Okim Posted November 21, 2012 Author Share Posted November 21, 2012 Hi. Here is link to my new project https://www.strategycore.co.uk/forums/topic/10162-cm-mod-for-silent-storm-1/. I`m housing the mod here on Strategycore.co.uk and i`m making it for UK version of Silent Storm 1. So anyone interested - please, be a guest Link to comment Share on other sites More sharing options...
acqsen Posted December 10, 2012 Share Posted December 10, 2012 hey Okim. Thanks for great mod. I have only scratched the content yet but its looks full of nice looking guns so far. Small odity i found, that gave a a lot of trouble. Maybe you can explain, details in spoiler I was trying since a week to add new batteries to power my drone weapons.I took the graphics from combatmod, put 3 new entries into equipment, increased array+3, put 3 new entries into localization file, added new caliber entry, pointed gun to use new caliber... doesnt work. I think my id numbers are wrong. Maybe you can explain why it works. (Yes , why it works, not why it doesnt)Because it seems it shouldnt. code from your caliber.txt ;#21 SubCaliber RECORD id INT 29 name STR "4.7x33 mm" us_name STR "4.7x33 mm CL" si_name STR "4.7x33 mm CL" default_ammo INT 18 ;"4.7x33 mm Caseless" END_OF_SubCaliber ;#22 SubCaliber RECORD id INT 30 name STR "shell" us_name STR "mortar shell" si_name STR "mortar shell" default_ammo INT 363 ;"frag shell" END_OF_SubCaliber from the equipment.txt;#87 SubEquipment RECORD id INT 564 name STR "G11" (cut) ;firearm PTR 1 Firearm Firearm RECORD caliber INT 21 ;"4.7x33 mm";#2 SubEquipment RECORD id INT 597 name STR "mortar" (cut) ;firearm PTR 1 Firearm Firearm RECORD caliber INT 23 ;"shell" The g11 gun points to caliber entry number 21, there sits the correct ammo group. Ok so far.The mortar points to caliber entry no. 23, there is nothing but empty space.Why mortar gets correct caliber/ammo assinged by game?I thought it might be a type, so i changed all mortar shells and the mortar itself to point to caliber entry no. 22. It stopped working. I am clueless.------update.I ignored the magic 22/23 hole in caliber. Added 2 placeholeder entries in caliber, started adding my batteries from 24... and new batteries work Link to comment Share on other sites More sharing options...
Okim Posted February 13, 2013 Author Share Posted February 13, 2013 Sorry, i have just noticed your post (yeah, 2 month since it was posted, i know).While reading all that caliber/equipment stuff i just realized that i don`t remember a thing about modding UFO: AS. I`m glad you found how to do that! Link to comment Share on other sites More sharing options...
Okim Posted March 17, 2013 Author Share Posted March 17, 2013 Everyone who ever played this and other my mods - i need your support! This project of mine needs your help: https://www.indiegogo.com/projects/lords-of-the-stars-board-game If you enjoyed fruits of years of my dedication to modding and ever had a desire to thank me for that - now is the most proper time Link to comment Share on other sites More sharing options...
Solarius Scorch Posted August 25, 2013 Share Posted August 25, 2013 Damn, I only saw it now :/Perhaps you should have done this on Kickstarter? I've never heard of this site, and I doubt many people stumbled onto your project... Link to comment Share on other sites More sharing options...
silencer_pl Posted January 13, 2014 Share Posted January 13, 2014 Someone might update the file section since there you download old version (1.3 I think) and here Okim provides link to 2.0. By the way Okim, if you will visit here. I wonder is there in code a real difference between Infra-red visors and night-vision? During my vanilla games I thought that Infra-red is the ultimate one and nothing can compare (except the PSI which could spot through walls). Link to comment Share on other sites More sharing options...
