Redux: Download, Not Up To Date

Endocore said:


"My conception of the damage-caliber relation was outlined earlier, but to reiterate my general idea-- while a weapon's quality of manufacture certainly affects its rate of fire and even its range, a given sized bullet is only so big, travels at such-and-such velocity, and does x amount of damage on impact regardless of the weapon from which it is fired. A .45 slug fired from my trusty M1911 does the same amount of damage to a target as a .45 slug fired from a hastily assembled zip gun consisting of a steel pipe and a nail; the only difference is that to hit the target in the first place I'll probably need to press the zip gun against the target while with my M1911 I can reliably aim from twenty feet away. "


If the zipgun has less range, this also implies the bullet is fired at a lesser velocity which would also result in a decrease in damage; also a larger calibre does not necessarily mean greater damage, this depends on the weight and velocity of the projectile. Other factors like barrel length also affect the damage and range of the bullet, for example; a .44 magnum revolver with an 8 inch barrel fires a 15.55 gram projectile at 458.3 m/s delivering 1633.2 joules of kinetic energy while a revolver with a 6 inch barrel, will fire the same projectile at 420.62 m/s = 1375.7 joules. The formula to find the kinetic energy of a projectile is (m/2000)*v^2 , where m= the weight of the projectile in grams; and v = velocity in m/s.
 
Hi all, I'm a complete newb to using mods and to this website here. I just installed Redux, and I noticed that ll weapons now do a ridiculous amount of damage. Is that intended? On my first mission, 2 shots can easily kill someone, and a shotgun usually kills in one shot.
 
Yeah, that is the intended focus of the mod - all weapons do more damage. It generally means that you kill stuff faster, but stuff can also kill you faster now as well, if you're not careful.
 
@rzrn1125

Seems like the whole Atomic Gamer website isn't working :eek: , though hopefully that will be only temporary. Maybe try again there in a day or two.
 
That is some great work you did, Endocore. I always saw this game as a bid of a flawed gem. It isn't perfect, and it doesn't need to be an exact clone of the first two games to be good.

I doubt this is possible from what I do know from looking at the FOT Editor, but is there any way to give the recruits floating text? It would add a bit more flavor if they had floating text at random during battles like the other NPC's and like the CNPC's from the first two games.

I don't often use the Leader perk, as in my own style of play soldiers aren't typically close enough to each other to enjoy the benefit; however if you use different tactics the perk could be very helpful. On charisma, if one has a say in the matter (as in a custom main character) I feel any character you may want to give a charisma of 6 should instead use one more point and get charisma 7; this way you can take a Gain Charisma perk raising the stat to 8 and become eligible for the Divine Favor perk, which reduces the perk rate for humans from 1/3 to 1/2 (new perk after only two gained levels).

Does this mean the bug related to such perks like Leader was fixed? Those always seemed to either work or not work at all. The only time I remember one of those perks working is Ice's loner perk gave her the skill boost at all times.
 
Thanks.

Unfortunately individual squaddie comments aren't plausible for the main game due to technical reasons; even in single player maps this feature is problematic, though it is theoretically possible under some circumstances. The bottom line is personalities in FOT can't really be expanded as in Jagged Alliance and so forth, though of course that would be a wonderful embellishment of the game.

As far as I know, except in noted cases the team-related perks are all working as originally intended.
 
I didn't expect that to be the case. Is one of the bugs you fixed the one regarding the missing recruits (Fleetfoot, Slicer, Frank, Seedee, and Harddrive)?

Also I think I read you, or someone else, talking about changing the story somewhat? There was one thing that just seemed off from how it was written. It's about the deathclaws, but not the usual complaint.

The description of the beastlords gives a good enough reason for why there would be deathclaws with them without the need for the deathclaw mother to be imprisoned by them. If that part of the beastlord arc was removed, there could be a new mission similar to Peoria, Jefferson, and Junction City.

There would be a town that has come after constant attack by deathclaws since there is no longer a larger beastlord presence to control them. You could come in and be able to do some talking and trading with a few NPC's, have possibly a scripted attack or two in the town, and find deathclaws in the countryside of the map around the town. Also in the countryside could be a cave, or hole, leading to a cavern with more deathclaws, a deathclaw mother, and deathclaw eggs. There could even be a choice to destroy the eggs or leave them so the Scribes could get to study them.
 
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