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ACM (UFO Aftershock)


Okim

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i forgot to mention: i play on superhero difficulty, so my gaming experience may be different.

Some weapons have lower recoil, so they can fire bursts with lower accuracy penalties.

for some reason M4 has almost the same recoil as AK but worst damage.. actually FN FAL has lowest recoil in spite of it's caliber, not to mention it's other benefits.

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.

that's a quite disappointment. i was hoping to see something like AEK-973 or other latest models of russian assault rifles.. -.-

what's the matter, u are russian after all!

 

btw, i was also hoping to see HK416 and HK417 as automatic sniper rifle in your mod..

By adding sights, recoil compensator and tac laser you can make a very powerfull weapon out of this 'inaccurate' weapon.

now u are speaking about very late game. at the beginning when u face the harshness of ufo:as reality, when every damn muckstar has better accuracy, damage and range of sight then your soldiers (cultist sniper with SVD kills light armored unit with a single shot!), AKM is the last option.

 

speaking of add-ons: i think (i made a few tests) red dot sight a.k.a. combat scope (as u named it) doesn't affect weapon's accuracy, same as flash suppressor doesn't affect range.

 

P.S. game crashes pretty often when i fight cultists. it happens when i load the savegame (when loading progress reaches 95%). it's been a while since i played ufo:as (without your mod of course), but i don't remember anything like this happened before.

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for some reason M4 has almost the same recoil as AK but worst damage.. actually FN FAL has lowest recoil in spite of it's caliber, not to mention it's other benefits.

 

Ok. I shall fix some values if you are so persistent.

 

what's the matter, u are russian after all!

 

ACM already have plenty of russian weaponry - svd, pkp, groza, vss, rg6, rpg7.

 

now u are speaking about very late game

 

Not true. Cultists apearance brings a lot of new items into game including some attachements.

 

speaking of add-ons: i think (i made a few tests) red dot sight a.k.a. combat scope (as u named it) doesn't affect weapon's accuracy, same as flash suppressor doesn't affect range

 

You are wrong. UFO shows only basic values in equipment screen with bonuses provided by soldier`s skills regardless of any attachments and other stuff. Try to compare similar soldiers with similar rifles in combat, you`ll notice the difference.

game crashes pretty often when i fight cultists.

 

Defrag your hard.

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ACM already have plenty of russian weaponry - svd, pkp, groza, vss, rg6, rpg7.

no that's not the point. i'm talking about umm 'weapon per caliber', y'know. there's a lot of 5.56 assault rifles, two of 7.62 NATO and the only AK. i think there's something wrong with that. both with 7.62 NATO and 7.62x39.

Not true. Cultists apearance brings a lot of new items into game including some attachements.

i want to tell you about my first encounter with cultists. well, it was an ordinary map without any cover at all, lots of enemy machinegunners and snipers, and there was a guy with some rapid-firing 40mm grenade launcher. nobody survived.

 

thats exactly why i enjoy playing hardcore difficulty with heroic assault mod. xD

 

so cultists do bring a lot of useful stuff, but you still have to obtain it, y'know. when they are that strong and you are armed with pity AKs and lousy laser rifles it's like hell. but i must admit every combat becomes a challenge, not a damn 'click-click-hurray' it used to be.

You are wrong. UFO shows only basic values in equipment screen with bonuses provided by soldier`s skills regardless of any attachments and other stuff. Try to compare similar soldiers with similar rifles in combat, you`ll notice the difference.

everything u said is pretty obvious, but still shooting with and without listed addons makes no difference (i suppose).

Defrag your hard.

i do it every 5-7 days, and i'm not sure if fragmentation could cause such troubles. like i said it happens only if i fight cultists, there should be some connection.

who knows, i don't.

 

--

btw, is there a way to increase a projectile speed of rockets and grenades?

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Ya know, Payback, it sounds alot like you're just griping because someone else's mod isn't exactly how you want it. Why don't you make your own, out of curiosty?

 

 

Thanks.

