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RELEASE: SageXCOM Mod b.0041

 
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RELEASE: SageXCOM Mod b.0041 - 5/8/2007 9:50:58 AM   
sage

 

Posts: 204
Joined: 8/5/2004
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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 >
Post #: 1
RE: RELEASE: SageXCOM Mod b.001 - 5/8/2007 8:04:43 PM   
Temple

 

Posts: 529
Joined: 7/31/2002
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Wow! Great stuff 

Will give it a look once I finish getting my butt kicked in my first game (can't be long now )

(in reply to sage)
Post #: 2
RE: RELEASE: SageXCOM Mod b.001 - 5/8/2007 9:05:29 PM   
crm114

 

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Joined: 5/29/2006
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This is just outstanding. I'm downloading as we speak. We're lucky to have such a determined (and quick!) group of modders.

(in reply to Temple)
Post #: 3
RE: RELEASE: SageXCOM Mod b.001 - 5/8/2007 9:07:57 PM   
PhoenixD

 

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Joined: 5/7/2007
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Well, a big chunk of that goes to Rick for getting his extractor out so quickly! We couldn't have done a thing if not for that. :)

(in reply to crm114)
Post #: 4
RE: RELEASE: SageXCOM Mod b.002 - 5/8/2007 11:27:03 PM   
crm114

 

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Joined: 5/29/2006
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Just played a new game with the mod installed and I can't tell you how impressed I am. This has increased my enjoyment of the game threefold.

(in reply to sage)
Post #: 5
RE: RELEASE: SageXCOM Mod b.001 - 5/8/2007 11:29:50 PM   
JHAYES3489

 

Posts: 23
Joined: 5/7/2007
Status: offline
I AM GOING TO GIVE IT A SHOT TONIGHT TOO. GLAD TO SEE SO MANY PEOPLE INVOLVED IN THE MODDING. I COULDN'T CODE TO SAVE MY LIFE... BUT I AM A CAD DRAFTSMAN / 3D ARTIST IF YOU CAN USE ME IN ANY WAY PLEASE EMAIL ME AT JHAYES3489@YAHOO.COM (I'D BE HAPPY TO WORK FOR FREE IN MY SPARE TIME ON THIS PROJECT)

I'D LOVE TO SUBMIT CONCEPT ART FOR ANY ADDITIONAL WEAPONS/ARMOR/ETC. I THINK MY SKILLS ARE ON PAR WITH THE DEVELOPERS OF THIS GAME. I'VE BEEN DREAMING OF THIS TIME SINCE I WAS 15 PLAYING TFTD.

A THOUSAND THANK YOUs TO THE CODE POETS OUT THERE


EXAMPLE: A SPIDEY 3 INSPIRED SKETCH (WIP)....






Attachment (1)

< Message edited by JHAYES3489 -- 5/10/2007 8:15:09 PM >

(in reply to PhoenixD)
Post #: 6
RE: RELEASE: SageXCOM Mod b.002 - 5/9/2007 1:20:32 AM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline

quote:

ORIGINAL: crm114

Just played a new game with the mod installed and I can't tell you how impressed I am. This has increased my enjoyment of the game threefold.


What do you think about the cost to hire new soldiers? Phoenix and I were discussing setting it to $40k from it's current $100k.

(in reply to crm114)
Post #: 7
RE: RELEASE: SageXCOM Mod b.002 - 5/9/2007 3:31:23 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
I think it's fine where it is - major kudos on this mod, I'm definitely enjoying it from the time I've had to try it out so far.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to sage)
Post #: 8
RE: RELEASE: SageXCOM Mod b.002 - 5/9/2007 6:41:11 AM   
PhoenixD

 

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Joined: 5/7/2007
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We should have an updated version out tonight, hopefully. My debugging of tonight's additions took a long time. :)

(in reply to Erik Rutins)
Post #: 9
RE: RELEASE: SageXCOM Mod b.002 - 5/9/2007 6:50:37 AM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline

quote:

ORIGINAL: PhoenixD

We should have an updated version out tonight, hopefully. My debugging of tonight's additions took a long time. :)


I'm working on it.

