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 X-Force - Fight For Destiny - Forum —› English - gamesets —› Starting New English Gameset - 'The Real Threat'

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Autor Mitteilung
verfasst am: 07.05.2006, 19:08
Registrierdatum: 03.05.2006, 10:07

 Beiträge: 12
The Real Threat

Because currently there is no english gamesets apart from the default, I'm starting work on one.

Here is a quick summary.

To produce an new english gameset to attract and encourage more english players to this game and demonstrate the modding capabilties of the game to them.

To produce a more realistic set of equipment to replace the default gameset.

The details of proposed projectile weapons can be found here
The descriptions for use in the game set can be found here

I've copied some of them into the editor, and might release a gameset based on the default using these weapons to test the balance if the new version doesn't come out soon.

I'm interested if any other english players want to help out, and most certainly would appreciate any german players who can explain parts of the editor, and translate it to german.
verfasst am: 07.05.2006, 19:29
Registrierdatum: 12.06.2005, 11:08

 Beiträge: 465
sounds cool... please mail me
verfasst am: 07.05.2006, 20:04 · Edited by: DirkF
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5596
Your proposal for Weapons sounds good at first and is definitly workable, but I think you're overlooking a few things about game mechanics. At least I think so because they aren't mentioned in your proposal.

1.) If a projectiles penetration is lower than the armor value of the target, it will do no damage. If the penetration is higher then the amount of damage inflicted is based on the difference between the penetration and armor values as well as the attack strength.

On the same target a higher penetration means that a higher percentage of the projectiles base damage will be inflicted - a low penetration weapon with a low damage might have trouble to score even a few points against a target.

2.) Research has to increase the same values. But the total range of avaible values remains fixed, especially the important penetration values.
If you make a large variety of weapons with different penetration values this limits the avaible research. If for example you define that a pistol should have an penetration value that is always 20 points below the value of the rifle avaible with the same tech, then a pistol can have a maximum penetration of 80 (based on the 100 max for the rifle). Since it also needs a minimum penetration that is higher than the expected armor value you have limits on your research options.

If you create a high difference in the penetration value of weapons on the same research level, you will reduce the amount of research avaible in the gameset. Of course this is possible - it even emphasises the tactical combat since a player can't simply solve a problem by researching better weapons.

But I want to point this out so you can consider this before starting the work - in my gameset "Der Galaktische Krieg" I plan to go into the other direction. I want lots of research avaible and as a result the differences between pistols and rifles are in range, attack strength and avaible weapons modes and so on - the penetration value only differs by a very small amount (or no difference) and is greatly increased by research.
verfasst am: 08.05.2006, 05:59
Registrierdatum: 03.05.2006, 10:07

 Beiträge: 12
Thanks Dirk. I haven't been able to translate the game rules pdf to english, so I had to guess how the penetration/damage system worked.

As these are the initial weapons you can buy at the start, The idea is that light pistols & SMGs would become ineffective against armoured opponents later in the game. Heavy pistols and SMGs would still be effective, but in no way adequate for serious threats.

I'm not quite sure what you mean in point 2). But if you're talking about what i think, let me explain.

Assuming its possible with a script:
Research into pistol ammunition, would only benefit pistol ammunuiton, not rifle ammunition. Additionally, all ammunition types would have the same value for those types. I.e Ammo for a Light Pistol would have the same damage/penetration as ammo for a Light AutoPistol & Light SMG, the only difference would be the weight and magazine capacity. If the player researches light SMG ammo, then it should increase the tech of light pistol & light autopistol ammo too, but NOT heavy pistol ammo or assault rifle ammo.

Yes I do want to emphasise tactical combat and strategy. Researching existing weapons will only help at the beginning, new types of weapons (which i'm yet to think of) will be needed against new opponents.
verfasst am: 25.05.2006, 06:27
Registrierdatum: 03.05.2006, 10:07

 Beiträge: 12
This is my proposed tech tree for laser weapons.