 

Really, Payback, rather that arguing you could have changed the files by yourself.

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you got me, Sunflash. of course i am. griping, yelling and complaining every single day! all my troubles started when Okim made his damn mod. i envy him and hate him even more!

 

geez.. if you guys can't stand of criticism i'll leave then. not a big deal.

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you got me, Sunflash. of course i am. griping, yelling and complaining every single day! all my troubles started when Okim made his damn mod. i envy him and hate him even more!

 

geez.. if you guys can't stand of criticism i'll leave then. not a big deal.

 

 

THEORY PROVED! SCIENCE WINS AGAIN!

 

But no, that wasn't exactly my point. My point was that you weren't really coming off as criticism as much as you were coming off as complaining loudly that Okim doesn't know what he's doing.

 

Clearly he's capable of criticism, I mean look how many posts of yours he replied to without snapping and ranting. XD

 

What I was /trying/ to do was drop a subtle hint that "Hey I hate to interrupt but you're coming off as awfully grumpy and whiny. Speaking personally, I know I would have trouble looking past it to the actual meaning behind the posts. Perhaps you should try changing tactics?"

 

I mean I dunno why I tried, I'm never any good at subtlty (Bluff and English: Speedy Spelling have been dump skills for me my entire life D:), but apparently I decided to give it a shot. Sorry for that, won't happen again! Didn't mean to offend that time.

Or this. >.>

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Hi, Okim. Thanks for your wonderful mod!

 

Here is some possible bugs I've found:

 

1. During my first play of ACM 1.0, I found I can't attack any cultist's territory, and they never attacked me either. Nothing happened when I clicked the mission button on their territories. Things were back to normal only after I completed the cultists's main temple mission. I've never seen this problem in the vanillia game or the former versions of ACM.

 

2. I can't fire a laser sniper rifle after adding a thermal sight on it.

 

3. I can't reload or change ammo types for an underbarrelled plasma launcher, after adding it on a laser rifle. Maybe it's because the launcher and the rifle use the same ammo?

 

Some questions:

 

1. How and where to manufacture the advanced blowpipe?

 

2. A combat scope gives 10% more accuracy, while a thermal sight gives 10% more accuracy as well as other bonuses. Does it mean I should replace all combat scopes with thermal sights when I have the chance?

 

3. I like your new commando weapons, but it seems to me that they have some balance problems. While the MP5SD6 is almost the same thing as a MP5 with silencer, the Groza is much worse than an AKM with sliencer (shorter range, lack of the underbarrel slot), and the G11 beats all other rifles, even SCARs, in almost everything (range, accuracy, recoil, damage, etc). So, where do I miss?

 

I'm not criticizing or complaining, just want to understand your mod better. Please enlighten me.

 

Some suggestions:

 

1. I think we need some more advanced shotguns, SMGs(both one-haned and two-handed), and light MGs (other than the cyborg ones). The USAS, UMP and PKP are weak, when compared with the gauss and wasp weapons in late game.

 

2. We don't have any two-handed close combat energy weapon rigt now. If you don't like the plasma shotgun, how about a laser SMG? Or a wasp blaster which works like the sonic gun?

 

3. About the heavy armor, +2 strength bonus is good, but my heavy-armored riflemen would like dexterity over strength. So, how about make the heavy armor like the cyborg's implants, giving some bonus in different stats that you can choose from?

 

Maybe the best way to do it is to give the heavy armor two add-on slots, like the medium armor, and make it only available for some special heavy armor add-ons, which gives either +1 strength, or +1 dexterity, or +1 agility.

 

4. I think the psionic's eqiupments need a boost, especially the vambraces, which is far too weak when compared with the cyborg's arm implants: The projecter vambrace does nothing at all (the psionic weapons still function without it). The tureshot vambrace is only as good as a single chipset of the cyborg's arm implants. The life sink vambrace is totally useless without a life drain circlet. Only the capacity vambrace is somewhat useful, but not for the psionics (who need a heavyweapon-psionic?).

