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Messages - Superlagg

#1
Hi! I updated the set of patches I made for a bunch of the alien races. Neat, huh?

You can find it here: https://github.com/Superlagg/Furry-Patches/releases/tag/1.0

Included:

Just extract the archive into your Combat Extended folder and it should work. Works best if you use a local installation of CE, too.

A few things to note:
All of the alien weapons are largely untested outside of seeing if they hold ammo and shoot. Needless to say, they have not been balanced.
The Xenn Frost and Burn Cannons are the exact same weapon, as I wanted to limit the number of new ammos that needed to be added. They do work, and the custom ammoset should make up for this though.
The Orassan Rocketlauncher is more or less a reskinned RPG. Even fires RPG-7 rockets, too.
The Orassan Cryolauncher refused to be patched and thus has infinite ammo. Seems to work just fine, otherwise.
The Ferret F90 uses more common ammunition, cus otherwise it'd be the only gun (aside from Rimfire) to use 5.7 bullets.
Most of the alien races somehow have access to Orassan and Ni'hal guns, at least at higher levels.
The Orassan and Ni'Hal guns might be kinda OP.
The newly added melee weapons might be a bit wet-noodly. I'll probably up the armor penetration.
I think I made the drakes a little hardcore.
Most of the alien races are stuck on full-auto snapshot and I don't know why.
Tribal aliens tend to come with ballistic shields.
#2
Pawns seem to forget all of their relations when they arrive at a dropsite.
#3
Quote from: Sp0nge on July 11, 2017, 05:59:04 PM
Why not use github for those patches? That way others can contribute aswell towards balancing etc. And when the "product" is final its possible to submit it through there?

Im currently working on Weapon Tech A17 and Animal Collab Project (just started) and people are encouraged to throw in commits to it

https://github.com/Sp0nge

Not a bad idea! I'll git it up there once I figure out git.
#4
Quote from: Superlagg on July 08, 2017, 03:01:29 PM
I threw together a patch to make some of the furry races be compatible with CE.

Included:

Just move all the folders in the attached rar into the Patches folder of this mod. If you've installed CE through the workshop, I think you'll have to go digging in the workshop folder to find it. Might be in folder 960196012, but I haven't checked. Super easy to find if you installed it manually, it'll be in your Mods folder.

Note that this patch patches only the pawns (and that orassan monkey thing) to be able to work with CE: They can use the inventory thing, have firemode buttons, be suppressed, get shot and die, those fun things. It does not alter their equipment, so any guns, armor, hats, and whatnot will still be more or less "vanilla".

Bear with me, this is the first "mod" I've ever "made". I've tested it as far as making sure all the races work, but it's far from finished.

...patching all those cat guns is gonna be interesting. Really gotta figure out how to work them into CE's system. Maybe I'll start by learning how to actually patch it!

And it *was* interesting!

In addition to the above, I've added some compatibility patches to those races' guns and equipment:


  • All of the Orassan guns now work with CE and have their own new (placeholder-y) ammo types.
  • The cryolauncher is a gruesome hack until I can figure out how to make the thing it shoots do the thing it should.
  • The Orassan cat suit and Xenn Powerdusters now have armor values and technically work.
  • The Racc pistol and Xenn Hot/Cold guns work more or less.

It's all super rough and bound to be a buggy, unbalanced mess, but that's what patches and playtesting is for. Also note that none of the scenarios or pawnkind loadouts have been changed, which means that any of the new races' raids and new games are going to be without ammo I think.

Download: Dropbox!

Just extract the rar into your mods folder, everything should go where it's supposed to go if you installed CE in there. Dunno how to install it with a Workshop installation of CE.

Enjoy!
#5
I threw together a patch to make some of the furry races be compatible with CE.

Included:

Just move all the folders in the attached rar into the Patches folder of this mod. If you've installed CE through the workshop, I think you'll have to go digging in the workshop folder to find it. Might be in folder 960196012, but I haven't checked. Super easy to find if you installed it manually, it'll be in your Mods folder.

Note that this patch patches only the pawns (and that orassan monkey thing) to be able to work with CE: They can use the inventory thing, have firemode buttons, be suppressed, get shot and die, those fun things. It does not alter their equipment, so any guns, armor, hats, and whatnot will still be more or less "vanilla".

Bear with me, this is the first "mod" I've ever "made". I've tested it as far as making sure all the races work, but it's far from finished.

...patching all those cat guns is gonna be interesting. Really gotta figure out how to work them into CE's system. Maybe I'll start by learning how to actually patch it!

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