ACM or Aftershock Convertion Mod. Version 1.8 changes: - increased costs of buildings and reseach costs in resources. Resources now play a more significant role in the game. - replaced all recruits with new ones. No each faction provide two identical to each other groups of recruits containing 9 troopers with different skills and attributes. All 18 troopers of all three factions now have unique faces! Humans provide 18 male and 18 female unique troopers. It turned out that most of the faces look very similar with minor differences in details. Sometimes soldiers with the same stats may have different faces (though they use a single entry) - there seems to be a hardcoded face randomizer in game. - adjusted costs of cyborg and psionic recruits (set to 300 resources). - reworked all militia and barracks. Basic barracks now become available after first cultist mission, laser barracks produce up to six troopers with varoius laser weapons, plasma barracks produce up to six troopers with various plasma weapons including grenade and law with plasma rocket. All barrack require some techs to build. - reworked faction equipment. Made advanced firearms and launchers (ump, p90, scars, l96 etc) appear later in the game. Version 1.7 changes: - Wargot weapons are no longer usable by laputians or cultists. Instead player can now use modified weapons that can be salvaged from Cultists. There are 5 weapons: plasma rifle, plasma cannon, accelerator cannon, grenade launcher and rocket launcher. Most of these weapons can be used only by cyborgs. - wargot weapons now deal more damage. Beware of rocket launchers as they can kill most of the opponents with one hit! - added remnant plasma gun - a powerful, but slow to operate and highly ammo consuming weapon. Can only be salvaged. - added 7.62 chaingun for cyborgs and drones. - increased chainguns (5.56, 7.62, gauss) rate of fire (20-15-9 shots per burst). - added new attachments for rocket launchers - combat scope, thermal scope and movement finder. All 3 rocket launchers can use these. Version 1.6 changes: - removed abbility to use wargot weapons. - replaced cultist laser rifle (hybrid laser) by remnant laser gun - a weapon similar to the one that originates from UFO AM. - added new weapons: G36, PKM, Saiga shotgun. Added new drone weapon: PKM. - removed mortars and all mortar ammo. - renamed all firearms and some ammo. - reworked research to accomodate all new changes to firearms and weapons. - made drones highly vulnerable to explosive and laser damage. These weapons should do aditional damage to all types of drones. - adjusted armor stats: made lighter armors more susceptible to soft damage rather than to hard and heavier weapons more susceptible to explosive and hard damage as well as energy. Version 1.5 changes: - introduced new weapons: AKSu as a one-handed extra recoil assault rifle (7.62x39mm ammo! Not 5.45 as it should be), Calico assault rifle for 9mm (no attachments), two shotguns - hunting double-barrelled shotgun and its sawn-off version (one handed). - changed some sounds. - adjusted some weapon stats. - player can no longer build most of the human weapons. Basic weapons that a player is able to build are: usp pistol, mac10, mp5, m4, m14, spas12, m60, sr25, m79, law, mp5sd6. - adjusted all weapon aiming times. Pistols are now extremely fast to fire. Underbarrell shotgun, airgun and launcher are now firing much faster. - added aiming times, effective range, types of effects, types of damage and other helpful information to weapon descriptions. ---= OLD VERSIONS =--- Version 1.4 changes: - scope mounts were divided by 4 groups: simple (mp5, mp5sd6, p90, ump, usas, striker), classic (colt 9mm, spas12, famas, most of the energy weapons), advanced (most assault rifles and machineguns, m14, sks), sniper (all sniper weapons including energy and barretts). Scopes were divided into 3 categories: combat scopes (simple, classic and advanced mounts), advanced scopes (classic, advanced and sniper), sniper scopes (advanced and sniper mounts). Advanced scopes include thermal sight and movement finder. This way it is possible to equip AKM or M4 with a sniper scope, SVD or SR25 with a thermal scope, mp5 and usas only with combat scopes while colt and spas12 with movement finders and thermal scopes. - removed shotgun pellets damage radius, but increased damage. - removed 7.62 explosive ammo damage radius. 