Okim Posted January 14, 2014 Author Share Posted January 14, 2014 Infrared is a spotter for both day and night time. Nightvision is just for night and for close range spotting i think. So yes, IR is an ultimate. The best spotter for cultist hidden units is a good psyker. Thermal Scope is good against Wargots as it provides a bonus to high-IR-signature targets which WG are. Cyborgs also have better IR signature. Movement Scope is against Cultist melee guys as those are pretty fast and always running. This scope negates penalties against moving targets. Link to comment Share on other sites More sharing options...
silencer_pl Posted January 14, 2014 Share Posted January 14, 2014 So getting IR and NV at the same time just makes NV totally obsolete. Link to comment Share on other sites More sharing options...
Solarius Scorch Posted January 14, 2014 Share Posted January 14, 2014 I guess some transgenants at the very least could be cold-blooded... That would make IR unsuitable in certain situations.Maybe Starghosts too? Link to comment Share on other sites More sharing options...
Okim Posted January 14, 2014 Author Share Posted January 14, 2014 Hm. Remind me how could you get IR and NV at the same time? If you mean night googles and thermal scope - they have different usages in the game. Googles for spotting while thermal scope just gives accuracy bonus against IR-bright targets. If you mean different guys one with IR and other with NV - than yes its mostly useless as IR will outperform NV. However, as Solarius said, there might be some different enemies with totally different IR signatures. I can`t recall any value for the enemies though. Link to comment Share on other sites More sharing options...
silencer_pl Posted January 14, 2014 Share Posted January 14, 2014 When I get there I'll tell but for now I think it's one of those advanced weaponry research and I think you got all of those in one go. Link to comment Share on other sites More sharing options...
smexi_vampire Posted March 4, 2014 Share Posted March 4, 2014 hello im curently playing thought the game and it crashes when i finish the lazer baracks resurch.i have tryed cheating and haveing all reserch and the game works but when i build anything it crashes aginis there any file fix you have or an updated vertion other then one one here and on your own sight ? any help is apreshiated please and thank you :3 Link to comment Share on other sites More sharing options...
bagatur Posted March 12, 2014 Share Posted March 12, 2014 hello im curently playing thought the game and it crashes when i finish the lazer baracks resurch.i have tryed cheating and haveing all reserch and the game works but when i build anything it crashes aginis there any file fix you have or an updated vertion other then one one here and on your own sight ? any help is apreshiated please and thank you :3 what is laser baracks exactly? Link to comment Share on other sites More sharing options...
Solarius Scorch Posted March 12, 2014 Share Posted March 12, 2014 what is laser baracks exactly? Probably Energy Barracks? Link to comment Share on other sites More sharing options...
Astral_Punisher Posted April 1, 2014 Share Posted April 1, 2014 Hi Everyone,I'm new here, but I enjoy this mod, and noticed that the descriptions for many of the items are not quite 100%.Typos and spelling mistakes abound, and I am the kind of person that is a bit of a stickler for that.Thus, I am going though the localizationPack.vfs, and correcting and smoothing out all of the issues that I can. I would like to share my changes with this group, so if an admin could post my update/changes so that others can grab it, along with this excellent mod, I would appreciate it.I'll repost here when I am completed my changes. Thanks. EDIT: Okay, I've finished my first pass - I changed some of the descriptors to clean up some of the 'lingo' so it's more understandable.Let me know if there is anything else that needs fixing, or even if there is anyone out there that is even using this change!Thanks. Link to file: https://snk.to/f-ctnqxqwl TO USE:Extract the file into your "Aftershock\Localization" directoryStart Aftershock and enjoy. Link to comment Share on other sites More sharing options...
Solarius Scorch Posted April 1, 2014 Share Posted April 1, 2014 Welcome Astral, and thanks in advance for your work. I'll appreciate it too.Okim seems to have stopped working on ACM years ago (more because it seems complete than because he abandoned it), but I'm sure he'll be thankful too. If for some reason he doesn't respond, please attach the file somewhere around here for download. Link to comment Share on other sites More sharing options...
