Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: [MOD]Liberal Overhaul+Rebalance 0.5  (Read 4813 times)

Taberone

  • Bay Watcher
    • View Profile
[MOD]Liberal Overhaul+Rebalance 0.5
« on: July 20, 2018, 07:00:46 pm »

Been working on a mod that rebalances and overhauls stuff. Anyone interested in trying it out? Need some input from the community on it. Backup your files before trying it out. Intended for use with LCS 4.12.21 and higher, not Terra Vitae (sorry). This is still a work in progress.

Download it here.

The mod aims to (To do: update this):
1) Rebalance guns around close quarters combat (since IIRC, LCS combat is assumed to take place in close quarters). In general, bigger weapons have an accuracy penalty due to being unwieldy in CQB, while smaller weapons have an accuracy bonus. It is also harder to land successive hits on a target with burst weapons (except for M249 at the moment, haven't touched it much except for damage values. Will get to the M249 soon.)

2) Reduce the constant one-shot kills to the torso, especially from weaker weapons like .38 revolvers and pistols. Combat is intended to be slightly more survivable for both Liberals and Conservatives alike. This is done by making the random damage less insane (Ex. 9mm pistol's "random damage" value goes all the way up to 181 in vanilla LCS)

3) Make non-assault rifles a little more viable. In vanilla LCS, assault rifles were the ultimate weapon, and the other guns weren't really worth using much.

Note: Burst-weapons like AK47/M16/MP5/etc are still very likely to kill in one round of combat despite damage nerfs, since they hit multiple times. You'll still get one-burst killed a lot by automatic weapons, but you won't get one-shot killed by pistols as much.

0.2 Update:
AA-12 uses slugs for armor piercing
Slight .45 pistol capacity nerf to 12 rounds
M249 accuracy nerf
Flamethrower accuracy buff

0.3 Update:
Knives/Swords weapons have increased armor piercing

0.4 Update:
Lots of changes, changed name from "CQB Rebalance" to "Liberal Overhaul+Rebalance." See attached "modding changes" txt to see full details.

0.5 Update:
Standardized weapon damage, accuracy bonuses (or penalties), and successive attack difficulty for all guns and melee. See attached "modding changes" txt to see full details. Overall, it is a mixed nerf and buff with more focus on fixed, rather than random, weapon damage.
« Last Edit: October 15, 2019, 12:47:39 am by Taberone »
Logged

SlatersQuest

  • Bay Watcher
    • View Profile
Re: [MOD]CQB Rebalance and Reduced Instakills 0.1
« Reply #1 on: July 21, 2018, 01:53:43 pm »

Heh, I actually like the one-shot kills, so I'm not offended at all  :)
Logged

Taberone

  • Bay Watcher
    • View Profile
Re: [MOD]CQB Rebalance and Reduced Instakills 0.1
« Reply #2 on: July 21, 2018, 01:55:11 pm »

Heh, I actually like the one-shot kills, so I'm not offended at all  :)

One-shot kills to the torso from .38 revolvers and 9mms is a bit ridiculous to me, personally. Combat being extremely lethal due to RNG damage also means that Liberals pretty much never get arrested or crippled, since they'll usually just die outright. I kinda wish incapacitation, rather than instant death, was more common in LCS. There isn't much of an incapacitation system in LCS, unless your spine breaks. Being "Badly Wounded" or below isn't really incapacitated, since you can still move.

Something like going below zero health incapacitating, but going below -50 health killing would be neat.
« Last Edit: July 21, 2018, 02:18:36 pm by Taberone »
Logged

SlatersQuest

  • Bay Watcher
    • View Profile
Re: [MOD]CQB Rebalance and Reduced Instakills 0.1
« Reply #3 on: July 22, 2018, 12:02:39 am »

I have to agree that the combat system isn't that realistic, and have been planning (on back burner) on doing something about it.

A one-hit insta-kill with a .38 revolver is pretty realistic, but a .38 revolver is not a reliable one-hit insta-kill weapon except in the hands of a quite competent marksman. A hit to the chest from a .38 could realistically mean anything from instant death, instant incapacitation followed by death, instant incapacitation followed by recovery, non-incapacitation followed (later) by death, or even non-incapacitation followed by recovery.