12mm retains its radius as it has larger caliber. - reduced both bh2 machineguns (brownings) accuracy from 55-60 to 35-45. - modified ammo capacity per ammo box: .45, 9mm, 4.7mm -> 50 bullets 7.62, 7.62 nato, 5.56, 6mm bolts, wargot bolts -> 30 bullets 9x39 -> 40 bullets - modified 5.56 flechette ammo bonuses, reduced accuracy from 1.5 to 1.25, increased range to 1.25, reduced damage penalty from 0.8 to 0.85. - changed warp principles research requirements. It now requires any warp weapon be it human, reticulan or hybrid. - fixed missing cultist and human armors in Spaceship construction phase. - added explosive bolts for gauss weapons. - gauss rifle can now be equipped with advanced underbarrel addons (except gyro stabilizer). - removed drone barraks (including research). There was a crash that occured right after that building was finished. Have no idea how to fix this... - increased SKS fire and bayonet damage. - increased m14 recoil. Version 1.3 changes: - adjusted cyborg weapon characteristics. Minigun is now less accurate and takes more time to aim and fire. Browning H2 now deals less damage. All cyborg weapons models were modified. - minigun, barretts (all) and bh2 machinegun can now use accelerator and recoil compensator addons that require additional tech to produce (bh2 can also use basic scopes). This means that there are 4 new addons for these weapons: minigun accelerator and compensator, .50 cal accelerator and compensator. Unfortunately drone weapons cannot use any addons... - added new cyborg weapon - AGL (40mm Automatic grenade launcher). This is the same weapon used for drones, but with less accuracy, ammo capacity and increased aiming times. - added two new attachments for rifles - bio scanner and dopler scanner. These two use underbarrel slot and are very fast to operate, however they have their operational range halfed due to reduced size etc. Both require a new tech to research. - fixed wierd silencer texture. - fixed cultist defender drones using laputian textures. - increased r700 sniper rifle damage to 1350 (from 1000). - removed 'advanced human weapon' type from commando firearms. These no longer unlock advanced weapons lab research. - fighter and defender core will now unlock advanced weapons. - modified gatling laser particle effects. - adjusted energy consumption rate of all weapons (lasers and sonic weapons -> 1, plasma -> 2, warp -> 10. All cannons add +1 to energy consumption rates. Gatling laser -> 1, hyperplasma -> 8). - increased drone energy weapon battery capacity by +1, so normal laser, plasma etc. cannons have 2 bats and gatlas/hplas -> 4. Just remember to manually add batteries for each weapons with more than 1 battery as by selecting weapon and its ammo in the list will always get you only one battery. The same goes for all other drone weapons -> you will have to manually load its weapons with ammo as they seem to be always picking the default ammo. - changed requirements for powered armour tech. It now requires energon blueprints instead of e-cell and hyperenergy weapons. - shotgun ammo was reworked. Basic ammo now has a 2 hex area of effect representing spreading of the pellets. Ap ammo is now a single powerful solid slug, flechette ammo was replaced by explosive ammo (single shell, no pellets) to make shotguns more usable against wargots, drones and cyborgs. - all explosive ammo now have a 1 hex radius of area effect, so it is possible to hurt multiple targets with one shot. - replaced smoke and flashbang models with modern variants. - reduced height of wargot soldier so they can now pass through the basic doors and passages. - increased drone infra signature from 0.2 (!) to 2.0. - replaced wargot scout weapon with small version of wargot accelerator cannon (its weapon is considered to be too damaged after any battle to recover and unlock wargot accelerators). - fixed m14 having wierdly high accuracy and range in auto-fire mode. - changed tactical laser accuracy bonus from +10% to +20%, changed gyrostabilizer accuracy bonus from +15% to +10%, changed gyrostabilizer recoil reduction from -15% to -20%. This way makes tactical laser be able to compete with gyrostabilisers for a better accuracy increasing addon. Gyro is now more usable for machineguns and auto-fire assault rifles. - increased damage of all pistols. Pistols are now very powerful close range weapons, but the range of these weapons is very limited. - adjusted sonic weapons damage, range and accuracy. Sonic gun is the most powerful weapon of sonic family while sonic cannon has much greater range, but lowest damage (it is still 2100 per shot!). - replaced all mine models (added plasma and warp models). - reduced power of poison dart and 40mm poison grenade. Version 1.2 changes: - reduced time of barracks troops training. - replaced some sounds. - added two new weapons: SKS and M14. These rifles use long range skill, but require no sniper training. - RPK now no longer requires heavy weapons training. - P90 damage and accuracy was reduced a bit. - RPG damage (of all warheads) was reduced. It is now lower than of LAW warheads. - fixed cultist 'normal' armors. They were buggy - didn`t show heads most of the time. - added extra details to all machineguns/cannons and drone weapons. - returned original armor patterns to laputian militia. - i failed to introduce different color patterns for drones per faction. Drones will retain their original color pattern for now... - added glossary images for all new weapons (except grenades and ammo). - drones no longer have death animation (this was made for purposes of removing akward weapon position when a drone dies or 'loses consciousness'. - restored soldiers backpack models. Version 1.1 