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About The Master Maniac

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mastermaniac117
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X-Com HQ in Fortress Orza
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Still playing X-Com...excessively.
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Um, I'm afraid I can't seem to find the Auto Cannon thread. It's...gone. Don't laugh.
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Sorry for the wait, everyone. I appreciate the insight. I know I can't argue chemistry with someone who majors in the subject! Actually, any suggestions regarding the matter would be great.
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Yeah, I know this one's been out of the loop for a while - but I'm interested. The system I play X-Com on runs with Windows 98, so this .mp3 patch would be fantastic. And in a sense, it is, because the computer doesn't play midi files. Yes, that's right. And you want to know the funny thing? This patch makes X-Com's midi files work. Unfortunately, not only are the instruments completely screwed up, that's not what I'd like the patch to play. So, does anybody have that problem, midi files playing properly, but no .mp3? How could I fix it? Oh, one more thing. About that Amiga music. Everybody seems to absolutely love the old Amiga version's soundtrack. I've visited that site out of curiosity, but when I type in John Broomhall's name into the search engine, no X-Com. What gives?
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FWAC-M9A4 "Auto Cannon:" Following the M9A1 Heavy Cannon's success, this rotary-barrel variant was pushed into service following years of co-development. Gas-operated and liquid-cooled, the M9A4 more resembles a conventional squad-level weapon than the decidedly unconventional recoilless rifle on which it was based, but by and large, it shares a great deal in common with its predeccessor, despite some fundamental alterations to design principles. With a reworked feed mechanism and a multi-barrel system, the Auto Cannon has been refitted to support continuous fire options. However, to achieve this end, some corners were cut. In order to accomodate a larger magazine capacity, the weapon was chambered for a smaller, less-powerful 20mm round. Not only that, but the barrel assembly contributes to the weapon's overall weight, making the system even heavier, if that were even possible. However, most proponents swear the tradeoffs are worth the capacity for sustained fire. After a slight spin-up delay, the M9A4 can empty a 14-round magazine in a little under four seconds. Using high-explosive or incendiary rounds, this is a particularly nasty piece of trivia. At a moment's notice, the Auto Cannon can cover entire areas with your choice of earth-shaking detonations or raging flame and smoke - a frightening instrument, indeed. Care should be used, though, to ensure friendlies aren't on the recieving end. Note: recent field tests have revealed that the FWAC-M9A4 weapons system suffers from considerable stability problems under continued fire. Whereas the original Heavy Cannon took measures to control recoil, harmonic destabilization in the Auto Cannon's case is practically unfettered. In the right hands, recoil can be controlled in single-shot mode, but compensation problems may become apparent in repeat-fire, where accuracy is very likely to suffer. This subject must be broached during AC orientation so as to reduce the occurrance of stray-shot casualties. This segment or portions thereof may be (or not ) added to the going CT at the team's discretion. While I was off in Heavy-Cannon Land, I had some thoughts about the Auto Cannon. Man, I've been gone too long. I'd forgotten the weapon designation. Oh well, just replace M9A4 with RC-110, and there you go.