That said, I do get liberals who are wounded being captured fairly regularly. The problem is the movement system, honestly - movement is dependent on the squad, and not on its members!

There is an issue that I'd like to discuss, actually, but it's off-topic for this mod, so I will make a new thread for it.
Logged

cdru

  • Bay Watcher
    • View Profile
Re: [MOD]CQB Rebalance and Reduced Instakills 0.1
« Reply #4 on: July 22, 2018, 03:31:03 am »

I played with this mod and it's great. Armor actually helps and even unarmored characters don't die easily from gunshot wounds. The accuracy change made me use SMGs as primary weapons. A thing i found out is that the mod also makes it easier for lone liberals to fight groups of enemies
Logged

Taberone

  • Bay Watcher
    • View Profile
Re: [MOD]CQB Rebalance and Reduced Instakills 0.1
« Reply #5 on: July 24, 2018, 09:47:56 am »

Now that I've rebalanced the guns, I'm thinking about combining this with parts of my previous Liberal Additions mod, and even adding some a new thing previously not seen in that mod. Specific things I had in mind at the moment:

P90 and Five SeveN (SMG/Pistol with same Armor Piercing as Assault Rifles)

Expanded Conservative Armory (Conservatives have more guns to shoot you with, ex. Deathsquads and Soldiers use more than just M16's only, CCS bosses have more weapons they can spawn)

Deathsquad Uniform having Armor (I can't just add a separate Deathsquad Armor, because then it won't count as a disguise in Police Station)

Fix "harmless" weapons protecting from kidnapping, ex. syringe or cross

Increased melee weapon armor piercing?

Vehicle changes, like more cars giving Juice on theft, all cars being stealable (yet really rare in case of the previously unstealable ones) and all cars being buyable at Dealership (yet really expensive, especially Agent Cars and Army Humvees)

Possibly add some guns from Classic Liberal Additions (ex. .45 SMG maybe the UMP, disguised weaponry, machine pistols, throwing knives, paintball guns)?
« Last Edit: July 26, 2018, 01:09:21 pm by Taberone »
Logged

Taberone

  • Bay Watcher
    • View Profile
Re: [MOD]CQB Rebalance and Reduced Instakills 0.3
« Reply #6 on: July 26, 2018, 01:11:56 pm »

0.3 update is out. Working on melee weapons now, and currently knives/swords have increased armor piercing. I'll get to the blunt weapons (Bat/Nightstick/etc) if I can, but I have to visit my great grandmother in Hawaii tomorrow for two weeks. And she has no computer, so I can't exactly do any modding.
Logged

Taberone

  • Bay Watcher
    • View Profile
Re: [MOD]CQB Rebalance and Reduced Instakills 0.3
« Reply #7 on: August 26, 2019, 07:32:51 pm »

It's been a long while, but been working on this again. Thinking of adding even more guns, and not just the ones from Liberal Additions like the .357 or the Paintball Guns. Main theme with a good portion of the new guns is German and Russian weaponry. German guns will be found in the hands of Conservatives, while Russian guns will be available to purchase for your Liberals if they desire more violent revolutions.

Changes from Liberal Additions WILL be implemented, like gaining Juice for stealing cars or Expanded Conservative Armory. In addition, thinking of changing the mod name to something like Liberal Overhaul and Rebalance.

Implemented, but not yet released:
Spoiler (click to show/hide)

Potential new SMGs:
Spoiler (click to show/hide)

Potential new pistols, revolvers, and machine pistols:
Spoiler (click to show/hide)

Potential new rifles and carbines:
Spoiler (click to show/hide)

Potential ports from Liberal Additions:
Spoiler (click to show/hide)


I still have no idea how I'm going to handle the inevitable ammo clusterfuck from adding so many different guns, all with varying calibers and mag capacities. This is because of how ammo is implemented in LCS. Ammo is tracked by magazines, and each magazine can only hold a certain number of rounds. The Luger and TEC-9 might both be 9mm, for example, but they both have different capacities. Needing both a special "8-round" mag that only the Luger can use, and a special "32-round" mag that only the TEC-9 can use?