(in reply to PhoenixD)
Post #: 10
RE: RELEASE: SageXCOM Mod b.002 - 5/9/2007 6:50:50 AM   
SpharV2

 

Posts: 218
Joined: 6/13/2004
Status: offline
Is it possible to mod the sale/production costs?  It would be nice to be able to produce some of these high tech weapons and sell them for a bit of profit since money is always so dang tight.

(in reply to PhoenixD)
Post #: 11
RE: RELEASE: SageXCOM Mod b.002 - 5/9/2007 6:51:14 AM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline

quote:

ORIGINAL: SpharV2

Is it possible to mod the sale/production costs?  It would be nice to be able to produce some of these high tech weapons and sell them for a bit of profit since money is always so dang tight.


That's on the list.

(in reply to SpharV2)
Post #: 12
RE: RELEASE: SageXCOM Mod b.002 - 5/9/2007 8:55:14 PM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline
Updated to b.003.

(in reply to sage)
Post #: 13
RE: RELEASE: SageXCOM Mod b.002 - 5/9/2007 9:33:11 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Outstanding, is this compatible with b.002 saves?

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to sage)
Post #: 14
RE: RELEASE: SageXCOM Mod b.002 - 5/9/2007 10:19:14 PM   
PhoenixD

 

Posts: 72
Joined: 5/7/2007
Status: offline
It should be. There's a possible crash with new faces, but it only seems to show up if you go to the soldier screen while a transport is in-flight.

(in reply to Erik Rutins)
Post #: 15
RE: RELEASE: SageXCOM Mod b.002 - 5/10/2007 12:08:42 AM   
Jaranath

 

Posts: 7
Joined: 5/9/2007
Status: offline
Great stuff! I think I'll wait to try it until I've played through once, so it'll be a whole different game... I wholeheartedly agree about bringing back the autocannon. That thing was just too much fun!

Minor suggestion: Not sure how the inventory-accessing AP cost works, but I've always thought the cost should only be for reloading weapons, and possibly for rearranging items (dropping, picking up, putting in hand slots). I wouldn't like a penalty just for opening the inventory screen--seems to me the soldier knows what he has, and wouldn't need to rummage around in his pack.

(in reply to PhoenixD)
Post #: 16
RE: RELEASE: SageXCOM Mod b.002 - 5/10/2007 1:19:40 AM   
sage

 

Posts: 204
Joined: 8/5/2004
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quote:

ORIGINAL: Jaranath

Minor suggestion: Not sure how the inventory-accessing AP cost works, but I've always thought the cost should only be for reloading weapons, and possibly for rearranging items (dropping, picking up, putting in hand slots). I wouldn't like a penalty just for opening the inventory screen--seems to me the soldier knows what he has, and wouldn't need to rummage around in his pack.


The penalty is only for moving items. There is no AP deduction just for opening inventory.

(in reply to Jaranath)
Post #: 17
RE: RELEASE: SageXCOM Mod b.002 - 5/10/2007 1:37:42 AM   
Jaranath

 

Posts: 7
Joined: 5/9/2007
Status: offline
Hehe...I should've known. Cool, thanks. Great work! Can't wait to finish the game so I can try your version. Wonder what cool extras you'll have worked in by then...

(in reply to sage)
Post #: 18
RE: RELEASE: SageXCOM Mod b.002 - 5/10/2007 2:09:44 AM   
sage

 

Posts: 204
Joined: 8/5/2004
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quote:

ORIGINAL: PhoenixD

It should be. There's a possible crash with new faces, but it only seems to show up if you go to the soldier screen while a transport is in-flight.


Some just posted the same crash we saw (fly.tga) in the support section. I think this may be a game, not a mod, bug.

(in reply to PhoenixD)
Post #: 19
RE: RELEASE: SageXCOM Mod b.002 - 5/10/2007 2:19:49 AM   
PhoenixD

 

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Joined: 5/7/2007
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heh. That would fit with the grenade crash I was trying to track down last night.

(in reply to sage)
Post #: 20
RE: RELEASE: SageXCOM Mod b.002 - 5/10/2007 8:42:22 AM   
Hoplomachia


Posts: 63
Joined: 12/2/2006
From: Denmark
Status: offline
Great mod. Thx all.


