webba84 Posted April 23, 2011 Report Share Posted April 23, 2011 Hi everyone,Just got back into Xcom after a very long hiatus and been enjoying UFO and Apoc immensely for the last few weeks. Of course I've been solidly reminded of how unfinished Apoc is too, and so I've been working on modding it to make it more challenging/enjoyable. The question I have is in the title, is it possible to give the disruptor armour chest piece the same ability as the marsec one? I find it annoying and incongruous to be wearing those feeble marsec suits when running around the alien dimension (especially after modding all of the armour to be weaker). Another question is regarding the Dimension Destabilizer, I've modded the devestator cannon to be much slower and slightly less accurate, like a heavy cannon, and I want to make the DD an Xcom developed disruptor rifle with less dmg but better rof, accuracy and shield penetration to take its place. (Also because in my game toxiguns don't go through shields anymore) I understand the DD has a bit of a unique situation but I've been looking at it in Apoc'd and also used the Apatcher fix for it so I think it should work. Anyone have anymore information on that? Link to comment Share on other sites More sharing options...
Sorrow Posted April 23, 2011 Report Share Posted April 23, 2011 One thing that is absurd is that they made powered armour weaker than Megapol's non-powered armour. Link to comment Share on other sites More sharing options...
[NKF] Posted April 24, 2011 Report Share Posted April 24, 2011 Haven't got any modding advice to offer, just a bit of rambling. I feel the way they made the armour was to give them a bit of diversity. Sort of like the fighter jet / tank analogy. Marsec suits are about as good as a sheet of paper in terms of protection as they need to be kept light, but you get flight. Megapol armour, like tanks, are stuck to the ground but they are very well protected (except perhaps against explosives). The analogy breaks a bit when we get to Disrupter Armour. Guess they wanted to give it some handicap to keep the Marsec plate useful. But don't let that discourage you from making the Disrupter armor fly. One thing that is absurd is that they made powered armour weaker than Megapol's non-powered armour. Going from the images, the Marsec suit looks safer to be in since it appers bigger and better protected. You've got lots of exposed bits with the Megapol suit. But I guess more advanced doesn't always mean better. It's probably has lots of fiddley bits and, as I mentioned above, less armour plating to keep it light. Mind you, it does have 10% more HE damage reduction than the Megapol plate. Probably won't mean much against a vortex mine. - NKF Link to comment Share on other sites More sharing options...
webba84 Posted April 24, 2011 Author Report Share Posted April 24, 2011 (edited) If I'm going to make the Marsec stuff better protection then it should be a heck of a lot more expensive too. As it is you trade protection for speed and flight. Without that tradeoff it would be a nobrainer. Anyway, I would very much like to make the disruptor armour fly (with a suitable price hike for the torso piece) but I can't work out how to do it, none of the settings in Apoc'd show any difference from the other armours. Edited April 24, 2011 by webba84 Link to comment Share on other sites More sharing options...
Sorrow Posted April 24, 2011 Report Share Posted April 24, 2011 One thing that is absurd is that they made powered armour weaker than Megapol's non-powered armour. Going from the images, the Marsec suit looks safer to be in since it appers bigger and better protected. You've got lots of exposed bits with the Megapol suit. But I guess more advanced doesn't always mean better. It's probably has lots of fiddley bits and, as I mentioned above, less armour plating to keep it light.It's basically the flying suit from UFO1. The whole point of having a powered armour is to allow heavier armour plating and the anti-gravity unit makes weight irrelevant anyway, so it being lighter doesn't make sense. It's a horrible gamey design decision that is a symptom of Julian Gollop gradually moving away from simulations towards tactical jRPGs. Personally, I have brought back the flying suits stats for the powered armour and actually made some of its parts have negative weight to represent the increased strength and carrying capacity.It's counterbalanced by the scarcity and high price (10x more than an autocannon and over 2x more expensive than the Megapol Armor). Link to comment Share on other sites More sharing options...
j'ordos Posted June 27, 2011 Report Share Posted June 27, 2011 To make a piece of armor flying you have to set it's "damage modifier type" (agent equipment 2 in apoc'd) to Marsec Armor. This only works for torso parts. Since there are no image frames for disruptor or megapol armor sets while flying the trooper's torso will be invisible while he's in the air though. For the DD, after enabling the fix for it in apatcher it should work fine, and editing it shouldn't be any different from another weapon. Link to comment Share on other sites More sharing options...
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