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I'm not sure whether or not I should list the ammunition types in separate parts, so I just went ahead and lumped them together here. Sorry for the wait - judging by the amount of actual content, I can't be sure whether or not it was worth it... FWHC-M9A1 "Heavy Cannon:" A product of the now-defunct "Future Warrior" program as envisioned by the US Army, the M9A1 Heavy Cannon was designed to provide the small, highly-mobile infantry platoons of tomorrow with a lightweight and reliable anti-tank platform, without all the excess bulk of more conventional solutions. By the demise of the Future Warrior project - an end brought about by the drastic cuts to military budgets as dictated by the Global Armed Forces Reduction Treaty - the system's fundamental design philosophy had changed substantially, in line with the rapidly-shifting identity and purpose of the modern soldier. In its later forms, the M9A1 prototype eventually assumed the role of a multi-purpose support weapon. Following the termination of the project, the incomplete specifications found themselves outsourced to the international market, and within months, practically every major country had adopted some variant. By definition, the M9A1, repurposed and manufactured by the US military as the closest representation of the original schematics, is a man-portable recoilless rifle, able to engage both infantry and light vehicles with equal efficiency. In order to contain the harmonic destabilization caused by its large-caliber 40mm round, the system operates with an intentionally stunted initial muzzle velocity. To compensate for subsonic delivery, the HC's proprietary round is outfitted with an experimental tip-integrated propulsion unit. Shortly after discharge from the barrel, this "rocket" engine kicks in using a small quantity of fast-burning solid fuel. The burst of acceleration lasts but a half-second, but it's enough to help the fired projectile reach high-velocity speeds, thereby defeating the possibilities of premature drag or drop inherent in higher-caliber rounds. The wavy contrails of smoke left behind in the bullet's wake offer a distinctive, if unintentional, tracer element. Though the method of delivery might be rather unconventional in nature, the ordnance accepted by the M9A1 is purely textbook. Feeding from oversized 6-round detachable box magazines, the system can accept three interchangable ammunition types. Its standard is 40mm Armor Piercing Discarding Sabot, a highly-powerful round capable of ablating light vehicle-grade plating. It also fragments after penetration, causing further damage. Also, the M9A1 can fire an effective limited-radius high-explosive round for largely anti-personnel purposes, or a napalm-derivative incendiary round that can douse an area in rapidly-spreading flame. But despite the HC's impressive ordnance, its staggered rate of fire often relegates it to the role of close fire support. Since the system is fired "from the hip" with no real targeting assistance of any kind, accurate shot placement can be difficult. Also, as the name implies, the system is heavy, very heavy, cumbersome and simply difficult to use effectively given its awkward proportions. A carrying strap and optional "hip-clip" do little to help the user secure the weapon, but in the hands of one gifted enough to tame it, the HC is a dangerously effective tool. M9A1 Ammo Types: 40mm Armor Piercing Discarding Sabot: Standard Heavy Cannon ammunition, the APDS round is a dual-purpose anti-armor/anti-personnel solution. Its depleted-uranium tip has a core density far greater than that of steel, allowing the high-velocity round to punch right through light- to medium-grade vehicle plating with relative ease. The tip is also segmented, designed to fragment directly after recieving the percussive shock caused by full penetration. The internal shrapnel effect can be devastating against organic and mechanical units alike, shredding both tissue and vital system components with equal effectiveness. The practical effect is the increased occurrance of fatal wounds among targets. Though still highly effective internally against naked tissue, the APDS round is less effective on the whole against soft, unarmored targets as the shot tends to typically pass neatly through them without shattering. 40mm High Explosive Anti Personnel: The HEAP round expands the Heavy Cannon's mission profile to increase its effectiveness against ground infantry - groups of ground infantry, in particular. The HEAP operates in much the same manner as the standard APDS, but each tip is now outfitted with a limited-radius impact-detonation explosive solution. Though devastating against soft targets, the concussive blast is perhaps less effective against armored adversaries. Still, the full-size 40mm variant is powerful enough to clear light obstacles and punch through thin walls. Collateral damage was obviously not a condition considered during the HEAP's development process. Care must be exercised in order to prevent unintended casualties. 40mm Limited Radius Incendiary: Further enhancing the Heavy Cannon's capacity to engage ground personnel, the LRI utilizes a napalm/white phosphorous-derivative chemical compound that ignites immediately upon exposure to oxygen. The chemical flame produced rapidly spreads over a small area within the immediate vicinity of the round's point of impact. Though quick to burn itself out - usually within mere seconds - the flame is sure to engulf any flammable objects nearby, which are likely to continue to burn for some time. The chemical solution also has a grim tendency to "stick" to organic material, meaning that any living being caught within the initial blast radius will become a walkng candle stick. The same goes for X-Corps personnel, too. While the LRI is disturbingly effective against organics, it's used more often as an indirect offensive option rather as a means of direct attack, creating "walls" that funnel in enemy forces, cut off lines of retreat, and confuse and demoralize. Also, flammable structures can be set aflame, driving occupants out into the open. As with any large-radius explosive ordnance, the LRI must be used with extreme caution. As you're certain to notice, this latest iteration is a great deal more concise than the original. It's intentional. I believe the last version was perhaps too wordy for its own good, overly far-reaching with too little of the substance that a player would find useful. That's open to debate, of course, and I'm listening. Another note - the "Mars" solution is, as I've determined, completely moot here. Remember, the HC is available from the start, well before the player even *knows* where the enemy's coming from. And let's not forget that the Heavy Cannon itself wasn't designed for space combat in the first place - it's a conventional weapons system. But for the purposes of constructive elaboration, it should be known that lower/higher gravity considerations are largely irrelevant, in this case. Each round fired by the Heavy Cannon (feel free to change the name/designation - it's been a while since I've been here, mind) is driven by a limited propulsion system, a rocket engine if you will, guiding each shot straight to the target at high velocity.
