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ACM (UFO Aftershock)


Okim

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Concept of Remnant Plasma Gun. Once again taken from UFOAM:

 

https://okim.nickersonm.com/ufo/plasmagun01.jpg

 

Remnant Laser Gun. UFO Aftermath players may find some similarities between this gun and its original in UFO AM.

 

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

https://okim.nickersonm.com/ufo/lasgun1.jpghttps://okim.nickersonm.com/ufo/lasgun2.jpg

https://okim.nickersonm.com/ufo/lasgun3.jpg

 

Unbuildable weapon. Can be seen used by locals and cultists. Tried to make it as ancient as could. Some one may even spot layers of dust in corners of the frontal 'box'.

 

 

PKM model:

 

https://okim.nickersonm.com/ufo/pkm1.jpg

 

 

!!!RE-MOVED THIS POST FROM THE LAST PAGE!!!

 

Hi, Okim! It's nice, that you back!

I have one small proposal: could you move glock, uzi and mac10 a little bit closer to the wrist of humans, because right now these arms as if hanging on the fingertips)

 

P.S. Sorry, without screenshots.

 

Hm. Ok. I`ll see what can be done.

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  • 2 weeks later...
Do you plan to add a flamethrower to your mod?

 

 

Nope.

 

Launcher-type flamethrower isn`t so good as it may miss and create a stupid moment of flames flying over the whole map.

 

Gun-type flamethrower wont create an area of fire as flamethrower should.

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Askus:

 

https://okim.nickersonm.com/ufo/aksux2.jpg

 

 

Cultist plasma cannon:

 

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

 

 

Wargot weapons wont be usable by players. However cultist soldiers will be using a range of modified weapons such as this.

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New modified Wargot weapons highly used by Cultist Cyborgs (and usable for player):

 

 

1. Accelerator cannon (req. Cyborg level 3).

 

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

 

 

2. Grenade launcher (req. Heavy equipment training).

 

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

 

 

3. Ultrasonic cannon - this is a new Wargot weapon that replaces their old one-barrelled plasma gun (req. Cyborg level 2).

 

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

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Added new cyborg weapon - 7.62mm chaingun (or heavy chaingun). This one is a bit larger version of old chaingun and uses 7.62mm NATO ammo. This weapon was added in order to combine minigun`s fire rate and 7.62N explosion ammo against Wargot heavily armored foes.

 

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

 

Old minigun for model comparison:

 

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

 

 

This is a modified Wargot rocket launcher.

 

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

 

 

I have modified all normal bullet effects to make them 'instant'. All normal firing effects will also produce a small cloud of smoke (it just looks crazy!). This picture is of a modified gauss projectile.

 

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

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Pete is looking into the size problem (if it still is a problem) and Slaughter taught me that "sponsored" is basically a sticky. So I wasn't that far off. :laugh:

 

When we finally upgrade the forums later in the year, the files system will be a part of the forum software (which is a good thing, trust me) and will have a Flash-based uploader with no timeout issues for large files.

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But, if you drop the images from "share\textures\interface\opt\ufopedia", and cut the ufopedia images of the new weapons into new images, and make models for these images, you can reduce your mod's size. And if you use Sigget's Total Commander plug-in with "all compression" mode, your mod's size will be ~40MB as against ~130MB.
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But, if you drop the images from "share\textures\interface\opt\ufopedia", and cut the ufopedia images of the new weapons into new images, and make models for these images, you can reduce your mod's size. And if you use Sigget's Total Commander plug-in with "all compression" mode, your mod's size will be ~40MB as against ~130MB.

 

 

Cut? No way!

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  • 4 weeks later...

https://okim.nickersonm.com/ufo/warsonic1.jpg

 

https://okim.nickersonm.com/ufo/warsonic2.jpg

 

Wargot ultrasonic cannon.

 

I`m much closer to release now due to entering the Wargot phase. I need to check all enemy equipment in this phase and all new research. If everything is ok - other phases will take much less time.