 

My thought on how to improve them is:

Projecter vambrace: gives +2 psionic power

Tureshot vambrace: gives +1 all weapon skills

Life sink vambrace: gives the life sink ability and +1 hit points

Capacity vambrace: gives +1 capacity and +1 speed

 

That's all of them. Whether you like my suggestions or not, I will always respect and appreciate the ACM.

 

Sorry for my bad English. Please continue with your great work and best wishes for you, Okim.

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1. During my first play of ACM 1.0, I found I can't attack any cultist's territory, and they never attacked me either. Nothing happened when I clicked the mission button on their territories. Things were back to normal only after I completed the cultists's main temple mission. I've never seen this problem in the vanillia game or the former versions of ACM.

 

That`s certanly not ACM bug.

 

2. I can't fire a laser sniper rifle after adding a thermal sight on it.

 

That`s odd. Never encountered that problem. In next update all sniper rifles can use sniper scopes and have reduced accuracy/range. Perhaps there was a bug that was eventually fixed by my recent changes.

 

3. I can't reload or change ammo types for an underbarrelled plasma launcher, after adding it on a laser rifle. Maybe it's because the launcher and the rifle use the same ammo?

 

That`s too not ACM problem. Vanilla ub plasma also had that problem.

 

1. How and where to manufacture the advanced blowpipe?

 

It should be available after airgun and advanced weapons techs. Basic weapons factory is used to produce them (IIRC).

 

2. A combat scope gives 10% more accuracy, while a thermal sight gives 10% more accuracy as well as other bonuses. Does it mean I should replace all combat scopes with thermal sights when I have the chance?

 

Combat scope provides 10% accuracy increase, while thermal scope adds +20% to accuracy. However this bonus is only applied when firing at targets that can be detected in infrared. Targets that cannot be detected in infrared are ignored.

 

3. I like your new commando weapons, but it seems to me that they have some balance problems.

 

These weapons produce no sound, flash and infra when firing. However i agree that they require some extra balancing.

 

 

1. I think we need some more advanced shotguns, SMGs(both one-haned and two-handed), and light MGs (other than the cyborg ones). The USAS, UMP and PKP are weak, when compared with the gauss and wasp weapons in late game.

 

2. We don't have any two-handed close combat energy weapon rigt now. If you don't like the plasma shotgun, how about a laser SMG? Or a wasp blaster which works like the sonic gun?

 

There is already a striker shotgun and a P90 is planned to be added as a 9mm advanced one-handed smg. In addition there is a plasma pistol that can be used in both hands and laser pistol + focuser addon that has a boost of +50% to its damage.

 

There will be laser, plasma, sonic and gauss weapons for gunmen in future updates.

 

Gauss weapons is the replacement of basic firearms. Warp weapons were uber weapons in original game and remain to be uber in ACM. I don`t understand what`s the problem here.

 

3. About the heavy armor, +2 strength bonus is good, but my heavy-armored riflemen would like dexterity over strength. So, how about make the heavy armor like the cyborg's implants, giving some bonus in different stats that you can choose from?

 

I can remove the bonus to strength and make it just a heavy armor :D

 

New update will have a set of injector addons that will increase abilities of soldiers, but power armor will have no strength, dexterity or agility injectors.

 

4. I think the psionic's eqiupments need a boost,

 

First of all there is no way to give an item two different bonuses, so there wont be any strength + agility bonus or all weapons bonus. Only one per item.

 

Secondly not all abilities can be altered by addons. There is no way to increase mechanical, perception and many other skills and atributes because they were not planned to be used and were not hardcoded into game. I experimented with many different ways to improve different abilities of cyborgs, humans, psyonics and even drones and everything that i was able to do is to add a set of injector addons for humans only. Others have to rely on what they have.

 

Psionics are much more powerful than cyborgs. They can heal, they can teleport injured soldiers, they can increase many abilities and do other nasty things. IMHO they require nurfing rather than boosting.