Last time I played LCS (which was a year or two ago), LCS did NOT let you unload magazines and transfer the ammo to others, so you can't unload a 30-round 9mm SMG mag and use it to refill your 15-round pistol mags.
« Last Edit: August 26, 2019, 07:34:34 pm by Taberone »
Logged

The Cheshire Cat

  • Bay Watcher
    • View Profile
Re: [MOD]CQB Rebalance and Reduced Instakills 0.3
« Reply #8 on: August 27, 2019, 12:24:32 am »

I still have no idea how I'm going to handle the inevitable ammo clusterfuck from adding so many different guns, all with varying calibers and mag capacities. This is because of how ammo is implemented in LCS. Ammo is tracked by magazines, and each magazine can only hold a certain number of rounds. The Luger and TEC-9 might both be 9mm, for example, but they both have different capacities. Needing both a special "8-round" mag that only the Luger can use, and a special "32-round" mag that only the TEC-9 can use?

Last time I played LCS (which was a year or two ago), LCS did NOT let you unload magazines and transfer the ammo to others, so you can't unload a 30-round 9mm SMG mag and use it to refill your 15-round pistol mags.

Yeah, this was always an annoyance of mine, especially when you loot a lot of stuff from enemies so you end up with a ton of clips that are like 14/15 because they managed to get a shot or two off before you killed them. I feel like you could potentially rework it so that ammo stored in bases is counted in "bullets" rather than "clips", though. It would be a bit of an overhaul but the way I imagine it working is like this:

-Clip items would still exist, but only for the purpose of carrying it around during squad actions.
-When a clip is dumped into a base inventory, instead of tracking the item directly it would just dump its remaining capacity into a counter for the ammo type in the base
-When Liberals add a clip to their inventory, it subtracts from the ammo counter in the base and gives them one clip appropriate to the weapon they have equipped, provided the base still has enough left to give them a full clip. If it's short, it just gives them a partially filled clip and then won't let them take any more.
-Clips looted during squad activity or purchased from a store wouldn't have to change functionality. The conversion would only happen when moving things to/from base inventory.

The main thing that would be needed here is to modify the base handler to track ammo counts of different ammo types as a property of the base, rather than just storing references to inventory object. The second thing would be some way of tagging ammo types on clips so that the game knows that a 30 round 9mm SMG magazine and a 15 round 9mm pistol magazine are both actually the same kind of bullets and to sort them into the same pool when stored at a base. There would also need to be some kind of change to transferring items between bases, since ammo would no longer be stored as items but you'd still probably want to be able to move it from one place to another.
Logged
LCS Graphical Remake:

https://the-cheshire-cat.itch.io/lcs
Current progress: ~100%

Taberone

  • Bay Watcher
    • View Profile
Re: [MOD]CQB Rebalance and Reduced Instakills 0.3
« Reply #9 on: August 27, 2019, 02:25:33 pm »

I still have no idea how I'm going to handle the inevitable ammo clusterfuck from adding so many different guns, all with varying calibers and mag capacities. This is because of how ammo is implemented in LCS. Ammo is tracked by magazines, and each magazine can only hold a certain number of rounds. The Luger and TEC-9 might both be 9mm, for example, but they both have different capacities. Needing both a special "8-round" mag that only the Luger can use, and a special "32-round" mag that only the TEC-9 can use?

Last time I played LCS (which was a year or two ago), LCS did NOT let you unload magazines and transfer the ammo to others, so you can't unload a 30-round 9mm SMG mag and use it to refill your 15-round pistol mags.

Yeah, this was always an annoyance of mine, especially when you loot a lot of stuff from enemies so you end up with a ton of clips that are like 14/15 because they managed to get a shot or two off before you killed them. I feel like you could potentially rework it so that ammo stored in bases is counted in "bullets" rather than "clips", though. It would be a bit of an overhaul but the way I imagine it working is like this:

-Clip items would still exist, but only for the purpose of carrying it around during squad actions.
-When a clip is dumped into a base inventory, instead of tracking the item directly it would just dump its remaining capacity into a counter for the ammo type in the base
-When Liberals add a clip to their inventory, it subtracts from the ammo counter in the base and gives them one clip appropriate to the weapon they have equipped, provided the base still has enough left to give them a full clip. If it's short, it just gives them a partially filled clip and then won't let them take any more.
-Clips looted during squad activity or purchased from a store wouldn't have to change functionality. The conversion would only happen when moving things to/from base inventory.