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Hi Okim, im new user and after playing acm for a bit i decided to register to say i love your mod :laugh:

It's really much more fun than "vanilla" game with so many weapons and accessory and Cyborg Weapons are my favs

Tho I have a lil issue and i hope u or someone here can help me:

I can't research mines nor i ever found em ;) (i am already after spaceship arrival, just before getting cultist device)

anyone has tips about where to find mines, maybe there some places where it's easier to find them?

 

 

Thanks for the help and for this great mod :oh:

 

 

 

P.s.: Hello to all the community as well :P

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Hi Okim, im new user and after playing acm for a bit i decided to register to say i love your mod :laugh:

It's really much more fun than "vanilla" game with so many weapons and accessory and Cyborg Weapons are my favs

Tho I have a lil issue and i hope u or someone here can help me:

I can't research mines nor i ever found em ;) (i am already after spaceship arrival, just before getting cultist device)

anyone has tips about where to find mines, maybe there some places where it's easier to find them?

 

 

Thanks for the help and for this great mod :oh:

 

 

 

P.s.: Hello to all the community as well :P

Hi, welcome to the boards :)

 

Some of the cultist scouts carry mines, but since they only apear in missions where cultists assault someone - they are a great rarity.

 

Also wargots do have mines, but i can`t say who exactly.

 

I`m including scouts in cultist defence missions so that such things as mines and scanners will be easier to find.

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Hi, welcome to the boards :laugh:

 

Some of the cultist scouts carry mines, but since they only apear in missions where cultists assault someone - they are a great rarity.

 

Also wargots do have mines, but i can`t say who exactly.

 

I`m including scouts in cultist defence missions so that such things as mines and scanners will be easier to find.

Thx a lot :oh:

So ill check them hoping to find some, if im unlucky ill do without :P

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Thx a lot :laugh:

So ill check them hoping to find some, if im unlucky ill do without :oh:

 

 

Mines are very useful. Especially when dealing with Wargot Mechs. These monsters are vulnerable to explosives and laser damage only. Other weapons wont hurt them much.

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Been poking around with this mod for a long while now, nice to see you're coming back to it. Also a fan of the SotS ACM. :( I like most of the changes, but I do have a few concerns/amusing notes;

 

1) ...d'ya think you made drones tough enough? I spent several minutes chasing one around the map. Thankfully I'd equipped my sniper with AP rounds, so he was able to slowly work it down with his SVD.

 

Flatsters kinda fall into the same bucket. They're basically harmless, but are so resilient to bullets I'm thinking about just strapping them to my men and using them as armour before Medium suits arrive. :)

 

I guess I should use more energy weapons.

 

2) AAAAA MY BULLETS DO NOTHING TO WARG-- :) wait, why are they falling over all of a sudden? Oh, I left my specops dudes on "stun dart" mode by accident. Score one for commando underbarrel airguns! (I use them for capture missions; stundart the target 'til they stop trying to run away, then revive them with a L2/L3 Medic w/ Adv. Medkit)

 

This isn't as much as a concern, and more a 'keep it in!'. It was a pleasant surprise to see them work since I thought I was absolutely boned - having only one or two Medium suits and my heavy guns were limited to a 'borg with a Cy. M82 w/ EX rounds at the time. It also reminds me of X-COM Apocalypse's toxiguns in a bizarre sort of way. I'm also planning on testing poison/paralyze darts on them when the opportunity arises; that is, when my Commando units get out of Medical. :)

 

3) Why are there so many bloody cultists? I mean, it's fun slaughtering them and everything, but when I have to restart a mission because my drop-in point was right in the middle of a mob or because my entire team gets totalled by an incendiary rocket within two minutes is kinda ridiculous. They're a serious difficulty hike up from mutants/retis. The best tactic I've found so far is to send a runner out to lure them into the firing line of a well-positioned sniper and machinegunner.

 

4) I think you made the locals a bit too badass early on. The cyborgs especially. I saw one with a Minigun and I hadn't even encountered the Cultists at all yet! Now they just seem to win basic sector defense missions all by themselves - even the Psionics barely need my help. Admittedly I fear this will rapidly change once the Wargots start dropping in.