 

In future update projector vambraces are replaced by trueshot vambraces (+1 to rifles) and trueshot is replaced by farsight vambraces (+1 to long range).

 

 

--------------

 

I wonder why people always attack modders for not adding a weapon they wish and never demand smth from developers... After all thats their job to make a game more appealing for customers and i don`t even charge for my work!

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It should be available after airgun and advanced weapons techs. Basic weapons factory is used to produce them (IIRC).

I've researched both the airgun and the advanced weapons techs, but failed to find the advanced blowpipe in my basic weapons factory. Is this a bug? The airgun and the dirtpistol are available, btw.

 

Gauss weapons is the replacement of basic firearms. Warp weapons were uber weapons in original game and remain to be uber in ACM. I don`t understand what`s the problem here.

I've no problem with that. I'm just thinking that, since we have gauss and energy weapons for troopers, rangers and snipers now, and gunmen in the future, my commandos and stalkers would like some better shotguns and two-handed SMGs to catch up with them. Right now all close range gauss and energy weapons are pistols, good for rangers, but not for commandos and stalkers.

 

Great news about the P90 and the striker shotgun. I can't wait to use them. But P90 is even larger than MP5 and UMP in the real world. Maybe the HK MP7 is a better candidate for the advanced one-handed SMG?

 

I can remove the bonus to strength and make it just a heavy armor.

Please do it then. It would be much better. The current heavy armor with +2 strength bonus is, I don't know how to say it in English, "a violation to the beauty of harmony" in my national language.

 

 

New update will have a set of injector addons that will increase abilities of soldiers, but power armor will have no strength, dexterity or agility injectors.

That would be interesting. Please go ahead.

 

 

All in all, thanks for answering my questions, and please don't take offence at my suggestions. I sincerely respect and appreciate all your great work. Gook luck with your next update!

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I've researched both the airgun and the advanced weapons techs, but failed to find the advanced blowpipe in my basic weapons factory. Is this a bug? The airgun and the dirtpistol are available, btw.

 

There should be a new research available either in medical or in basic weapons lab. I suggest you to play with 'new research available' pop-up turned on. There is plenty of new techs in ACM that you may otherwise miss.

 

But P90 is even larger than MP5 and UMP in the real world.

 

It is much easier to handle P90 in one hand than to do that with MP5 or UMP :D

Besides i don`t want to add more ammunition, especially for such weapons as smgs, so PDW is not a good option. P90 can use 9x19 and it satisfies me enough.

 

Right now all close range gauss and energy weapons are pistols, good for rangers, but not for commandos and stalkers.

 

Honestly, i newer though about stalkers as specialists. I`ve always trained scouts, snipers, rangers, medics and commandos as stalkers to provide some bonuses to their main abilities.

 

Please do it then. It would be much better.

 

I hope that you understand that that was a joke? :) Ofcause i wont remove that bonus only because of you asking. For me Powered Armor was always a device that increased its wearers strength, not agility, dexterity or other attributes.

 

That would be interesting. Please go ahead.

 

These are already added to the update. Currently there are 6 different injectors - 3 for armor slots and 3 for helmet slots. Those for armor increase strength, dex and agility. Helmet ones increase intelligence, willpower and psi power. Unfortunately there is no way to increase wearers perception, so there is no such device.

 

Effect of the injectors is cumulative, so you can add two strength injectors and thus have a +2 bonus to strength (all systems add only +1 to attribute) or you can add dex and agility systems and have +1 to both attributes.

 

I wanted to add a negative impact of these systems of wearers hit points, but as i said earlier there is no way to make a single item produce multiple different effects.

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There should be a new research available either in medical or in basic weapons lab. I suggest you to play with 'new research available' pop-up turned on. There is plenty of new techs in ACM that you may otherwise miss.

Unfortunately, I did play with 'new research available' on all the time, but the new research for advanced blowpipe never showed up in my medical or basic weapons labs. Plus, the plasma grenade, mine and missle blueprint research never showed up in my energy weapon labs either, and the game crashes whenever I check them in the glossary.