The idea of prototypes is such:

A prototype takes a considerable time to research. Production versions of the prototype take relatively less time to develop. In a scenario where time is of the essence, prototypes would be manafactured and deployed until the production model was available. This is generally the case during wars.
The more specialised the prototype, the less time it takes to research. The more specialised the weapon, there is a longer and higher cost of production

Battery is a base defense (i.e a large group of laser cannons connected together). Cannon are craft weapons. Pistols and rifles are pretty obvious.
Pulse based weapons have automatic fire/ faster rates of fire. Standard beam Lasers have aimed fire/ higher accuracy

I plan to use a similar model with other weapon technologies.
Unsure how I will handle the ammunition for lasers.
verfasst am: 25.05.2006, 06:47
Registrierdatum: 26.03.2006, 08:29

 Beiträge: 83
Zitat: BloodMagus
Unsure how I will handle the ammunition for lasers.

Lasers don't need any ammunition. You can declare a weapon as type 'Laser', then it will need no ammunition and you can edit the values 'attack strength', 'penetrating power' and 'ammunition' in the weapon. Ammunition simply means how many shots the laser-weapon has for one combat, it will reload after every combat.
verfasst am: 25.05.2006, 09:29
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5596
Zitat: ArneL
Lasers don't need any ammunition.

That is true for the programmed weapon-type "Laser" as choosen in the editor.
However, this has nothing to do with the name for a weapon.

If you want your lasers to have a magazine you can simply create a weapon based on the weapon type "Projektile" and name it as a laser in it's description. Or you can create a Weapontype "Laser" and name and describe it as a not-reloadable spezial needlethrower.

What I want to say is that the description of a weapon doesn't have to follow the programmed conventions for an ingame weapon type, but you can use the different weapon types to give your weapons a difference in handling.
verfasst am: 25.05.2006, 15:50
Registrierdatum: 03.05.2006, 10:07

 Beiträge: 12
DirkF, thats pretty much what i'm unsure about doing. should I make it so its a consumable & reloadable, or to have it as 'laser' type and and simulate a rechargable battery. Because there's no way of making the one ammunition unit that fits most of the weapons without providing an individual ammo unit for each weapon.
verfasst am: 25.05.2006, 16:02 · Edited by: DirkF
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5596
That is a decision each gameset maker has to make for him/herself.
Perhaps the following info might help in that decision:

If you make the weapon type "Laser" you don't need ammo, you can only fire normal shots and never use the new range effects with that weapon.
If you make the weapon type "Projektil" you will need one or more ammo cartridges per weapon, you can create several types of cartridges with different range effects and the projectiles that miss will travel in a straight line until their range is reached or they hit something other than the original target.
If you make the weapon type "Raketen" the projektil will be targetet at the ground and hit a place near the targen (if missed), but is otherwise now identical to a projectile (the Explosion Effekt is now a range effect and can be eliminated frem this weapon or added to a projectil at will).
If you make the weapon type "Chemisch" there will be no difference to a "Projektil". That difference was and is planned, but it was up to now never implemented.

And "Nahkampf" means a close combat weapon...
verfasst am: 26.05.2006, 18:13
Registrierdatum: 06.05.2006, 16:53

 Beiträge: 5
Too bad that the Gameset editor is in German, or I would aready have started to edit one! I got an idea, just tell me if the game engine supports it:

It would be nice to buy Cyborgs to add more punch to a squad. They should be as normal soldiers, but with at least triple strenght (look below) and greater marksmanship than normal soldier.

They should be used to use the "cyborg weapons", heavy and powerful weapons too heavy to be used by a soldier. Think about an oversized Vulcan cannon with more range, accuracy and power than a normal rifle. Many weapons should have a "cyborg" version much more powerful but too heavy to be used by an human.

Cyborg should be extremely costly, and possibly with some severe disadvantage, like unability to improve. One cyborg should be included in the starting squad to give starting players a fighting chance.

Tell me if the game is capable of supporting this idea, and obviously if you like it!
verfasst am: 26.05.2006, 18:28
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5596
Zitat: Davide_amato
Too bad that the Gameset editor is in German, or I would aready have started to edit one!

you missed the latest news about that - the first incomplete english version of an translation file for the editor...
and scroll down to the editor files.

(it works only with the new 910 alpha and some of the messages are still german, but it's a start - and someone can try to complete the translation)

Verschoben nach English - gamesets
verfasst am: 26.05.2006, 21:26
Spielsatz Darkage

Registrierdatum: 01.03.2005, 13:47

 Beiträge: 1846
Zitat: Davide_amato
Tell me if the game is capable of supporting this idea,

Not at the moment. We think over PSI, and with this of possible "races" of soldiers. (like tank, sniper, scout at the Moment but with a greater difference)

But the Problem with your Cyborg is, that it nearly doubles the work of the game. The Cyborg-Soldier itself is not the problem, but you have to edit the gameset, insert formula e.g. for throwing grenades- this doesn´t really work even now :)
verfasst am: 27.05.2006, 18:04
Registrierdatum: 03.05.2006, 10:07

 Beiträge: 12
I just had a look through the editor language file for V9.10 Alpha, there isn't a value for some of the edit dialogs on equipment & research projects.

