Aralez Posted November 10, 2003 Share Posted November 10, 2003 Ok, i mailed the latest version of the Rebalance Mod to Slaughter (v.3.3), it's the last i will do. Oops, ok, the last one i will do without adding files From the readme: Changes (v3.3)-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 Changes (v.3.2)-Adjusted Mp7 Burst and Range-Adjusted Superstriker Incendiary Ammo-Again i changed the installer, should be VERY fast now. Changes (v.3.1) -Added some Greys, Reticulans and some new people to the Recruits-Pool-As i couldn't make the Greys equippable with human equipment, i made their original armour a bit better.-Added a heavy PSI-Controller-Corrected the flashbang-video and -size-Made AK47 slightly better regarding burst range-Corected size of Scorpion in Equipment-Made FNFAL a bit faster-Changed the Uninstaller a bit. Don't expect to see a new version for at least two weeks or so, i have some time-consuming ideas for the next one Have fun. Link to comment Share on other sites More sharing options...
UfoMan Posted November 20, 2003 Share Posted November 20, 2003 Rebalance 4.1 Updated Report: First the good news. I finally got Rebalance 4.1 to work. Starting with a fresh original copy of gamedata.vfs without the MusicMod in it, I was able to get Rebalance Mod 4.1 to actually create a new game without crashing to the desktop while accessing the SQUAD screen. It seemed to create and Aralez_3_3 Profile which I deleted. Then created a new game. I don't know what's going on, but with a fresh creation using a pure gamedata.vfs, I was able to get a game that didn't crash when going into the SQUAD screen. Don't know if the process is duplicable. Then I played the game. The newly created 4.1 Rebalance game gave research for Basic Ammunitition Manufacturing, new Conventional Armor, and an additional type of ammunition for the guns. The new features were showing up. BUT after creating a game with Rebalance 4.1, this is what Rebalance 4.1 took away:There was no grand influx of recruits, no endless supply of soldiers. No Retihalf showed up ever, even after running through days of time. No Grayhalf. No Cyborgs. I got the usual two or three recruits at the start of the game and that was it. All the cool surprises of Rebalance 3.3 were gone, and no cyborgs ever came to my rescue. And, now with the Rebalance 4.1 announcing on the Save and Play screen that it is in control, the chopper was back to being very slow, taking days to get places, instead of going there instantaneously as in 3.3. Changing base types is now back to 24 hours of time instead of the 13 hours of time in Rebalance 3.3. I don't know whether Rebalance 4.1 is buggy, or whether they took out all the good features that were in Rebalance 3.3, but even when I got 4.1 to work, it didn't satisfy like the previous one did. So far, the best combination I have had for modding is the Aralez Rebalance mod 3.3, combined with the GurkoZ Sound Modification and the Music mod. It seemed to be a solid combination, and I liked the result. The old Aralez Rebalance 3.3 used files, the MusicMod targeted gamedata.vfs, and the GurkoZ Sound used cfg.vfs to work its magic. They each used three different methods to accomplish their goal, so combined together, they didn't seem to step on anyone's toes. And the Chompers with the GurkoZ Sound Mod actually make a sound when they attack. The 4.1 Rebalance uses cfg.vfs so the GurkoZ Sound Mod which also uses the cfg.vfs has to go away so that the less satisfying 4.1 Rebalance can take its place. I like the old combination better. That's what I am going to go back to now -- the Aralez Rebalance 3.3, the MusicMod, and the GurkoZ Sound mod all combined together. It seemed to be stable, and it seemed to work. I'll have to do without the extra ammunition and the dreams of Cyborgs for now. I have been very impressed and deeply respectful of the 'magic' these people have accomplished in the past, so I had to give Rebalance 4.1 a serious try. But, even when I finally got 4.1 to work, it didn't work, or it didn't work as well as 3.3. It didn't have as many features. Rebalance 3.3 got rid of many of the complaints against ALTAR's original creation, and Rebalance 4.1 seemed to re-introduced them. Or, if that was not the intent of 4.1, then 4.1 is seriously buggy. Either way, I regretfully have to return to Rebalance 3.3. It just plain works better. -- To Slaughter, don't remove Rebalance 3.3 from the board, for now at least. Link to comment Share on other sites More sharing options...
Slaughter Posted November 20, 2003 Share Posted November 20, 2003 As I replied to you at the official boards UfoMan, I think you mixed up the rebalance mod and the megamod. Can you please check if you did? Link to comment Share on other sites More sharing options...
UfoMan Posted November 21, 2003 Share Posted November 21, 2003 I too responded at the main board. Yes, it appears that my system has been mucked up pretty good. I don't think that the MegaMod completely uninstalls itself. But, I didn't like infinite missions and all that from the Megamod, but I did like the instantaneous chopper. I looks like I now have the best of both worlds with remnants of MegaMod2 floating around giving me the faster chopper with the greater stability and purpose of the Aralez 3.3 Mod. Never got the 4.1 Rebalance to really work for me. Plus, I didn't like the slower chopper, the sparse number of soldiers, the camera that zooms out even farther, the missing GurkoZ sounds, the weakened sniper rifles, etc. The Megamod and the Aralez 3.3 seemed to be going in the right direction, and they coordinated rather well with the Gurkoz sound and MusicMod. The MegaMod was just about right for a Rebalance Mod, except when it was in complete control, it seemed to make the system go wonky. Oh well, an imperfect science, this modding business. Link to comment Share on other sites More sharing options...
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