping 400% (rough total: 16x).

-   Increased the range of frag grenades' shrapnel.

x   Doubled range for rifles and rocket launchers.

x   Halved AP cost per shot of pistols, SMGs and MGs.

x   Removed targeting cost for all pistols, halved targeting cost for SMGs.

x   Each MG now has 1 extra round per short burst.

-   Increased bonuses for MGs while prone, launchers when crouched and rifles

   when crouching.

-   Swapped stance bonuses for SMGs and pistols; they now gain a greater bonus

   when crouching, as opposed to laying prone.

-   Removed 'prepare cost' for pistols.

-   Increased the spawn rate of grenades.

-   Increased rocket launchers' blast radii.

-   Changed the explosions for the various mine types.  Antipersonnel mines now

   use fragmentation explosions, while anti-tanks use HE.

3.  Retooled the tools, so to speak.

-   Standarized and doubled the uses for all tools & lockpicks, they now all

   progress evenly as quality goes up.

-   Increased spawn rates of both tools and lockpicks.

4.  Structure resistance has been doubled, to stop conventional firearms from

   breaking them apart as often/easily.

5.  Fixed odd instances where some ammunitions had higher minimum than maximum

   damage.

 

It's neither polished nor elegant, nor have I crafted it with a purpose of making the gameplay more 'in-depth.' Maybe it says something about me and my friends, when I "like it this way", as opposed to other options.

 

Convictions and standpoints aside, there you go. If anyone's interested, simply state such, and a download link will be provided. The mod is majorly beta at the moment, and I've no doubt something huge and gory will crop up and smash apart all my efforts like a papier-mache wall caught in a meteor storm. More is planned, of course, but this is all that's been done thus far.

 

On a final note, if you wish to privately contact me and offer any sort of suggestions or report bugs (thus serving as a tester), do feel free.

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i was wondering how you made some of these changes...

like increasing the trowing range of grenades and their blast power...

and increasing the spawn rate of items...

 

but most of all... how did you improve structure resistance?

 

Via editing the SQL database; there's a post in this same forum about editing Silent Storm's constants.

 

For throwing range of grenades, I halved their weight values in the dbo_RPGToHits table.

 

Blast power: dbo_RPGGrenades, all the 'wavedamage' and 'waveradius' columns.

 

Spawn rates: dbo_StoreItems, increased their 'quantity.'

 

Structure resistance was changed by raising their 'threshold' values in dbo_RPGMaterials. The change, there, is actually moot, what with the increased damages for everything else--I need to go into the game for an hour or two, here in a bit, and fiddle with all the values.

 

Regardless, some shots of changes made:

 

Cranked grenade spawn rates.

The picks/probes are somewhat like that. The reason there's so many is that I got a 'late' mission early on and my 'tech' went up by 3 or 4 levels--I returned to base and found an entirely new arsenal awaiting me.

 

Boom.

The joys of changing values for which you aren't clearly sure of their internal formulas. Needless to say, after I finished laughing, I re-tweaked the panzerfaust's blast radius and brought it within acceptable ranges.

 

More to come.

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