sage
Posts: 204
Joined: 8/5/2004 Status: offline
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Download HERE Update b.0041 -- Fixed crash bug. *b.0041 Change* Fixed a typo that was keeping the mod from loading. *b.004 Changes* Fixed crash when firing hospitalized soldiers. Integrated stand/kneel buttons mod. All soldiers on a mission will receive 4xp for particpating. Fixed more typos and grammar in game texts. All shots on tactical maps move more quickly. SagerX-COM V.b0041 Sage and PhoenixD's UFO:ET mod, from the maker of SagerBLIV and SagerSTALK. The goal of this mod is to improve the game balance of UFO: ET, and make the game much more like X-COM UFO Defense. The guiding principal behind this mod is to increase the complexity of the tactical and operational choices that users must make, without making the game significantly more difficult. Additional character and polish has been added, whereever possible, to improve immersion. *This game is meant to be played, "Ironman" style, with no reloads in tactical combat* Support, updates and bug reports here: http://www.matrixgames.com/forums/tt.asp?forumid=446 *Special Thanks To:* Edswor,for his hotkey mod. OVNI, for his inventory cost mod. Spaz, for help increasing the soldier limit. Wrongusername, for finally solving soldier mortality. TyWiggins for his hire/fire mod and stand/kneel mod. Deck for his Ufopedia mod. Rick for his unpacker. Anyone I forgot, please let me know! *Installation Instructions* 1) Back up all files in your data directory. 2) Unzip over your data directory. Overwrite any files promped to. There are no guarantees that this will work properly with a save game -- you may need to start a new game. Your call. *Known Bugs* Saving and restoring in tactical combat will bring dead soldiers back to life. Firing a soldier recoving in the hospital will result in a crash. *b.0041 Change* Fixed a typo that was keeping the mod from loading. *b.004 Changes* Fixed crash when firing hospitalized soldiers. Integrated stand/kneel buttons mod. All soldiers on a mission will receive 4xp for particpating. Fixed more typos and grammar in game texts. *b.003 Changes* See bottom. *b.002 Changes* See bottom. *Major Changes* Soldiers reduced to 0 hp have a chance to be killed. This chance is 75% - their vitality / 4. So, tougher soldiers are less likely to be killed when reduced to 0 hit points. You will receive a message describing what has happened to your soldier. Soldier recruitment rate is now about 1 per month, however you may now hire mercenaries and fire underperforming soldiers from the soldier screen. Mercenary troops require a $40k signing bonus. In rpgvalues.cfg, increased rate at which characters heal from 3 to 5; the max stay length has been decreased from 45 to 30. In const.xscr, change sight angles from 3.5 to 2.5, both vert and horiz. Accessing your inventory now costs Action Points. Different locations cost more or less action points: 1.0 , // LINK_INV_HAND = move form hand to hand 12.0 , // LINK_INV_BACKPACK = move from bag to hand, or hand to bag 5.0 , // LINK_INV_BELT = move from belt to hand, or hant to belt 3.0 , // LINK_INV_SHOULDER = shoulder to hand or hand to shoulderder All rifle-sized weapons require two hands to fire. A future feature will be some sub-machinegun sized weapons which can be fired single-handedly. If you want to throw a grenade, place your rifle on the ground, throw your grenade, and then pick the rifle back up. Weapons now have ranges based on types (all weapons use game default at 1-3 square): Pistols (Pistols allow a soldier to carry a grenade in their off hand) Range 4-7 / - 2% Range 8-13 / -3% Range 14+ / -4% <-- quickly becomes ineffective Shotgun Range 4-6 / - 1% <- more accurate Range 8-13 / -4% <- fast drop Range 14+ / -6% Rifles Range 4-10 / - 2% Range 11-20 / -3% Range 20+ / -4% Heavy Weapons Range 4-20 / - 2% <- effective at longer rangers Range 20+ / -4% *Minor Balance Changes* All new soldiers are slightly more accurate. This is because many other changes in this mod favor the aliens. It is now possible to shoot at alients behind objects; previously you could not shoot aliens behind destroyable objects, even though they could shoot at you. Increased chance for aliens to use grenades, even if it means hitting their own guys. Increased exp for wounding, decreased for killing. Panicked_bravery_coeff 0.15 from 0.1; soldiers will now become less accurate as they begin to panic. Changed exp to go up levels. Lower levels increase faster, higher increase slower. Very experienced soldiers should be cherished and protected. Improved the quality of base defenses; they may be useful now. Added in Edswor's hotkey mod. Weapons and armor now have consistent strength requirements, regardless of tech level. This may be fine-tuned. Generally, this is 20 for pistols, 30 for rifles and 40 for heavy weapons. All soldiers on a mission will receive 4xp for particpating. Hotkeys: SPACE -- This will stop a unit from moving, as a 'panic' button. Esc - Game menu panel I - Inventory panel H - Healing panel Return - End turn F1 - F12 - Select unit 1-12 N - Previous unit M - Next unit A - Kneel/Stand unit Z - Select Left hand X - Select Right hand Up arrow - Go up lift Down arrow - Go up lift + - Zoom in - - Zoom out * - Reset Camera / - Top down view *Aesthetic Changes* Some weapon and armor names more military sounding. Some more still to do. Many strings improved or changed to give the game more flavor. Corrected a few typos, i.e. "Aircrafts" now "Aircraft" Ranks now mirror USMC; this may change. SOLDIER_RANK1=Private SOLDIER_RANK2=Private First Class SOLDIER_RANK3=Lance Corporal SOLDIER_RANK4=Corporal SOLDIER_RANK5=Sergeant SOLDIER_RANK6=Staff Sergeant SOLDIER_RANK7=Gunnery Sergeant SOLDIER_RANK8=Master Sergeant SOLDIER_RANK9=Sergeant Major SOLDIER_RANK10=2nd Lieutenant SOLDIER_RANK11=1st Lieutenant SOLDIER_RANK12=Captain Need to: * Add more soldier names. * Allow rifles to be fired 1 handed, but at a loss in accuracy. * Add AP cost for accessing inventory. * More string changes. * Add a dialog before shooting at blocked targets. * Shorter view distances at night. (And flares!) * Add more weapons, especially starting weapons. I would like to add X-COM's autocannon, heavycannon, rocket sizes, SMG's and an assault shotgun. ... and much, much more. *b.003 Changes* Updated version of AP Inventory mod. Weapons now have ranges based on weapon type. See below for details. Shotguns require both hands. Deck's UFOpedia mod, to improve usefulness of information. Updated hire/fire mod version. Now adds a confirmation for firing a soldier. Many new soldier names available. Numpad + and - keys will now zoom the tactical map in and out. Armor and weapons now have consistent Strength requirements regardless of tech level. Some ufopedia improvements, more to come. The LOS check for intervening trees etc... has been re-instated to solve a bug. We may may add it back in for a future version. *.b002 Changes* Added hire/fire (more below). Reduced alien strat. aggression on normal difficulty, back to default. Reduced the bonus to new soldier accuracy from +5 to +2.
< Message edited by sage -- 5/10/2007 9:23:21 PM >
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