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ACM (UFO Aftershock)


Okim

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  • 2 weeks later...
Hi. Rather stupid question, however - does anybody know how to play UFO AS in windowed mode? I found a way to do that by launching other games, but there should be much easier way to do it.

found your missin' AS, eh?

 

Good stuff.

 

btw: err. no, mine will barely run AS as it is, i stick with full-screen and just tab out to whatever.

 

AS's memeory leak ( i htink is the issue) hate me as it is.

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Hi. Rather stupid question, however - does anybody know how to play UFO AS in windowed mode? I found a way to do that by launching other games, but there should be much easier way to do it.

Add "fullscreen=FALSE" option into Aftershock's shortcut icon.

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P.P.S.: Does anybody know where a file containing item effects is? Here is what i mean:

 

Influencer Influencer RECORD

auto BOOL F

area STR "Target"

damage STR "Hard"

effect INT 1 <--------- this line adresses a list of effects which i need

time FLT 0

strength FLT 0.9

...

 

The effect INT has given me fits as well.

Read response 4 in this post:

https://forum.altargames.com//index.php?s=&...ost&p=34767

 

ps: it wasn't until today i realized ACM wasn't as old as i'd thought - i finally opened my eyes to the post dates. Most AS posts have dust on them.

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Greetings ; Great Geiger/Lovecraftian Horror Thingie!

 

Intrigued by our discussion of Wargoths ( re: gauss weaponry); I moved my old save game to my ACM installation of AS, and loaded up the attack on the la puta (look that up in spanish, btw).

This was a tactical save, so the squad size wasn't changed... However:

 

I was pleased; they put up a hell'uva fight. Changing their grenadiers to ROCKETEERS made them no longer help me, but genuinely dangerous. Usually when i see them in wargot squads, i sigh with relief.

The CO(?) priest? in the heavy armor with the mini-gun : indeed, 'twas a GAUSS weapon. For once; a gigantic wargot mechanical weapon scored a kill. :D

( in vanilla, I've stood a cyborg in front of a power armor w/ dual rotary cannons; and easily out-gunned it with an m-60)

I got scared when i saw the "sergeant" ( forget what they're called - mask and medium armor) -b/c in mine; that "slotted plasma rifle" was my test for their guass/rail sniper weapon(i'm considering a needler sniper rifle: https://www.knowledgerush.com/kr/encyclopedia/Gauss_rifle/ ). i was almost relieved it was "just" a rifle.

I was also surprised to see the big space-marines getting knocked around by my little guns. Not giving them gunman levels? ( bullet spam for criticals is how i easily handle wargots in vanilla, is why i ask).

 

Anyway; ; it was a hell of a fight -despite it being a tactical save - i'm not sure we could have handled too many more and not lost the laputa.

I'm too used to the wargots being paper tigers; did you improve their armor or HP?

It was great fun!

 

Further intrigued; I loaded up a strategic save so i could fight the cultists, and attacked a base.

I was hoping to see the Hybrid & wargot weapons i saw you mention somewhere, among other things.

 

Man. THAT WAS INTENSE.

THAT, my friend; THAT was what attacking a base should be like.

 

WELL DONE!

 

there were so... many!!! Let's just say, my squad had their hands full. Worse, my vanilla game had me not using my best squad.

I even lost one. That should always be a risk, but especially in a base raid.

 

I didn't see any of the special weapons, sadly - i'll attack another ( i'm ok in this game, unless i hit the "research" button - incompatible localizations).

 

In sum; that was the first time i really.. was nervous fighting the cultists, ina while. Normally the only thing that scares me about cultists is the near-invisible psionic snipers using "Nightmare" v.i.circlets (panic).

 

a couple of questions:

Like the graphic on the sniper laser - IIUC, you're implying it maintains a longer beam to do more damage. if I may suggest, what I did was to change the pellets number (it divides damage amongst them) - so that in effect, the longer they can accurately hold the beam on target ( and i mean, in split-seconds), the more of it's damage it does.

BTw, I also took the "pulse laser" (burst) option from non-reticulan lasers (but increased their damage a touch and used the method i described to describe a beam laser).

reticulan lasers, if you simply reduce ( or god forbid; set to zero) their recoil, become much more effective ( and reasonable for lasers) in "pulse" or sustained mode. OS far as i can see, the 'classic' moddersoverlooked this in their laser rebalances. Why a laser would have (macro) recoil anyway is beyond me.