The main thing that would be needed here is to modify the base handler to track ammo counts of different ammo types as a property of the base, rather than just storing references to inventory object. The second thing would be some way of tagging ammo types on clips so that the game knows that a 30 round 9mm SMG magazine and a 15 round 9mm pistol magazine are both actually the same kind of bullets and to sort them into the same pool when stored at a base. There would also need to be some kind of change to transferring items between bases, since ammo would no longer be stored as items but you'd still probably want to be able to move it from one place to another.

I have no idea how to do any of this, but I'd love to. I still cannot compile LCS for the love of me in order to get rid of the hardcoded bullshit that's everywhere, nor do I actually know how to. I don't know any C++ and stuff.

To cut down on the clusterfuck, might just make ammo more generic (Ex. "Light pistol", "Heavy Pistol", "Light Revolver", "Heavy Revolver,"). LCS already has this "generic" ammo thing with the Assault Rifles, where an M16 and AK both use the same mags.
« Last Edit: August 27, 2019, 02:27:33 pm by Taberone »
Logged

SlatersQuest

  • Bay Watcher
    • View Profile

Incidentally, if you post what you did in the rebalance, I can update TV accordingly.
Logged

Taberone

  • Bay Watcher
    • View Profile

Incidentally, if you post what you did in the rebalance, I can update TV accordingly.

Still not finished with the rebalance yet, but I can send it in a PM or something after I'm done.
Logged

Taberone

  • Bay Watcher
    • View Profile
Re: [MOD]CQB Rebalance + Reduced Instakills 0.3 (Liberal Overhaul+Rebalance?)
« Reply #12 on: September 20, 2019, 12:48:34 am »

0.4 added. It is still not done, because I went a BIT overboard and added in a shitton of guns and melee weapons (but they do not spawn anywhere in the game yet) on top of further tweaks to vanilla weapons. Have a little something while I work on adding the rest.

Notable changes off the top of my head (See the attached readme in the dropbox link to see full changes):

Generic-ish ammo piles like "Heavy Pistol" or "Light Pistol" to accommodate for a variety of weapon calibers and capacities, because I am NOT making 8-round 9mm magazines (Luger), 8-round .45 magazines (.45 Pistol), 7.62x25 magazines (Tokarev TT-33) 32-round 9mm magazines (TEC-9), 7.6254mmR drums (PKM) and so on just so that all guns have correct ammo, since you can't transfer ammo from one mag to another. You'll be drowning in Luger mags (9mm), yet be starving of 9mm SMG mags (also 9mm).

Further attempts to rebalance guns and reduce one-shot kills from non-burst weapons. Also standardized damage from melee weapons.

Added, but not implemented: Unarmed weapons like brass knuckles, MP40 and PPSH, TEC-9, Tomahawk, Sniper Rifle, P90 and Five SeveN, PKM, MG42, Microgun,

All vehicles available at dealership, gain Juice for stealing Agent Cars, HMMWV

Weapon size rebalances and several weak melee weapons now do not protect against kidnapping (ex. cross, spraycan)

Real-world weapon names (Ex. ".45 Pistol" --> Colt 1911)

Certain armors have drug/assault bonuses during interrogation, Deathsquad Uniform is now Deathsquad Armor (No more free M16's for you!)
« Last Edit: September 20, 2019, 09:44:31 am by Taberone »
Logged

SlatersQuest

  • Bay Watcher
    • View Profile
Re: [MOD]Liberal Overhaul+Rebalance 0.4
« Reply #13 on: September 22, 2019, 09:15:31 am »

Agent cars? Are those armed with rockets and machine guns? ;-)
Logged

Taberone

  • Bay Watcher
    • View Profile
Re: [MOD]Liberal Overhaul+Rebalance 0.4
« Reply #14 on: September 22, 2019, 04:59:59 pm »

Agent cars? Are those armed with rockets and machine guns? ;-)

If I knew how to make vehicles have weapons integrated into them, it would be cool. Imagine an entire squad of LCS operatives stealing a tank and firing the turret backwards at the police as they drive off? Or Agents trying to blow up the entire car with you inside as you escape from the Ministry of Love.
Logged
Pages: [1] 2