Astral_Punisher Posted April 1, 2014 Share Posted April 1, 2014 Thanks for the welcome Solarius.I've played through this game at least 3 times now, and twice with this mod.The descriptions always bugged me as being just a little off - I looked up AS modding, and now I can provide some assistance, so I'm happy about that. Let me know if there is anything I can tweak to improve it. Link to comment Share on other sites More sharing options...
Okim Posted April 1, 2014 Author Share Posted April 1, 2014 Wow. Didn`t expect this mod to actually being alive nowadays... I don`t mind if someone releases fixed stuff for this mod. Especially text fixes. Energy barracks produce powerful troopers that use laser and later - plasma weapons IIRC. These were designed as a proper support for your squad against Cultist Cyborgs and Wargots. Link to comment Share on other sites More sharing options...
Solarius Scorch Posted April 1, 2014 Share Posted April 1, 2014 Wow. Didn`t expect this mod to actually being alive nowadays... Are you being serious? This is my favourite mod for any game ever! Link to comment Share on other sites More sharing options...
Astral_Punisher Posted April 2, 2014 Share Posted April 2, 2014 Okim, I've very much enjoyed this mod, and have played with it for many hours. Thanks a ton for making it.I don't feel like I am 100% done with the discriptor fixes, as every once in a while I catch another one and change it on my local files.I'll upload and provide a link to the updated files as I go (and as I have time to change them). At the moment, I am taking a break from AS to play UFO:ET, with a mod from a gentleman known as 'greyman'. I am going to be linking him to some of the logs I have, as the game tends to crash quite often for me. Also, as this is the internet, you never know when someone is creeping on your old files! I myself have creeped this forum for quite some time. This is my first post (and small contribution). Link to comment Share on other sites More sharing options...
GantradiesDracos Posted September 6, 2014 Share Posted September 6, 2014 hey, i know im reeeeeally late to the party here, but is there any way to tweak the XP gain up a bit? ive been playing AS for the first time in a few years, and decided ot have a go with ACM, but the inexplicably low xp for fighting the cult and the wargots is kinda a turnoff. im averaging 100 total xp per mission, 200 if im extremely lucky, and im unsure if its by design or a bug/ misplaced decimal point or something, and have no idea how to go about tweaking it myself, if its even possible... Link to comment Share on other sites More sharing options...
GantradiesDracos Posted September 6, 2014 Share Posted September 6, 2014 Wow. Didn`t expect this mod to actually being alive nowadays... I don`t mind if someone releases fixed stuff for this mod. Especially text fixes. Energy barracks produce powerful troopers that use laser and later - plasma weapons IIRC. These were designed as a proper support for your squad against Cultist Cyborgs and Wargots. hey, its one of teh few comprehensive mods out there, and the new weapons are totally sweet jsut wish there were a few more for afterlight Link to comment Share on other sites More sharing options...
expii Posted September 25, 2014 Share Posted September 25, 2014 Hi, guys. First of all I wanna thanks Okim for this mod, it's realy great. Also I have some good news for ACMod fans and present patched version 2.01 of this mod. Version 2.01 changes:- most of ai_units bugfixed, now more cultist units are available (were locked in previous versions due to bugs);- fixed all bugs with cultist cyborg-drones (as I hope );- some minor bugfixes in buildings, subraces, etc.;- also updated by Astral_Punisher LanguagePack included [made by Astral_Punisher]. download here https://qclk.ru/kn/OQM2 Space Voyager 1 Link to comment Share on other sites More sharing options...
Solarius Scorch Posted September 25, 2014 Share Posted September 25, 2014 I never thought I'd see another version of the ACM... Definitely it's the right time to get back to it! Just curious, was this patch approved by Okim? It's not like I wouldn't try it otherwise, but I would still like to know. Link to comment Share on other sites More sharing options...
expii Posted September 29, 2014 Share Posted September 29, 2014 Just curious, was this patch approved by Okim? It's not like I wouldn't try it otherwise, but I would still like to know. O-o-ops, no, is it really need for bugfixing? Ok, I'll contact with Okim about this. Link to comment Share on other sites More sharing options...
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