 

~~

 

As for the change list on page 20... is the weapon manufacturing before or after research? Will the American Firearms be manufacturable from the very start, or will they require something along the lines of the current (ie ACM1.4) research? Will weapons be divided by category if they are researchable? That is, do I need to recover examples and then research "European Firearms" to produce FN FALs, or will the FN FAL only ever be attainable via salvage?

 

I can certainly see the logic for dialling back some of the production capabilities (though if anything I'd expect the AK family to be about as prevalent in produceability/availability as the M4/etc.) though at the same time it doesn't make sense that the player can eventually produce advanced energy/coilgun-launched projectile weapons, but not a standard firearm of another flavour simply because it comes from another country. I can see why it would be very hard to obtain designs for the VSS and such though.

 

I do like the wood-furniture laser weaponry though. Very classy. :(

 

Also, if possible, make the weapon renaming/sorting optional, for those who prefer the original names vs the logical classifications? I'm not sure how hard that would be though, whether it's just a case of supplying an alternate Localization VFS or what.

 

~~

 

Ed: Also, I get a crash whenever I try to view the Cyborg Mortar in the Glossary. Any idea what's up with that? I'm guessing the glossary image is broken or something. Redownloading the mod and unpacking it again seems to have resolved the issue.

 

Poison darts were working reasonably well, not ideal though. Might just go back to the stun darts.

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Drones, wargots and cyborgs are susceptible to explosive and laser damage. AP does moderate damage to these enemies. Future update will make lasers even more deadly against these foes.

 

Cultists are the main enemy of the player from the time of their arrival till the end of the game. Cultists do invade and defend their bases in large numbers. They do have reduced numbers when guarding the resource provinces.

 

Locals were buffed-up in order to provide a so-much-needed firesupport in cultist invasion missions. Almost the 50% of all available help missions against cultists will be of "help local troopers' type. Their toughness also ensures that player wont have easy times getting advanced equipment from them.

 

Only usp, mp5, m4, m14, r700, m60 , law, m76 and spas will be available for produciton. All other weapons the player will have to salvage from different factions. This was done to reduce the amount of garbage in production lists and to add a reward for warmoungering players. Russian weapons are pointless to produce since they will be in abundance after 2-4 missions against cultists. Its a shame that UFO AS does not allow player to convert weapons into resources. By the time Wargots arrive i usually had accumulated over 25 AKMs, RPKs and SVDs.

 

Laser weapons are actually plastic, not wood :)

 

Options are no longer possible as i have already renamed all the stuff in the game. Sorry.

 

Poison darts and grenades as well as all incendary and explosive ammo/grenades were buffed. Expect heavy causalties when seeing a rocket beelining towards your troopers! Antidotes are now a must-have for any squad participating in missions against cultists.

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Hm. Logical decisions at least.

 

Interesting to hear about poison darts, but incendiary weapons are already obscenely dangerous on the easiest difficulty to even Medium-armoured troops - psions and light troopers will burn to death in the amount of time it takes them to clear the field unless they are incredibly lucky. Buffing them seems like a bad idea since the enemy like to use them a lot (right now at least, if that changes then it's not such a big issue) so it might be more effective to simply reduce the Burn resistance on the heavier armour and Wargot units.

 

I already give scatter orders on seeing an incoming grenade/missile if the opportunity presents itself, so not a huge change though.

 

As for laser weapon furniture; really? Interesting.

 

I'm guessing we'll largely see the cultists using Russian weapons at the start rather than the logistical nightmare mix that they use currently (given they're meant to be fairly pragmatic, for cultists), after the update?

 

Some of my difficulty probably comes from dropping the ball again (both my games I've had early shortages of Green resources) and the humans being incredibly difficult about giving me Blue Mines. I've been using my insane stockpile of Red resources to bribe them whenever they get pissy about offensive operations to seize the Blue mines.

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