spekkio
Arcane
- Joined
- Sep 16, 2009
- Messages
- 8,329
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Link to current version (1.2):
https://www.mediafire.com/?7ju1zd29lpyechl
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BROS, I've decided to jump the modding bandwagon at last.
Since AD is one of the best PC games evar, and modifying gamefiles is piss-easy (script files in txt format), I've decided to modify it a little bit - some things seem broken (some missions are close to impossible due to weird trigger behavior), and some other things are totally imbalanced (DAT Biont bombers & final missions in general).
People who played the game should know what I mean...
This mod changes some variables of certain objects in the game, which makes playing it mucheasier more streamlined.
Usage:
Extract all files from the archive to your AD/ folder.
AD Streamlined Mod 1.0
Explanation of variables:
Objects modified:
1) Biont Bomber
a) KineticShield:
old: 240 000
new: 120 000
BTW - Flint's final boat (Succubus) has 4*24 000 = 96 000
b) ShockShield:
old: 17 280
new: 12 000
2) Biont Scout
a) KineticShield:
old: 60 000
new: 40 000
b) ShockShield:
old: 5 920
new: 7 000
3) Plasma Gun 1 / 2
a) KineticStrength:
old: 2*300 / 4*300
new: no change
b) ShockStrength:
old: 2*20 / 4*20
new: 2*40 / 4*40
4) Plasma Death 1 / 2 / 3
a) KineticStrength:
old: 2*350 / 4*350 / 8*350
new: no change
b) ShockStrength:
old: 2*60 / 4*60 / 8*60
new: 2*120 / 4*120 / 8*120
5) Doom Mortar
KineticStrength:
old: 1200
new: no change
ShockStrength:
old: 2*500
new: 2*1000
Since things modified by this mod appear late in game, you need late saves to test it. You can grab my old saves here (require v1.120):
AD Final Saves
People who can be interested in this shit:
Trash, Gondolin, Cenobyte, SuicideBunny, Bluebottle, JoKa
----end----
Next thing to do: modify mission files to fix broken triggers. I know where to look, but I'm not sure how exactly shit works.
Link to current version (1.2):
https://www.mediafire.com/?7ju1zd29lpyechl
======================================================
BROS, I've decided to jump the modding bandwagon at last.
Since AD is one of the best PC games evar, and modifying gamefiles is piss-easy (script files in txt format), I've decided to modify it a little bit - some things seem broken (some missions are close to impossible due to weird trigger behavior), and some other things are totally imbalanced (DAT Biont bombers & final missions in general).
People who played the game should know what I mean...
This mod changes some variables of certain objects in the game, which makes playing it much
Usage:
Extract all files from the archive to your AD/ folder.
Explanation of variables:
KineticShield = Armor (HP)
ShockShield = Energy Points
KineticStrength = Regular Damage
ShockStrength = EMP Damage
Objects modified:
1) Biont Bomber
a) KineticShield:
old: 240 000
new: 120 000
Makes destroying bombers MUCH easier/faster - you no longer have to spend 10 minutes shooting at the bloody thing to blow it up. Just paralyze it with EMP and destroy it.
BTW - Flint's final boat (Succubus) has 4*24 000 = 96 000
b) ShockShield:
old: 17 280
new: 12 000
Reduces bomber's energy to make it more prone to paralysis. A single Leech 2 torpedo has ShockStrength = 6000 (1200 MJ), so two of them are required to disable a bomber.
You can also use improved Plasma Guns (see below).
2) Biont Scout
a) KineticShield:
old: 60 000
new: 40 000
HP reduced by 1/3, which makes destroying them (without the necessity to paralyze them first) actually possible.
b) ShockShield:
old: 5 920
new: 7 000
A single Leech 2 is no longer enough to paralyze them.
3) Plasma Gun 1 / 2
a) KineticStrength:
old: 2*300 / 4*300
new: no change
b) ShockStrength:
old: 2*20 / 4*20
new: 2*40 / 4*40
Plasma weapons do twice as much EMP damage now, which makes them much more useful against Bionts.
!BEWARE! Since Bionts use plasma weapons as well, their units (Scouts/Bombers/Turrets) will inflict more EMP damage as well. Fortunately, EMP damage doesn't affect Flint's boat.
4) Plasma Death 1 / 2 / 3
a) KineticStrength:
old: 2*350 / 4*350 / 8*350
new: no change
b) ShockStrength:
old: 2*60 / 4*60 / 8*60
new: 2*120 / 4*120 / 8*120
So, a salvo of 8 plasma projectiles will do 960 EMP damage (96 MJ) - single Leech 2 torpedo does 6000 EMP (1200 MJ) damage.
5) Doom Mortar
KineticStrength:
old: 1200
new: no change
ShockStrength:
old: 2*500
new: 2*1000
6 hits from this baby (200 MJ) = one Leech 2 hit (1200 MJ).
Since things modified by this mod appear late in game, you need late saves to test it. You can grab my old saves here (require v1.120):
People who can be interested in this shit:
Trash, Gondolin, Cenobyte, SuicideBunny, Bluebottle, JoKa
----end----
Next thing to do: modify mission files to fix broken triggers. I know where to look, but I'm not sure how exactly shit works.
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