OpenXcom Forum
Modding => Released Mods => Topic started by: civilian on May 04, 2014, 12:46:12 pm
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Hi, I made this tiny mod that adds a new Alien base style to your existing selection. It is supposed to be a fresh/newly-built alien base. Once The Mod Portal is available again, I will upload it there, too.
The screenshots looks abit plain, I know, and I will replace it with better ones asap ;D It gives you a basic view of the idea, though.
This small mod adds a new kind of Alien Base layout. It has no fancy Alien Alloy Walls or doors, but only stone walls, making the base look new and unfinished, freshly cut out of the ground. There will be little resources recovered from this base as a result, no elerium, no UFO Power Sources, only some small stuff like UFO navigation, Alien Entertainment etc.
Btw, the mod is fully compatible with my AlienBaseAddon mod (which adds more mapblocks to the default alien base). You might want to use both for maximum variety.
Note: The different alien Base types (and layouts) are chosen randomly each time you start such a mission, so you will maybe have to wait before you see the new alien base terrain.
Fee free to use this mod in any way you see fit. Civilian 2014
(maybe) planned: more mapblocks and variations.
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Hey, great idea.
Considering there's less rewards, is the challenge smaller as well? Otherwise some people may not want to use this mod, since it's "not optimal". ;) (Not me, mind you. But they are there, I know.)
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Great!
I'd love to see more alien base facilities. :)
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Great map blocks but I must ask what you're using to smoothen the game.
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Great map blocks but I must ask what you're using to smoothen the game.
It's one of the shaders in the options menu.
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It's one of the shaders in the options menu.
Yep, the SABR shader to be specific. There is also an even better SABR 2.0 ("Xcomified") shader available on www.openxcom.com, but it is a real performance eater, so I can't use it.
Oh and thanks for the feedback!
SolariusScorch: There aren't any doors and the tanks can go everywhere so it is a bit easier, yes.
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I have just found out (using mapview) that navigation blocks in alien base control room have following flag:
special properties: DestroyObjective
Looks like the game logic is quite simple, so you can move these blocks around, add more or whatever. The game just checks whether all of them are destroyed. May be i even can test this :)
I would really like to see some variants of base control center, maybe more defensive and more dangerous for x-com soldiers. Several sequrity doors, close quarters, small lifts, objective blocks in different rooms...
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Updated the mod with a tiny graphical fix. :) 2 times ;D
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Hey civilian, just had a look and this is a great idea. Did you made more maps for this mod?
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Unfortunately Civilian was offline from a lot of time. :'(
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Unfortunately Civilian was offline from a lot of time. :'(
Well, the cave like interiors are very similar to Hive, so I think I'll redesign it using this as an inspiration.
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I remember a Civilian's post that announced his absence for a while from modding :-\
https://openxcom.org/forum/index.php?topic=2048.0 (https://openxcom.org/forum/index.php?topic=2048.0)