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Well, I'll submit it as soon as I find the floppy I copied it to, anyway. Part of the reason I've been gone so long is that my last computer got fragged (two down...) and I lost everything. Everything.
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I know it's been a while -- okay, who am I kidding, it's been WAY too long -- but believe it or not, time permitting, I've been looking at getting this CT out there. Uploading shortly.
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Difference noted. Nearly ready to post all four (!) CTs - just making a final adjustment for caliber type. One more minor impediment: Blehm's stated that the Repeater Cannon's incendiary shells differ from those I've dreamed up for the VAHC. Is this a problem?
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Cwe Editor Causes Illegal Instruction
The Master Maniac replied to Hawk's topic in Clark Wehyr Editor
If you're using XP, you'll likely need DOSbox to run CWE. -
Absolutely. Just to make sure ahead of time: the VAHC and the Repeater Cannon do indeed share calibers, right? Just don't want to go off in some completely wrong direction when the groundwork's right down in front of me.
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You'd like me to work on that, too? I'd be more than happy to! Oh yeah, in response to Blehm: aren't we looking at the Repeater and Heavy Cannons as two completely different weapons? I wasn't aware that they'd even use the same caliber. If that's the case, I'll get right on fixing it.
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Sure thing. I'll have an update soon. Thanks! Oh, one more thing: on the subject of the individual CTs for the ammo types - should I just leave out what I've written about them entirely, along with the default AP ammo? Might be a little difficult elaborating upon the weapon's capabilities without at least having a standard ammo type, though...
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Doesn't sound like too bad an idea, does it? Think about it - with each development of armor technology, the things you learn in further research could graft additional functions onto currently-existing armor types. Expandibility gets a whole new meaning! Gone are the days where the discovery of Power Armor makes Personal Armor obsolete! Skeptical? Bear with me, here... Individual armor components should be modular, or otherwise expandable. For example, once you research an as-of-yet-not-conceptualized tech like, say, Integrated Digital Display systems for your armor, your motion-tracker tech could be used to install a leg-mounted tracker system that automatically serves as a motion tracker without the need of consuming inventory space. Since I'm all for expanding individual stats, I think there should be a so-called "Awareness" stat that serves as a soldier's overall acuity - his ability to spot thrown grenades, or quickness to notice an advancing enemy, etc. Perhaps a development of this trait could be a tech that would benefit both you, the player, and the unit using it. Example, installing a threat detector could yield an Awareness boost, allowing a soldier to spot threats more quickly. For you, that means dangerous items like grenades are highlighted in brackets should a soldier notice them. Player/soldier benefits sound like a great incentive. Maybe there could be a nightvision augmentation that not only allows your operatives greater field of vision in dark areas, but also gives a vision filter you could toggle that highlights units, too? See, my idea is that, once researched, these individual "upgrades" are manufactured directly into the armor of a soldier of your choosing, thereby creating customized armor. At a hefty price each time, of course. Maybe it should be part-specific, like the leg-mounted motion-tracker, or maybe certain upgrades could restrict others, or both. Alien tech could be used not only for armor, but for weapons too. Auto-heal systems that can keep a wounded soldier from bleeding to death after recieving a fatal wound. Stealth generators that can temporarily render a soldier invisible to the enemy (building off alien tech that, y'know, doesn't exist at this point ) Heck, maybe Flying Armor could just be a development of Power Armor outfitted with specific upgrades? What about research items that can improve the overall integrity of armor defense by a few points? Or structure refits that can reduce TU consumption by a few points during movement (translation: makes a unit run faster)? There are all kinds of "in-the-air" ideas I've had floating around for some time now, and though I'd love to elaborate further, I'm afraid I'm running a bit short of time.
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The mere fact there were any "executables" (as I know them, anyway) on the PS1 disc seems strange to me. Granted, I don't assume to know anything about programming, but one would think that a console that speaks an entirely different language than a PC (or at least I think it does) might use a different format, right? Strange, anyway. I'm still trying to get my hands on a working copy that doesn't cost 70 bucks... On another note, were you successful in getting the tracks?