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Blue Dawn Mod 0.1
New Weapons:
- SIG Sauer P220
- HK UMP 45
- Saiga-12K
- CZ 805 Bren
- AR-57
- Kel-Tec SU-16CA
- Vepr .308
- HK SL8-4
- HK G36
- HK 416
- HK 417
- AK-12
- AS Val
- SV-98
- L96A1
- AI AS50
- M60
- PKP Pecheneg
Ammo:
- 7.62x39mm
- 9x39mm
Attachments:
- CQB Kit: EOTech and Suppressor
- Spec Ops kit: 12x Scope and Suppressor
Changes:
- Weapon and caliber names
- Weapon magazine capacity, range and damage
- Caliber pentration values
- New SCAR-H inventory image
- New FN FAL inventory image and model skin
- Replaced .38 Special with 9x39mm ammunition
- Militia are equipped with armoured vests and helmets
- Changed number of militias at Roadblocks and SAM sites
- Added weapon description to vanilla weapons
- Increased charges on some items
- Removed requirement for canteens
- Increased effectivness of Large medkits
- BulletSix fixed the smallest inventory images of the added weapons
Added to Bobby Ray's
- HK G36C
- HK MP7
- FN F2000
- AN-94
- VECTOR KRISS Super V
- DSR-1
- Striker
- PP-2000
- M27
- Colt 1911A1
- 9A-91
- Scorpion EVO 3
Go to Mod_Options to customize the mod to your liking:
1. select difficulty you need:
- Normal(Default) - pretty much the same as vanilla just meele enemies were removed
and enemies look more like soldiers not, junkies with axe's
- Hard - Enemies are tougher, faster and better equiped when compared to vanilla,
You will be facing decently equipped soldiers straigt away So be warned.
This Mode is intended for people who find game not chalenging enough.
2. Militia Armour options:
- Prisoners armoured(Default) - Recruitable Prisoners will be armored.
- No prisoner Armour - Everybody else will still be armored exept prisoners.
3. Armor Sets
- Light - Flak jackets + bandana
- Medium(Default) - Kevlar + Steel helms
- Heavy -Spectra + kevlar+ googles
4. Backup weapons.txt with pre-Wilson weapon stats in case you find them too hard.
Wilson's Realism Changes:
Major Changes:
Range: Weapon ranges are based on real world maximum effective range on a point target, scaled to roughly within the game's original balance. As real distance increases, the amount it is compressed increases by a scaled amount, i.e. an arithmetic sequence. The real range is then divided by the resulting number to create and in-game representation of real world range that scales steeply at the highest end, but is more evenly balanced at the lower end.
Damage: I took real world muzzle velocity, barrel length, projectile weight, and caliber and devised a formula by which they are all added together (since if any of those numbers get larger, it makes the weapon more powerful overall) then divided and reduced the results down to within the game's original balance. Some weapons now hit harder, some not so much, but all weapon damages are now judged by the same standard across the board.
Minor Changes:
Behavior: Changed the behavior of some weapons. LMGs now shoot farther, as they do in reality, based on maximum effectiveness on and area target, but they don't hit as often, and must be used form the prone to really hit anything at all intentionally.
Stance Accuracy: Changed some accuracy from various stances based on how easy the weapon is to manipulate in a given way. Much more work will be done on this after testing, probably to make weapons slightly less accurate overall.
Durability: Changed some weapons' durability. LMGs now need maintenance at an interval closer to every other weapon (increased, because they fire more rounds).
RPM: Tweaked RPM to closer to real world rate of fire values. I'm well aware that RPM affects aiming time, however, the developers used real world values for some weapons, but not others. Overall RPM got a bump because I used the highest possible rate of fire of every weapon. Some weapons get special RPM values because of their class, i.e. Handguns, Shotguns, Sniper Rifles.
Balance: Overall, I tried to make each weapon reflect their real world benefits and drawbacks versus just making them tiered so that one is always better than the next. Firearms are generally more deadly now. They can engage at slightly longer ranges, and more than a few got an increase to their damage based on their real world statistics, while others lost stopping power due to their barrel length and muzzle velocity, caliber, etc. All values are still within the developer's intended highs and lows for every stat.
How to install:
Extract the archive to your game directory, if asked to overwrite, answer Yes.
A special thanks to sbobovyc for taking the time to develop some tools to mod this game. Without his work this mod wouldn't have been possible.
Credit goes to Geroj for making a new loading screen image
Download Blue Dawn 0.1
Have fun
R@S, Wilson and Confus.