 

Lastly: I noticed you made the dragunov -

but you realize that's as much a "combat rifle" as it is a sniper (intended for squad marksmen, rather than independent snipers, if i understand - explains some of the design decisions and bayonet add) -

yet, you don't give it a "burst" mode; despite that all 3 guns, and the MGS (which you replaced w. dragunov, correct?)

are all actually semi-autos (vanilla gives the DE a semi-auto short burst also).

If any gun should have the burst mode, I'd give it to the dragunov, it's meant to be multi-role (IMO).

 

Just talking shop, no real criticism.

 

great mods so far!

I again encourage you to take upagain the pen, er, keyboard!

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Finally i got the new install of UFO AS and managed to scrap a small update. I`ll release on monday or tuesday, i just need to test it a bit more.

 

This update is heavily on adding new items for commandos. There is a new tech, 4 new commando firearms and an advanced blowpipe capable of using scopes.

 

Here are some shots:

 

https://www.okim.nickersonm.com/ufo/groza.jpghttps://www.okim.nickersonm.com/ufo/g11-3.jpghttps://www.okim.nickersonm.com/ufo/mp5sd6.jpg

https://www.okim.nickersonm.com/ufo/advpipe.jpghttps://www.okim.nickersonm.com/ufo/vss2.jpg

https://www.okim.nickersonm.com/ufo/dartgun.jpghttps://www.okim.nickersonm.com/ufo/airgun.jpg

 

As you can see i`ve reanimated some of the weapons previously removed from ACM for some reasons. All shown weapons can be used only by commandos and all of them have some special properties in addition to be absolutely undetectable.

 

P.S.: it seems that i once again have to learn how to make better shots... shame on me.

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ACM 1.0 is available.

 

This version includes all new items, fixes to reported bugs, some included suggestions etc. It covers the whole game, so it is the final release version.

 

Link to archive and list of changes are provided on the first page.

 

Enjoy and report bugs (since i was unable to test the whole game in a week - i suppose that there may be bugs).

 

https://okim.nickersonm.com/ufo/scars.jpg

https://okim.nickersonm.com/ufo/cultairgun.jpg

https://okim.nickersonm.com/ufo/sr25-2.jpg

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Congrats on such great progress so quickly. As usual, your models look great.

New guns for commandos? ... Wait; you mean commando's use SMG's instead of swords? Wth is this; real life?

 

You asked what new weapons in your poll?

 

heavier armor being at a disadvantage seems a reasonable compromise for game balance, considering that the game doesn't have AP ( shaped charges) for explosives.

 

.. And in no way do i want to tell you what to put in your mod, but i wanted to ask for your reasoning - since you've modded alot further and gotten deeper into the unit files:

I am considering, did you, giving the Wargoths Gunner:3 unit trainings. Certainly all wargot weaponry is by human standards "heavy equipment" ( step 1), 2: they could certainly use more HP ( the grunts drop at what, 1000 at most?); and surely knockback resistance(3) is fitting for these ogre-sized 'space marines' - that would mean no more SMG knock-down spam (the easiest way I get them, sad that 9mm is the answer to them - but it works, at least in vanilla).

...Do their grenadier/rocket troopers still have no sidearms?

 

As an aside, I never saw anything - but haven't gone as far as you - in their equipment files - but in (localization)research files i found out what that weird backpack the priests are wearing is... a myrmecol Angel!!

 

Anyway; thanks on behalf of everyone who is sure to get alot more mileage (challenge) out of AS thanks to your mod.

Your thoughts on the WG's would be appreciated, as they are the focus of my current project.

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...Do their grenadier/rocket troopers still have no sidearms?

 

No they don`t. In fact i never saw AI snipers or grenadiers changing to their sidearms when run out of ammo or being to close. AS doesn`t seem to support this tipe of AI reactions.

 

In my first attempt of ACM i provided all humans and cultists with pistols and knives. Not a single person except commandoes ever changed its weapon to knive or back when he was unable to use his main weapon any longer.

 

About wargots.

 

Perhaps guys in full armor and power armor should indeed have gunman 3 skills. I`ll consider this, thanks.

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No they don`t. In fact i never saw AI snipers or grenadiers changing to their sidearms when run out of ammo or being to close. AS doesn`t seem to support this tipe of AI reactions...In my first attempt of ACM i provided all humans and cultists with pistols and knives. Not a single person except commandoes ever changed its weapon to knive or back when he was unable to use his main weapon any longer.