(in reply to PhoenixD)
Post #: 21
RE: RELEASE: SageXCOM Mod b.002 - 5/10/2007 11:19:32 AM   
LarkinVB

 

Posts: 1887
Joined: 10/9/2001
From: Germany
Status: offline
I would be great if you can use an installer with your mod. Even better the installer has checkboxes for options to install. Not everyone wants all modifications you did - but some. Installer with options would be a perfect solution.

Btw I'm one of the modders of Dawn of War artificial intelligence so I know what I'm talking about. We use an installer with options

Great job guys !

(in reply to Hoplomachia)
Post #: 22
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 7:07:26 PM   
PhoenixD

 

Posts: 72
Joined: 5/7/2007
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..what the heck was THAT? :)
Post #: 23
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 7:10:22 PM   
jay_clark

 

Posts: 1
Joined: 5/10/2007
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I had a list of a whole bunch of things that this game needed fixed.  Wouldn't you know that this Mod has taken care of them.  Thank you!!!

(in reply to sage)
Post #: 24
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 7:23:29 PM   
PhoenixD

 

Posts: 72
Joined: 5/7/2007
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There's a small bug with b.004- a line in data/base/sectiontroopers.xscr that should not be commented out was. He's a fixed file.

To install:
Download.
Remove the .txt at the end of the file (Matrix Games doesn't allow uploading .xscr files)
Paste it into UFO ET/Data/Bases, replacing the existing file.

Attachment (1)

(in reply to jay_clark)
Post #: 25
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 7:48:46 PM   
sage

 

Posts: 204
Joined: 8/5/2004
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Fudge, I fixed it, but didn't fix the archive. I will this evening.


quote:

ORIGINAL: PhoenixD

There's a small bug with b.004- a line in data/base/sectiontroopers.xscr that should not be commented out was. He's a fixed file.

To install:
Download.
Remove the .txt at the end of the file (Matrix Games doesn't allow uploading .xscr files)
Paste it into UFO ET/Data/Bases, replacing the existing file.


(in reply to PhoenixD)
Post #: 26
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 8:23:03 PM   
JHAYES3489

 

Posts: 23
Joined: 5/7/2007
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I HAVEN'T SEEN IT ADDRESSED YET, I COULD BE WRONG. BUT I WAS PLAYING YOUR B.003 MOD LAST NIGHT AND NOTICED THE ALIENS FIRING AT ME FROM INSIDE THEIR SHIP, WITH THE DOORS CLOSED.

EX: MY RECON GUYS FIND THE UFO, AND ARE RUNNING AROUND THE PERIMETER OF THE UFO TOWARD THE DOOR AND RUN OUT OF TIME UNITS BEFORE REACHING IT. DURING THE ALIEN'S TURN, THEY HAVE BEEN SHOOTING AT ME AND HITTING THE INSIDE OF THEIR SHIP AS THOUGH THEY DON'T KNOW THE WALL IS THERE.

ANYONE ELSE SEEN THIS? I THOUGHT MAYBE IT HAD SOMETHING TO DO WITH THE MODIFIED CODE FOR SHOOTING AT AN ALIEN THAT'S BEHIND AN OBJECT.



< Message edited by JHAYES3489 -- 5/10/2007 8:26:26 PM >

(in reply to sage)
Post #: 27
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 8:27:06 PM   
PhoenixD

 

Posts: 72
Joined: 5/7/2007
Status: offline
That'd be the shooting code, yes. Its fixed in b.003+

(in reply to JHAYES3489)
Post #: 28
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 9:22:08 PM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline
Download updated w/ .0041 to fix crash bug.

(in reply to PhoenixD)
Post #: 29
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 9:31:18 PM   
DrAtomic

 

Posts: 11
Joined: 5/4/2007
Status: offline

quote:

Your download key for the requested file is invalid. Download keys are only valid for 48 hours. Once your download is complete, the key is no longer valid. Keys are also only valid for the original server.

Additionally this error may be caused because the file was not found on the server.

If you need help starting your download, please contact FileFront support.


Download is failing.. sadly... :(

For the record I hate mods, but your mod doesn't read like it's a mod but reads like it's a community based patch. Awesome job keep up the great work!

(in reply to sage)
Post #: 30
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