 

It's not a big thing because I can have these items by editing my savegame. I'm just reporting a possible bug. Let's see if there are other players who met the same problem.

 

Honestly, i newer though about stalkers as specialists. I`ve always trained scouts, snipers, rangers, medics and commandos as stalkers to provide some bonuses to their main abilities.

I see stalkers as 'light throwing specialists'. IMO they are the best airguners and shuriken tossers (commando equipment+throwing bonus+enemy anatomy). They are also good at hand grenades.

 

Well, that's a bit off topic. What I wanted to say is, all the gauss and energy weapons are pistols, rifles, sniper rifles, cyborg weapons and explosives right now. Shotguns, SMGs and light MGs are kind of left out, which makes them not as effective as others in late game, especially when fighting wargots and starhosts.

 

That's just from my own game experience. I've absolutely no problem if you don't feel the same.

 

I hope that you understand that that was a joke? :D

Oh, no......my mistake, sorry...... :)

 

These are already added to the update. Currently there are 6 different injectors - 3 for armor slots and 3 for helmet slots. Those for armor increase strength, dex and agility. Helmet ones increase intelligence, willpower and psi power.

I like this idea very much. Actually I've been dreaming about it for a long time. Thank you for making it into reality.

 

Just one more question, there is already a helmet add-on that boosts psi power (helmet psi booster, from the advanced psionics factory, IIRC) in vanilla, so will the new psi injector replace it?

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Just one more question, there is already a helmet add-on that boosts psi power (helmet psi booster, from the advanced psionics factory, IIRC) in vanilla, so will the new psi injector replace it?

 

Injector provides +1 to Psi while psi booster adds +2 to it. However it requires more research to unlock it, so its superior bonus is justified i think.

 

About missing research.

I do remember that there was a problem with one of the new mines. I just don`t remember when it actually was fixed - before latest update or in upcomming update :D

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I've found another question. Please help me.

 

The 4 new commando weapons in ACM1.0, do they benefit from the stalker's enemy anatomy ability ( triple critical hit rate for commando equipments ) ? I've tested them in my game and it seems that they don't. But I don't know it for sure.

 

 

Only melee weapons benefit from this triple critical (IIRC).

 

New P90 advanced smg renders:

 

https://okim.nickersonm.com/ufo/p90.jpg

https://okim.nickersonm.com/ufo/p90-2.jpg

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  • 2 weeks later...

Hi, I love this mod. But i got to ask something?

 

I like the SCAR-L, But i ask? Will you bring back a renewed XM8? maybe as some kind of class weapon.

 

And i think the Gauss firing sound is a little weak for a powerful weapon.

 

other then that. everything is great.

 

Awesome P90 also.

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Hi, I love this mod. But i got to ask something?

 

I like the SCAR-L, But i ask? Will you bring back a renewed XM8? maybe as some kind of class weapon.

 

And i think the Gauss firing sound is a little weak for a powerful weapon.

 

other then that. everything is great.

 

Awesome P90 also.

 

I disslike XM8 and i mainly include items which apeal to me :)

 

Gauss weapon fire sound sounds good to me. I was unable to fire anything that might sound better.

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Files section updated. Still not able to upload large files, so linked to your mirror. We're in the process of replacing the files system to solve this problem.

 

 

That`s ok, thanks.

 

EDITED:

I`ve lancher a small image replacement 'programm'. First steps of this work are already available at first page of this topic. I hope that nobody will get offended if i replace my messages with just a few good quality shots :)

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A new version is available.

 

A link to ACM 1.1 archive and a full list of changes is available on the first post of this thread.

 

Enjoy.

 

ummm... the acm-ufo-11.zip seems to contain only acmod.vfs and ACM readme.txt

 

problem: no Localization folder, which leads to missing text: this is the first version I downloaded. The only other version which I seem to be able to download is 0.92b - this contains the Localization folder. Will it work if I use the Localization folder from 0.92b with 1.1? (I assume no, but hey - you never know)

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