In Vanilla, I constantly see the "light" cultists pull knives or katanas (instead of their uzi or AK, respectively) - likewise the morelmen will have a shotgun pointed at you and "backpack" it for a grenade (or their other jillion attacks) - but what's funny is this is generally done right as they have gotten to close rnage - and they lose sceonds while under the most accurate fire. almost lik ethey see the melee as the "main" weapon. weird. and weird you're not getting the same thing.

as to the wargots; it's hard to tell as some of their weapons don't "drop" - slotted and MG - but some of the double-barrel troopers have a backup weapon (GL or medkit) - but so far s i can see, the grenadiers just have the gL.

For the longest time i thought they were always running away - then when i started looting ( to check mod fixes) - i found out they just run out of ammo.

and literally can't shoot ; and run.

 

* EDIT: while modding, i noticed these wargots running around with a strange weapon that i was afraid to find out what it woul do - it didn't loot so I couldn't figure out what it was, and thought it might be "broken" since they never fired it.

Turned out to be ( I'm 95% sure) - the Wargot medkit! LOL! whats interesting is, like the cultist priestesses, these fellas seem to be side-armed, but tend to heal in preference to- but not exclusion of -their other weapons. I'm not sure how the AI determines that as yet, and as i said, you've modded the ai squad/unit files far more than i have. *

 

(ps; i was annoyed to see you already had modded in plasma grenades - :D - i had changed the wargot frag's to plasma grenades. - minus your pretty green cloud)

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  • 2 weeks later...

okay i got a problem here. half the stuff i have rescaeched never appered (chain sword power sword) i have played up till the main cultist temple to get the code. when i finish the mission the game crashes.

 

also i havent been able to find .45 acp ammo or heavy weopens in my game

 

i have installed aftershock from the trilogy disc so i guess it v1.2

 

so game crashes, tech missing and items never found

hope you can help me

 

meanwhile ill reinstall the game and add ACM one more time

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okay i got a problem here. half the stuff i have rescaeched never appered (chain sword power sword) i have played up till the main cultist temple to get the code. when i finish the mission the game crashes.

 

also i havent been able to find .45 acp ammo or heavy weopens in my game

 

i have installed aftershock from the trilogy disc so i guess it v1.2

 

so game crashes, tech missing and items never found

hope you can help me

 

meanwhile ill reinstall the game and add ACM one more time

 

And how exactly do you 'add ACM'?

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For all those who is experiencing a crash after completing wargot-cultist code retrival. There is a solution that can help to prevent it.

 

Pick up the device (wargot-cultist code). Get a person with it to extraction point (into landing pad), click 'yes' when prompted. Get person with the code out of the pad and lay this device on the ground. Then click 'abort mission' and end the mission.

 

In this case the game should not crash and will continue as normal.

 

P.S.: I was unable to figure out the problem of this crash and i can`t confirm if it is ACM problem or vanilla one.

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hello there Okim! i like your mod so much, from now on i can't even think of playing UFO:AS without it! :D

 

i think there could be a bit more of weapons balance, y'know. with such arsenal there are overpowered weapons (for example HK 33, AR-15, etc) that make all other weapons kinda pointless (especially AK-47).. pistols are also useless which is pretty sad, i like them a lot. -.-

 

btw, 7.62x51 NATO ammo is a lot more powerful then 7.62x39 ammo (AK), and SVD uses 7.62x54R ammo, not 7.62x39.

 

cheers! keep up with new ideas. :)

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hello there Okim! i like your mod so much, from now on i can't even think of playing UFO:AS without it! :D

 

i think there could be a bit more of weapons balance, y'know. with such arsenal there are overpowered weapons (for example HK 33, AR-15, etc) that make all other weapons kinda pointless (especially AK-47).. pistols are also useless which is pretty sad, i like them a lot. -.-

 

btw, 7.62x51 NATO ammo is a lot more powerful then 7.62x39 ammo (AK), and SVD uses 7.62x54R ammo, not 7.62x39.

 

cheers! keep up with new ideas. :)

 

AKM deals a lot of damage, in fact - it is the most powerful normal rifle in the game.

M4 and HK33 are somewhat similar, but hk is more accurate and stable while m4 deals more damage.

FAL is the longest assault rifle and thus it has the longest range among rifles.

G3 is a mid between AKM and M4.

