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Outer Rim Patches pt3: Droids & Defenses #3025
Outer Rim Patches pt3: Droids & Defenses #3025
Conversation
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8326322634.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8331941208.zip |
reduce bulk values further due to limits, remove specific overrides for jetpacks and weapons
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8333296220.zip |
patch humanoid droid with bodyshape, melee statbases, melee tools, and comps
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8347305244.zip |
almost forgot, minirocket ammopile sprites
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8349949296.zip |
Now working on turret patches. I figured out how to make them retain the tibanna fuelling whilst still using CE-compatible verbs and projectiles. |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8402253506.zip |
turret support, finally
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8402259614.zip |
Thanks for making these patches. As a note, I haven't tried your latest version here yet so I'm not sure if this has been changed, but most Star Wars weapons are semi-auto only... not sure if having them all full-auto is intentional for balance reasons, but it feels kind of weird. |
Honestly it wasn't as hard as I thought it'd be, once I got over the initial hurdles of ammo not spawning and console feedback being unhelpful. Just annoying that I've apparently chosen to get it all done in the month or two before Anomaly releases. Oh well, not like I could have known that was coming when I started.
Rates of fire are largely untouched from Neronix' baseline implementation, save for some adjustments to the heavier weapons and additions of intermediate burst modes. Consider it a balance/gameplay thing. The projectile stats and range/accuracy values on guns are more or less 1:1 with charge weapons (save that blasters have atrociously low levels of blunt pen), so most blasters being semi-only would put them at an immediate disadvantage against any other charge-tier weapons. |
Makes sense. Trying to rebalance them to still be useful when semi-auto would be a pain, so that does sound like the best approach. 👍 |
I figure it's an acceptable break that's still somewhat in-line with games anyway-- Dark Forces et al. portrayed the E-11 as having a rapid-fire mode, after all, and it's not like Star Wars has ever been exceptionally consistent as a setting. |
mortar/artillery fixes
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8421228524.zip |
reduction to the galaar's range, as a stockless carbine it shouldn't be quite that high
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8472659510.zip |
Done! This change tweaks almost all handheld weapons (except flamers/launchers) to bring them further in line with various existing charge weapons. Recoil, warmup, cooldown, etc. etc. numbers have all been adjusted based on a series of archetypes made from charge weapons. |
broad weapon retuning and tweaking
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8517597160.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8548174130.zip |
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CombatExtended-Continued:backports-1.4
Additions
ROUND THREE. Now partially supporting Turrets, Droid Depot, and Vambraces! This mainly covers droid equipment and some other assorted gubbins.
The AI is, thankfully, smart enough to use the mounted weapons to engage at range. The droid-mounted weapons are extremely accurate with a clear line of fire, but currently have pretty slow rates of fire. Still, I wouldn't want to be on the wrong end of an SBD's rocket launcher.
Changes
Current Un-pushed Changes
Notable Issues
Due to the way icons are handled for projectile-launching verbs on accessories, the flamer and cryoban vambraces aren't currently patched with a reload system. There doesn't seem to be a convenient or obvious way to override with
icon
oriconPath
for... some reason, unfortunately. I would like to get this solved before this round is merged, but worst come to worst they can be left as-is (right now they have infinite uses with an outrageously long cooldown of ~12 ingame hours or something).They work fine if the projectile uses a simple static sprite, but due to the flamer/cryoban bracers using a fancy fwooshy VWE-style animated effect the system will complain about null references at the moment. I could just fuck around with making them work like regular CE flamers (and figure out something else for the cryoban) but that'll be a lot of effort as well.
I'm not sure if player-owned B2s can fire their wrist guns independently of player control, making them rather micro-heavy. (Though the wrist-rocket is manual-only on purpose.)
Testing