fixes: - replaced 40mm acid grenade by poisonous. The same was done to confusion dart. Cultists use these weapons, so antidote is a must-have medical equipment for any cultist mission. - added striker shotgun, P90 smg, new combat scope (just an alternative model), cyborg barrett rifle, 4 new weapons for gunmen: laser, sonic, plasma and gauss cannons. - replaced barrett model. Barrett no longer can use muzzle and underbarrell attachments. - replaced .50 cal (12 mm) basic ammo with explosive. - balanced characteristics of all weapons (except cyborg-only and drone). Pistols are now the fasted weapons in the games and can be aimed very quickly. - adjusted attachment`s characteristics. Fixed focuser and extender for laser weapons. - replaced projector vambrases by farsight vambrases (increases long range skill). Trueshot vambrasses now increase rifles skill. - added stimulator injector systems for human armor and helmet slots. - reassigned AP ammo tech requirement. Now in order to develop AP ammo you`ll need to research all basic firearms (i.e. shotguns, smgs etc.). Having an Ap armor of any kind in your arsenal improves speed of research for AP ammo tech. - once again replaced factions` squads. They now use new weapons (cultists use striker shotguns, cyborgs - new barret rifle for them etc.). - items in equipment screen are now sorted by item type starting from melee, pistol and smgs and ending with alien and hybrid weapons. This includes all items, attachments, ammo and armor/implants. - you can no longer hire experienced soldiers - only newbies. Recruitment costs were adjusted - humans 50, psionics 100, cyborg 150. Experience gaining was further decreased. - cultist now use new armors in addition to their basic ones. These are basic human light and medium armors retextured to fit cultits color scheme. Sometimes agent`s heads wont show up. Not sure what`s wrong. - fixed shuriken and throwing knife. Both are now considered direct-fire weapons with throwing animation and instant hit (no fligt). This may look a bit akward, but it works well. Both items received additional damage to make them useful. Browning knife is now a stab-only weapon, no throw. - militia barracks were reconfigured. You can now use three types of barracks - basic (firearms, gauss), energy (laser, sonic, plasma, warp) and support (snipers, machineguns and launchers). There is also a new type of building - drone hangars. These "train" up to 2 drone as militia. THIS NEW FEATURE REQUIRES A LOT OF TESTING AND MAY BE BUGGY! - still can`t figure out the problem with strange tactical savegame crashes. It happens not only with cultists, but with all other factions too. I RECOMMEND PLAYING WITHOUT SAVING IN TACTICAL PHASE. Version 1.0 (release) fixes: - added new model for blowpipe and two new blowpipe-class weapons: advanced blowpipe (can use tactical lasers and scopes) and dartgun (one-handede blowpipe for melee oriented soldiers). - added 4 new commando firearms: HK G11, MP5SD6, VSS, Groza. - added G3A4 as a standard assault rifle (mostly unused by other factions, so you`ll have to build your own ones). - added cultist hybrid warp rifle. - fixed some invalid descriptions (mainly covering wrong training requirements). - increased wargot hit points and armor values. The heavier the armor - the more damage its wearer takes form explosive and laser weapons, but soft and hard weapons become less useful. - night scope is now just a visual alternative to basic scope (night scope was renamed). - fixed bug with gauss weapons using close range skill. - drone weapons now use different skills, not only mechanical. - all factions now have their equipment adjusted to cover the whole game. Beware of warp-equiped cultists and gauss minigun heavy drones/cyborgs! - all recruits were stripped of all equipment, so players no longer will be able to aquire advanced weapons by hiring high level soldiers. - reduced maximum number of cultists is all mission types. - changed minigun sound effect with an apropriate one. - added percentage values to descriptions of all attachments that confer bonuses to accuracy, range etc. - minor changes to weapon parametres. - sniper scope, combat scope and sniper scope (green version) now unlock scout equipment. Version 0.92 fixes: - some local troopers wielding dual weapons were using only one of them. - fixed instant techs that were not working properly. - model for rpg-7 was added. - underbarrel airgun tech had invalid requirements. - grenade and missile launchers accuracy was maxed out to make them more deadly. - fixed cyborg and drone minigun and BMG types. They are now considered as 5.56 and .50cal weapons and can unlock AP ammo tech. - fixed issue with undentified technology. It is now proper displayed and has proper requisites. - improved minigun a bit. It now should be more accurate and deadly. - improved browning heavy machinegun. - replaced all defence "cupture a commander" missions with "kill them all" and "aid our troopers" missions. Capture mission are available only when your are going offensive. - slightly increased numbers of local defenders in AID type missions. - fixed requirement for special ammunition blueprints. This tech now requires a 7.62x39 weapon in addition to others. - underbarrel plasma gun had a wrong tech requirement for production availability. Fixed. - increased confusion and paralyzer darts cost and production time. - adjusted underbarrel airgun`s range and accuracy. - fixed requirements for gauss weapons tech. It now require energon battery blueprints. - increased defender core research time. - reduced icon size for sonic gun from 5x2 to 3x2. - adjusted drone weapons research. - adjusted scar-l and scar-h recoil. 