For example I can't change Gewicht to say Weight in the editor. Is this just something that hasn't be done yet?

My unofficial english language file for the editor can be found here(be sure to rename it english.dat). I'm attempting to translate the errors so english users can see why they can't save their gameset. I can't vouch for its accuracy.
Use at your own risk
verfasst am: 27.05.2006, 21:51 · Edited by: LennStar
Spielsatz Darkage

Registrierdatum: 01.03.2005, 13:47

 Beiträge: 1846
I don´t know how the language files work, I can only compare when german stands there in the file, and with my knowledge of the editor. And please make a better english, in some cases, I perhaps only translate word for word

frmNew.ImportSkripts.Hint=Check if names of persons should be imported
-> No persons are in the editor. It´s translated correct, but it's wrong in german ^^ It is as the name says: Check to import scripts

-> Parameter ;)

frmMissionSkriptTriggers.TypBox.Items.Strings[4]=User defined (about mission_api_ClearTrigger)
-> I would say "with mission_api_ClearTrigger" is better. (like through or uses) but it´s complicated with this. It works like a key I think.

-> Start / Beginning

SAusruestungKannVonFolgendenAlien=Equipment kann von folgenden Aliens genutzt werden:
-> Equipment can be used by the following Aliens

-> Base Building

SBeiDieserWaffeOhneMunitionIstKei=Bei dieser Waffe ohne Munition, ist keine Angriffsstärke angegeben
-> at this weapon is without ammunition, no attak strenght (you used severity) is given (edited)

SBeschreibungVon=Conditions (%s) von %s
-> ? Beschreibung=Description von=of - no idea where this is written


If you want, I copy the rest from your file and translate it. I don´t know how good your german ist.
But this is no work for writing here ^^
Give me an email and you get it back per email.
edit: I called you with ICQ (but it is normally not very often on)
verfasst am: 28.05.2006, 15:28 · Edited by: BloodMagus
Registrierdatum: 03.05.2006, 10:07

 Beiträge: 12
I tend to use MSN the most.

My german is practically non-existent. I've just been using google to translate. I'm just trying to make it more readily usable by english users. One of the issues I had was errors and warnings which i didn't understand.

As I said before, I can't seem to add the english names of certain values. I.e I can't make it say Per Shot instead of Per Schuss in the edit dialog. I was hoping christian or someone else could shed some light.
verfasst am: 28.05.2006, 22:04
Spielsatz Darkage

Registrierdatum: 01.03.2005, 13:47

 Beiträge: 1846

Can anyone out there explain me the meaning of this? And when it is used? It makes no sense for me.
SdieMunitionsstaerkeIstAbhaengigV=The power of the ammunition depends on the weapon (%s), but the power of the weapon depends on the ammunition.
Die Munitionsstärke ist abhängig von der Waffe (%s), allerdings ist die Waffenstärke abhängig von der Munition.
verfasst am: 29.05.2006, 16:04
Spielsatz Darkage

Registrierdatum: 01.03.2005, 13:47

 Beiträge: 1846
I finished translation. Now I need BloodMagus' email to send it to him.
verfasst am: 28.06.2006, 12:13
Registrierdatum: 27.06.2006, 14:08

 Beiträge: 2
As soon as your gameset 'real threat' is finished...
I would be delighted to have a copy of this game set...

I'm not very good with computers so there is no chance for me to make one myself...
verfasst am: 28.06.2006, 13:31
Spielsatz Darkage

Registrierdatum: 01.03.2005, 13:47

 Beiträge: 1846
Zitat: Stuiterstef
I would be delighted to have a copy of this game set...

He can send it to Jim_Raynor and than you can download it with the update.
start->programs->X-Force->online-update->online-update->search for updates and there the stuff is listed ^^

or simply download the file to your ...X-Force/data/gamesets
verfasst am: 19.01.2008, 14:21
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
Is this gameset canceld?

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