User:EsTeR

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Revision as of 04:18, 25 April 2007 by EsTeR (talk | contribs)
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Apoc'd Notes

  • Area effect types of damage should have a size of one tenth. (no more than 250 damage)
  • Useful range is stated on weapon ingame, overshoot (projectile lifetime) range is not. Should be x3 useful range to make it realistic. Can be up to x10 if it is guided.
  • Range in editor should be divided by 16 to get cell distances ingame.
  • Accuracy is reversed. A value of 95 in editor = 5% accuracy ingame.
  • Turn Rate values don't seem to matter with projectile speed. A 96 turn rate is roughly as round as a launch tube. (need more testing).
  • Lower the value for Tail Size to under 10 for all weapons. Helps with game engine speed irrelevant of CPU power.
  • Speed above 65 (100 max) for craft guns means most, if not all, will hit a Fast Attack.
  • Proximity Trigger: 0 = normal grenade, 1 = normal prox mine, 2 = boomeroid type action.
  • Values less than 5 (never 0) for Fire Delay MUST have very short tail sizes. Game becomes very slow when engine is struggling to draw.
  • If changing ammo quanitites of clips inside of AGENT EQUIPMENT 2, you must also change weapon clip size (weird! but both must be done)
  • Non player craft can up to four useable weapons (anymore and the extras don't get used). Graphic corruption if player craft.
  • Set cargo module capacity to 500 - doesn't matter for player but at least you won't have ridiculous swarms of airtrans if buying bulk.
  • Destroyed UFOs?? Set "Remaining HP before downed" to 50% of constitution.

ALMOST CHEATING

  • make all weapons commonly used by aliens (including the "ingrown" weapons) set to weight of 100.
  • swap smoke grenade "Smoke" to alien gas LOL!!.
  • set stamina and TU of Popper to 25 each. Set explosive damage to 250, radius to 25. Shoot it with AP when its still in the UFO corridor surrounded by aliens. (muhahhahaha)