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 Warframe Mod - Grineer Supremacy Expansion [0.1 patch] 
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Joined: Fri Jul 06, 2012 7:20 am
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Post Re: Warframe Weapons Mod UPDATE 1.3
darkman945 wrote:
First of all, ima steal all of dat lua and credit the peeps and you, i may take the Soma,Ogris,Kohm .ini files so that it works... Im testing and rebalancing your rebalancing... Point Strike installed, amirite?


The Soma (and therefore Gorgon) probably won't work quite right unless you change the fire rate... Point Strike very much installed for an (in this case exactly) 80% crit rate. The yellow bullets you see bouncing off do so because a Soma shot that's not a crit wasn't worth shooting in the first place lol...
The Kohm .ini will srsbznss just need to be replaced lol, unless you want to do a stupid amount of copypasta.
If you want the max fire rate or rate of change to change for any of these, you will need to edit the variables at the top.
The Ogris changes were entirely in the .ini files; no Lua required.

As far as weapon balance, I pretty much went with how the weapon performs with no mods aside from things like crit mods at low levels.
If we went with fully modded balancing, we would have to figure out things like procs and the fact that everything would explode at first contact with one round from any gun :P

Changelog-ish thing:


EDIT: I've been doing some playtesting, and now have some interesting results:
The AI does not do terribly well with the Ogris, which I kinda expected...
The Latron is the most overpowered thing ever. Its only downside is that the AI apparently doesn't understand anything not directly in front of it as long as it's holding the gun. However, troops with Latrons that actually participated in a fight almost always won them. The fact that it's only 50 gold is icing on the cake at this point.
The Karak seems a bit on the strong side, but certainly not to the level of the Latron. I think I'll try nerfing it a bit...
Akvasto is extremely destructive, but it's also pretty expensive and has a short clip.
I... think I made the Lex a bit too strong there lol...
The Hek is quite strong, but then, it kinda dominated for a long time so I'm fairly ok with that. It should be very expensive, though.
I'm still not sure about the Grinlok/Vectis.


Sun Jun 07, 2015 11:32 pm
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Joined: Sat Dec 20, 2014 4:33 pm
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Post Re: Warframe Weapons Mod UPDATE 1.3
Ok, ive fully incorporated your addons and have started working on even more polish for the mod.

I have been doing some more work on the weaponry and have buffed the prices. Ya know, want to transfer dat 100k credits into like 200 gold oz

etc.


Also, would you be interested in the Corpus Crewman and Moamen, if not i might just leave them in but in unbuyable state.


Also! Second Page Hype!


Mon Jun 08, 2015 2:39 pm
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Joined: Fri Jul 06, 2012 7:20 am
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Post Re: Warframe Weapons Mod UPDATE 1.3
darkman945 wrote:
Also, would you be interested in the Corpus Crewman and Moamen, if not i might just leave them in but in unbuyable state.


I'm not sure what you mean by that. Do you mean you want help with them? If so, I might be able to. I'm not that experienced of a modder, I just like to think I know things lol...
If you mean just the dictionary definition of "interested," then yes, I am. Frankly, I don't know how much it matters whether they're unbuyable or not; I'm gonna probably be messing around in the files anyway.

As far as cost, you should probably either use the Plat cost or take resources into account...


Tue Jun 09, 2015 12:44 am
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Post Re: Warframe Weapons Mod UPDATE 1.3
Changes:

Nerfed Latron
Nerfed Karak
Nerfed Akvasto
Nerfed Lex
Hek is still very strong, but is now expensive as well
Nerfed Grinlok
Buffed Bolto (probably undeserved, but the bolts were waaaay too slow and it made me sad)
Completely changed the Lua on the Kohm so that it's now compatible with the AI again (yay)

I've updated/tweaked most or all of the descriptions and made the gold costs values that seemed reasonable.

I also added loadouts using Coalition troops for metagame and whatnot compatibility.


...I've been doing a lot of nerfing...


Attachments:
File comment: Again, watch out for overwriting.
Somewhat Soggy.rar [83.23 KiB]
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Wed Jun 10, 2015 11:55 am
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Joined: Sat Dec 20, 2014 4:33 pm
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Post Re: Warframe Weapons Mod UPDATE 1.3
Sooo, great news, and some slowdown, thanks to your support ive been able to balance a lot of stuff and all the code altering crap is done and done!


But i have a little thing i ask of you, im going to grant you the files for the new update, and i have a request.


Balance the actors and weapons included, and put the mods actors inside the loadouts, cause it aint workin for me.


Anyway, your a great dude and a big blast in the development of the mod..

Dude, il give you a ranking as Side Dev.

xd.


Anyway, heres the file.


Attachments:
File comment: Do it, my friend.
Warframe.rar [133.82 KiB]
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Thu Jun 11, 2015 9:07 pm
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Post Re: Warframe Weapons Mod UPDATE 1.3
Just posting here to let you know that I recently acquired a new game due to a Steam sale... I will probably not work on this for quite a while.


Sun Jun 14, 2015 1:05 am
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Post Re: Warframe Weapons Mod UPDATE 1.3
No problems dude, i got some games too due to steam sale, and im grinding warframe erryday anyway so thats my development slow-downer.


Sun Jun 14, 2015 12:38 pm
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Post Re: Warframe Weapons Mod UPDATE 1.3
Ok. So. It appears I decided I was bored or something and sunk a fair amount of time into this...


The Ogris now works from the Annihilator's framework, so it can hold a charge now. It's also more expensive than pretty much anything else. It's still probably underpriced.

The previous paragraph is why I wasn't done with this yesterday :P

I also made it Warframe.rte rather than Endo.rte.