New Weapons:
- SIG Sauer P220
- HK UMP 45
- Saiga-12K
- CZ 805 Bren
- AR-57
- Kel-Tec SU-16CA
- Vepr .308
- HK SL8-4
- HK G36
- HK 416
- HK 417
- AK-12
- AS Val
- SV-98
- L96A1
- AI AS50
- M60
- PKP Pecheneg
Ammo:
- 7.62x39mm
- 9x39mm
Attachments:
- CQB Kit: EOTech and Suppressor
- Spec Ops kit: 12x Scope and Suppressor
Changes:
- Weapon and caliber names
- Weapon magazine capacity, range and damage
- Caliber pentration values
- New SCAR-H inventory image
- New FN FAL inventory image and model skin
- Replaced .38 Special with 9x39mm ammunition
- Militia are equipped with armoured vests and helmets
- Changed number of militias at Roadblocks and SAM sites
- Added weapon description to vanilla weapons
- Increased charges on some items
- Removed requirement for canteens
- Increased effectivness of Large medkits
- BulletSix fixed the smallest inventory images of the added weapons
Added to Bobby Ray's
- HK G36C
- HK MP7
- FN F2000
- AN-94
- VECTOR KRISS Super V
- DSR-1
- Striker
- PP-2000
- M27
- Colt 1911A1
- 9A-91
- Scorpion EVO 3
Go to Mod_Options to customize the mod to your liking:
1. select difficulty you need:
- Normal(Default) - pretty much the same as vanilla just meele enemies were removed
and enemies look more like soldiers not, junkies with axe's
- Hard - Enemies are tougher, faster and better equiped when compared to vanilla,
You will be facing decently equipped soldiers straigt away So be warned.
This Mode is intended for people who find game not chalenging enough.
2. Militia Armour options:
- Prisoners armoured(Default) - Recruitable Prisoners will be armored.
- No prisoner Armour - Everybody else will still be armored exept prisoners.
3. Armor Sets
- Light - Flak jackets + bandana
- Medium(Default) - Kevlar + Steel helms
- Heavy -Spectra + kevlar+ googles
4. Backup weapons.txt with pre-Wilson weapon stats in case you find them too hard.
Wilson's Realism Changes:
Major Changes:
Range: Weapon ranges are based on real world maximum effective range on a point target, scaled to roughly within the game's original balance. As real distance increases, the amount it is compressed increases by a scaled amount, i.e. an arithmetic sequence. The real range is then divided by the resulting number to create and in-game representation of real world range that scales steeply at the highest end, but is more evenly balanced at the lower end.
Damage: I took real world muzzle velocity, barrel length, projectile weight, and caliber and devised a formula by which they are all added together (since if any of those numbers get larger, it makes the weapon more powerful overall) then divided and reduced the results down to within the game's original balance. Some weapons now hit harder, some not so much, but all weapon damages are now judged by the same standard across the board.
Minor Changes:
Behavior: Changed the behavior of some weapons. LMGs now shoot farther, as they do in reality, based on maximum effectiveness on and area target, but they don't hit as often, and must be used form the prone to really hit anything at all intentionally.
Stance Accuracy: Changed some accuracy from various stances based on how easy the weapon is to manipulate in a given way. Much more work will be done on this after testing, probably to make weapons slightly less accurate overall.
Durability: Changed some weapons' durability. LMGs now need maintenance at an interval closer to every other weapon (increased, because they fire more rounds).
RPM: Tweaked RPM to closer to real world rate of fire values. I'm well aware that RPM affects aiming time, however, the developers used real world values for some weapons, but not others. Overall RPM got a bump because I used the highest possible rate of fire of every weapon. Some weapons get special RPM values because of their class, i.e. Handguns, Shotguns, Sniper Rifles.
Balance: Overall, I tried to make each weapon reflect their real world benefits and drawbacks versus just making them tiered so that one is always better than the next. Firearms are generally more deadly now. They can engage at slightly longer ranges, and more than a few got an increase to their damage based on their real world statistics, while others lost stopping power due to their barrel length and muzzle velocity, caliber, etc. All values are still within the developer's intended highs and lows for every stat.
How to install:
Extract the archive to your game directory, if asked to overwrite, answer Yes.
A special thanks to sbobovyc for taking the time to develop some tools to mod this game. Without his work this mod wouldn't have been possible.
Credit goes to Geroj for making a new loading screen image
Download Blue Dawn 0.1
Have fun
R@S, Wilson and Confus.
http://boards.jaggedalliance.com/index. ... blue-dawn/