Don`t forget that there are special ammunitions in the game (and mod) that are used in various situations. 5.56 provides guns with a better accuracy, 7.62 NATO deals explosion damage that is quite effective against drones and armored wargots and 7.62x39 improves AP rounds to the point where it deals extra damage instead of having penalty to it.

 

The majority of weapons in ACM were made not only for player`s purposes. Each faction uses its own weapons to make the game a bit more interesting and colorful.

 

And if you were a bit more attentive you might have notice that there is a special note in SVD`s description that states that in ACM SVD uses 7.62x39 rather than 7.62x54 as does PKP, BTW. In addition, Minigun also uses 5.56 rather than 7.62 NATO.

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thank you for explanation, but still i consider it as a mistake. in UFO:AS accuracy is over other parameters. there's no point in damage or range if weapon isn't accurate. that's not my bullshit fantasies, that's what i see on the battlefield all the time..

btw, some weapons has same accuracy both in semi-auto and auto modes, but some weapons has not!

 

special ammunition appears too late to make sense of using inaccurate weapons. in fact it appears along with 2nd generation weapons, and then SCAR makes all other weapons useless (actually your SCAR-H with yellow lower receiver looks fantastic, quite remarkable).

 

i'm sorry i really didn't noticed your note in SVD description. my bad.

 

speaking of minigun: personal miniguns are fictional weapons, and actually there is a real minigun that uses 5.56 ammo - XM214 'Microgun' a.k.a. '6-pak' which also cannot be used without mount or tripod. btw, models of personal minigun for Predator and Terminator 2 movies were also made for 5.56 ammo. so u made a right choice. :D

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btw, some weapons has same accuracy both in semi-auto and auto modes, but some weapons has not!

 

Some weapons have lower recoil, so they can fire bursts with lower accuracy penalties. Speaking of inaccurate weapons such as akm - if used in close combat it can easily outmatch any foe equiped with other rifles (m4, for example). And if used with HAP rounds and accelerators it can be even more deadly than scars.

 

special ammunition appears too late to make sense of using inaccurate weapons. in fact it appears along with 2nd generation weapons, and then SCAR makes all other weapons useless.

 

Not true. Scar is a ranged weapon that is accurate and quite deadly, but once again - both of them use different special ammunition one of which further increases its accuracy while lowering damage and the other transforms damage to explosive. There is no advanced rifle for 7.62x39, so in order to benefit from great 'hard' damage provided by HAP ammo you`ll have to use akm. By adding sights, recoil compensator and tac laser you can make a very powerfull weapon out of this 'inaccurate' weapon.

 

speaking of minigun: personal miniguns are fictional weapons...

 

I think that everybody know that and mainly because of this i decided to make miniguns cyborg and drone weapons. And Microgun is not a Minigun - it is lighter, uses less energy and achieves better fire rate...

 

and once again i have to remind u about pistols. what is your opinion about it?

 

They are useful in certain situations. All pistols are extreamely fast.

Glock with its burst-fire ability can incapacitate mutants and reticulans with ease thus saving your smg and rifle ammo for fighting cultists.

USP can use muzzle attachments that may increase its damage.

Desert Eagle is a true hand gun as it uses AP ammo by default. It has great damage, range and accuracy.

I always give usp or glock to my grenadiers and snipers leaving eagle, uzi and mac for my rangers.

 

 

Some new toys for future update:

 

FAMAS.

 

https://okim.nickersonm.com/ufo/famas.jpg

https://okim.nickersonm.com/ufo/famas2.jpg

https://okim.nickersonm.com/ufo/famas3.jpg

 

BARRETT.

 

https://okim.nickersonm.com/ufo/barrett.jpg

https://okim.nickersonm.com/ufo/barrett2.jpg

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New cyborg weapon:

 

BARRETT M82a2

 

https://okim.nickersonm.com/ufo/barrett-c1.jpg

https://okim.nickersonm.com/ufo/barrett-c2.jpg

https://okim.nickersonm.com/ufo/barrett-c3.jpg

https://okim.nickersonm.com/ufo/barrett-c4.jpg

 

This weapon can be used in any stances (basic barrett can be operated only in prone stance), however it is slightly less accurate and has less range.

 

All two barretts does not have any muzzle or underbarrel slots, just only scopes.

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A new compact shotgun - Striker.

 

 

https://okim.nickersonm.com/ufo/striker2.jpghttps://okim.nickersonm.com/ufo/striker1.jpg

 

 

I wonder why doesn`t anybody vote for P90... It should be interesting to use it in ACM i think.

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