1. Mod installation. Zip archive contains two items - acmod.vfs and localizationpack folder. Extract both to you UFO AS game folder. WARNING! Make backup of original Localizationpack folder as it will be fully replaced! 2. Mod compatibility. Due to large number of changed data ACM is incompatible with any other mods. 3. List of changes: a. models. Almost all human weapon models were replaced. Three more items are awaiting replacement, they are - barret sniper rifle, rpg-7 and law launchers. Such items as projectors and melee weapons will retain their original models. b. textures and effects. Some models in the game had their textures modified. They are - all Laputian armors and armor attachments, laputian cybor implants, cultist and human survivor commander armors, some light human survivor armors, mutant hides. Human bullet effect was modified. New effects for laser weapons, gauss weapons and new grenade types. c. sounds. Almost all human firearms and some energy weapons now use new sounds. d. research. Human firearms can be accessed by researching two subsequent techs: small firearms and heavy firearms. Explosives contain basic grenades and a set of high-tech grenades (plasma, warp). Human melee weapons now include chainswords and powerswords. There is a new group of weapons called gauss weapons. These are available after Wargot accelerator weapons and energon technologies. Wargot accelerator weapons are their machineguns. Cyborgs and drones can now use special heavy weapons. Drones require special research for each core and walker chassis. Scout drones were removed as well as all drone scanners and autodestructor. 4. Some game advices: a. equipment. Getting better equipment is a bit difficult in ACM. First of all it is because of increased number of research required to be done before you can get basic and advanced weapons. You can try to assault local population, but be warned that humans and cyborgs will fight for every piece of land and junk with increased fierocity! The better way to get some good rifles on earlier stages is to help locals fight off the mutants. Increased number of mutties will ensure that some number of locals will be kicked off granting you access to their equipment. b. militia. Improved weapons and equipment of militia troopers (and a new type of militia!) mean that they can help you to deal with cultists and wargots. Do not overlook these powerful allies. c. cultists. Since cultist numbers are increased and their equipment is made more deadlier it is highly recommended to equip your soldiers with flashbangs, smokes and paralyser/confusion weapons. Paralysing a cyborg with minigun can save you from some extra trouble! Use lasers and launchers to deal with cultist drones as they can be quite resistant to your projectiles. Be warned that snipers and grenadeers will most of the time fire from extreme ranges as they are quite slow to travel and will always be far beyond the other cultists. Use sniper rifles to deal with them. Kill grenade launcher equiped enemies as fast as possible. These guys will cause a lot of trouble if not dealt with! Use 40mm grenade launchers against enemy. They can use various special grenades such as flashbang or sonic to disable enemies for some period of time. d. wargots. Beware of wargot accelerator-equiped soldiers and especially mechs. These guys can tear appart even heavily armored troopers within few seconds. Flashbang or paralyze them before they can spot or aim at you. Wargots are a great chopping practice. Give your soldiers some of the new melee weapons and paralyser airguns and get fun chopping them! e. mines. Use mines whenever it is possible. They have greater damage and a bit increased range of operation. A well-placed single frag mine can blew up a whole mob of cultists or cripple a wargot mech. 5. KNOWN BUGS. - plasma and warp mines have no models yet. They both use sonic mine for now. - game has some rare crushes when in tactical game. Not sure what`s wrong and wheather this is a vanilla bug or ACM-related one. - some texts may contain grammar errors as english is not my main language. 6. REPORTING BUGS AND FEEDBACK. Here is a link to ACMs official forum thread: http://www.strategycore.co.uk/forums/ACM-UFO-Aftershock-t7314.html&s=0f88bad92157fb268fb662ce989bbf40 . Post there or PM me any bugs you may encounter. ------------------------ Thanks for choosing ACM. Okim.