Slaughter Manslaught
Vault Senior Citizen
The FN FAL HPFA can be brough in the New California Republic, it's sold by Duppo, near Westin's Ranch, the shop with two tables and hidden gamblers.
Minigun Jim said:Oh, really? Neat.
I've only ever seen it in San Francisco.
Either way, it's not got a night sight, but it is rather more powerful than the standard FN FAL, and it also fires a 20 round burst (the whole clip)
All pistols except the ones without recoil will cost 5 AP... OR only the Magnum and the .223 pistol will cost 5 AP and the rest will cost 4. What do you think?
5mm JHP DR will be upped to 50, as I just realised that when the Assault Rifle has become so powerful, the miniguns have as well... and it would really blow if the Avenger went more powerful than the Vindicator.
Then why change it?
Slaughter Manslaught said:I think it's fine... the .233 has a really small cartridge, so I'm sure it's not a semi-automatic pistol, but rather, a hand-cannon (could you restore the old sound? BOOOOOOOOOM in Fallout 1 kicked ass!).
One would think replacing the sound file with the one from F1 would do the trick but it doesn't. Insta crash when the gun is fired. Never looked into why this is the case though.Magnus said:Slaughter Manslaught said:I think it's fine... the .233 has a really small cartridge, so I'm sure it's not a semi-automatic pistol, but rather, a hand-cannon (could you restore the old sound? BOOOOOOOOOM in Fallout 1 kicked ass!).
The .223 is a rifle that has been rebuilt into a pistol. The firing sound ID of the .223 is 69 (45 in hexadecimal numbers) in both games, so the sound files must have been changed. The BOOOOOOOOOOM sound might still be in Fallout 2's files somewhere, but because of the incredibly uninformative way sounds are being stored in the Fallout games (just a bunch of vaguely named, unplayable sound files that each are recognised by the engine by a completely random sound ID which is not listed anywhere), finding the BOOOOOOOOOM sound among Fallout 2's files and finding its sound ID would be like trying to solve a Rubik's cube with your elbows. Sorry.
killap said:One would think replacing the sound file with the one from F1 would do the trick but it doesn't. Insta crash when the gun is fired. Never looked into why this is the case though.
This program updates SNDLIST.LST file with information about new and changed ACM-files in \DATA\SOUND\SFX.
Meh? I did this for the initial 1.1 release of the RP and I was flooded with crash reports that only stopped when removing the sfx file...Oracle said:http://www.nma-fallout.com/forum/dload.php?action=file&file_id=131
I believe I used that file in the past. I did however undat the file and replaced the sound file with the one in the dat file...
Cubik2k said:killap said:One would think replacing the sound file with the one from F1 would do the trick but it doesn't. Insta crash when the gun is fired. Never looked into why this is the case though.
After replacing the sound file must use special program "RegSnd" from TeamX site.
http://www.teamx.ru/files/utils/regsnd1.4.rar
This program updates SNDLIST.LST file with information about new and changed ACM-files in \DATA\SOUND\SFX.
The 10mm Pistol and the Desert Eagle cost 5AP to fire again.
Improved Flamer now has the default range of 5, since hotter fuel burns faster.
Slaughter Manslaught said:The 10mm Pistol and the Desert Eagle cost 5AP to fire again.
Weird... why did you change those? I did not test then, but looks like they made pistols a nice alternative in battle...
Improved Flamer now has the default range of 5, since hotter fuel burns faster.
I think the Flamer's range is too small. I am sure that a flame can fire farther than that. That, and hauling super-heavy fuel tanks has to be worth something.
The sledgehammers cost 1 less AP to swing, at the cost of 1 range.
Magnus said:The sledgehammers cost 1 less AP to swing, at the cost of 1 range.
Hotel California said:The sledgehammers cost 1 less AP to swing, at the cost of 1 range.
Woah, Woah, Woah, WOooaahhh! I beg you to reconsider. The sledge hammer as a weapon is not something that is easy to swing. You think about it logically and the act of hefting and swinging it is not an easy task. Keep the AP as it were and think about the length of the sledgehammer shaft; easily two hexes.....
Dravean said:Hotel California said:The sledgehammers cost 1 less AP to swing, at the cost of 1 range.
Woah, Woah, Woah, WOooaahhh! I beg you to reconsider. The sledge hammer as a weapon is not something that is easy to swing. You think about it logically and the act of hefting and swinging it is not an easy task. Keep the AP as it were and think about the length of the sledgehammer shaft; easily two hexes.....
Agreed. Sledgehammers are hard as hell to swing, and should be a slow and powerful weapon. Lowering the AP makes no sense.
Minigun Jim said:Nice work with that by the looks of things, and thanks for running with the single shot mode for big guns. I've been playing a Big Guns char to test out the new Bozar, but even if you can carry another Big Gun, you end up taking a Small Gun or Energy Weapon instead so you you didn't waste ammo.
The 7.62mm clip increase is a nice simple solution to the rarity issue, especially as the ghoul merchant in Gecko readily spawns cheap 7.62mm in small amounts.
About the AP costs for pistols. Originally the Magnum was a useful gun because its low AP cost gave an average character 2 shots a round. Once you got Bonus Ranged Attacks, you could do 2 shots to the eyes a turn for serious damage.
That was balanced by the short range and small clip size. You swapped the AP to the Eagle because it was a semi-automatic, but then with an extended clip it became an incredible weapon. Now you've put the Eagle back to 5AP, and there's now no big rapid fire pistol for snipers until the gausspistol. Careful with the realism over balance. Remember, you're also modding *laser pistols* .
Why did you change the burst ranges by the way? I'm curious, because I never bothered to burst at long range. You never seem to hit as burst has an accuracy penalty anyway.
Like I suggested before, careful on the shotguns. Auto shotguns play havoc with unarmoured foes anyway from the high dmg and accuracy, so that change would probably overpower them vs early foes and underpower them in late game.