Aside from that, nothing new and earthshattering. Just a bit of balance/polish/whatever... Though I suppose the actors have interesting mechanics :P

Honestly, I'm just getting over my haze of "OGRIS STILL NOT WORK. WAI NOT!?!?!?!?!1111???//111!!!!!"


A few things I noticed that you might want to look at:
I have reason to believe you think there are 100 seconds in a minute, because the wiki's fire rates should be multiplied by 60 rather than by 100 to go into CC :P
Vectis Prime is on Excal's back in this pic from the devstream, so you can make your sprite look like that if you want... http://img2.wikia.nocookie.net/__cb2015 ... _prime.png
The Ogris is probably still too cheap :P


Attachments:
File comment: It really is.
I swear, fo' rizzle!

PolishedfoRizzle.rar [156.29 KiB]
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Wed Jul 01, 2015 9:29 am
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Post Re: Warframe Weapons Mod
I am aware this is a doublepost, but it warrants more than an edit....


First off, I've added Void Wanderers support. I've not tweaked most of the things, but the weapons have research levels and such.

Of course, I've done a bit more balancing/polishing/fixing oversights... I'm definitely a super-thorough modder [/sarcasm]
This does include making the weapons have their own "personality" to an extent. The Soma, for instance, no longer can puncture Coalition armor plates at medium range but now has 3 particles per crit.

I also decided to get the Kohm in Warframe again to see what it was like... This resulted in me severely changing the weapon's dynamics from what it had before.
It now is a wind-up CQC machine of uber proportions, but doesn't do anything resembling ranged combat or fancy trickshots like it did before.
I left its price the same because it still doesn't fare well against anything that can shoot back if you haven't spun it up yet.

Ogris now more clearly delineates "charging" and "ready to fire."


Attachments:
File comment: Now with Void Wanderers support!
Warframe.rte.rar [162.36 KiB]
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Wed Jul 22, 2015 7:06 pm
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Post Re: Warframe Weapons Mod UPDATE 1.3
It sure does warrant a double post, i must say, great new changes, i think that im going to sprite a few more weapons, and you can incorporate them at your own wish, you up for that?


Wed Jul 22, 2015 7:33 pm
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Post Re: Warframe Weapons Mod UPDATE 1.3
I think I'm probably up to implement more weapons, though I'd be at a bit of a loss as to how to code something like the Amprex or other complicated things...


I took a look at the original Laser Rifle, and saw that its lower RoF is what was making the Flux Rifle's beams look so lame compared to the original. I buffed up the penetration, RoF, and price. Now it's a bit of a monster.

I also realized that I nerfed the Soma a little too much... It couldn't even break doors at point blank :P

Both of these issues have been rectified in the two files I've attached.



EDIT: Ohey, I got the AT Ogris lua sorted out; I will almost certainly be nerfing its explosive face-wrecking before I put up another zip or whatever, but you can have what I've gotten working. And maybe give feedback on whether you think it's OP or not :P


Attachments:
File comment: Flux Rifle
Flux.ini [3.87 KiB]
Downloaded 107 times
File comment: Soooma
Soma.ini [4.72 KiB]
Downloaded 103 times
File comment: .ini file
AT Ogris.ini [10.23 KiB]
Downloaded 119 times
File comment: Lua file. Goes in the Lua folder because I like that organization structure better.
Or you could change it. But whatever.

AT Ogris.lua [5.7 KiB]
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Sun Jul 26, 2015 8:37 am
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Post Re: Warframe Weapons Mod UPDATE 1.3
Released a big update to the original mod base, added a few cool new thingzies!



DAKKKAAA GRINEEER LANCERS!


Mon Aug 03, 2015 10:33 am
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Post Re: Warframe Weapons Mod UPDATE 1.3
Pretty cool new stuff, though the Lancer doesn't have the crazy pauldrons they have... Perhaps call it a butcher?

Something I've been having a little trouble with is making each of the weapons unique and different. CC lacks mechanics that accurately portray a lot of things in Warframe, such as procs and recoil. At the same time, however, people really don't like having a big list of samey machine guns.
As an illustration of this, I was thinking of making some of the Grakata's shots very hefty (for procs) and others have 2 wounds (for crits), but there's only tracers and standard bullets for me to work with here; there's also the issue that tracers are not spaced randomly, they're at regular intervals.
I could get fancy with Lua generated munitions, but I would prefer not to since it's more work and (I think) less processing-efficient.

Basically, what I'm saying is that I'd very much like each weapon to have its own identity, but CC does not have mechanics to cleanly simulate most of those things.
Sure, those mechanics could be implemented through extensive Lua, but I'd rather not deal with that; it also would make it much more of a total conversion of mechanics than a mod for CC.


Another thought I've been having is including Grineer/Tenno/Corpus rte folders in the mod's folder that could be moved out to the root directory to split out the factions. Obviously, Tenno would have most of the weapons, but I'm thinking they would get only Silver Men for bodies (kinda like I did with the Coalition dudes before)


Wed Aug 05, 2015 11:17 pm
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Post Re: Warframe Weapons Mod UPDATE 1.3
There's a set of fairly easy to add recoil scripts (made by mehman I think) somewhere around you can use. As for the rest of the stuff, as you're guessing lua is probably your best bet. If you're smart about it it's not too expensive at all.


Thu Aug 06, 2015 12:08 am
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Post Re: Warframe Weapons Mod UPDATE 1.3
Thanks for the information, well yeah, sperating the factions might be cool, and i might eventually do it.

Right now, i have created Grineer Troopers and Drakh masters.

I have been balancing stuff as well.


Oh and by the way, Should i add those grineer kubrows?

Oh and if you want to do your own rebalancing and stuff, could you please wait till i release the next version, coz its kinda hard for me to reimplement stuffs.


Thu Aug 06, 2015 5:45 pm
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