OpenXcom Forum

Modding => Work In Progress => Topic started by: Cooper on December 10, 2015, 12:25:15 am

Title: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 10, 2015, 12:25:15 am
I've been working on a expansion mod for a few weeks: "UFO: Alien Takeover".
This is my second mod ever, so I'm far from an expert at modding. The mod includes new items, new soundtracks, new alien missions, a new storyline, new research topics, and more.  It also includes various other mods from the community.

The goal with the mod is to make the game more challenging/interesting tactically (if I will accomplish that or not is another question, but I hope so), longer, harder and different.

Instead of playing as X-Com, you play as common rebel citizens. So in the beginning you have no armor, no weapons, no interceptors, just a kitchen knife and then stuff that can be found in regular stores, like shovels, axes and bandages. As you move on you can use some of the alien weapons recovered in missions, and you will find other groups and dubious gangs to work with.

Here are some images. Please note:
-The mod is far from finished, so a lot will change.
-Some of the sprites are from other mods, and I have not yet asked for permission to use all of them. I will of course do that before I publish the mod.

Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 10, 2015, 12:26:33 am
More images
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 10, 2015, 12:28:51 am
More images
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: DracoGriffin on December 10, 2015, 12:34:57 am
Seems interesting.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Solarius Scorch on December 10, 2015, 12:45:34 am
Yeah, it has the potential to become a cult thing, heavily referencing movies like They're Alive! and generally cool stuff from the 80's (at least I would like something like this).

It's a bit worrying that you start with kitchen utensils as weapons, because it may suggest some really mind-straining things you're supposed to do to make the airsoft be useful. But it may also suggest crazy shit like blowing the aliens up with home-made flamethrowers (Spiders 2) or mincing them with a combine harvester (Evil Aliens - you absolutely have to do this).

So I don't know if my assumptions are correct, nor do I presume to tell you what mod you should make. I just threw in some thoughts and ideas. In short, I'm interested!
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 10, 2015, 01:04:34 am
Thanks for the interest!

Quote
It's a bit worrying that you start with kitchen utensils as weapons, because it may suggest some really mind-straining things you're supposed to do to make the airsoft be useful
Good point! I guess I'll just make the Airsoft Pistol unavailable until after normal weapons are available. Its not really needed until after that anyways :)
Only three items are available from the start, so it should not be too confusing.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 10, 2015, 01:22:18 am
I have not seen those movies, but the story is set to the 80's and there is kind of a goal to create that kind of a vibe :D
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Solarius Scorch on December 10, 2015, 01:24:04 am
You should totally watch them, especially Evil Aliens.

Will the first research be "Kitchen-Knife-on-a-Stick"? :)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 10, 2015, 01:40:21 am
Maybe I will, alien movies could be inspiring new ideas for the mod.

"Kitchen-Knife-on-a-Stick" would be awesome :D
But a ranged melee weapon is a good idea!

First research (or projects, as its called in the mod) goes like this:

-Rebel meeting
    -Motion Scanner (Motion Scanner)
    -Contact Other Rebel Groups (Solders aka Rebels)
    -Explore local shops (Ax, Shovel, Ground Flare, Tranquilizer, Bandage, Gasoline, Frozen Orangejuice Concentrate)
        -Explore army shop (Combat Knife, Armored Vest)
    -Gang Negotiations
        -Basic Weapon training
             -...and then a lot more
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Solarius Scorch on December 10, 2015, 01:43:54 am
Hmmm, what are you going to do with Geoscape then? Since your ideas are more for a city than a globe... Hey, how about a spherical city? ...Nevermind.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 10, 2015, 01:48:19 am
Will just have to hope that the player does not make the first base in the middle of nowhere  :P
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 10, 2015, 02:10:27 am
But yeah, I'm aware that its does not make completely sense to do it that way. What things are called/UFOPedia entries have not been a priority yet, but this could easily be changed to something like "Explore shops in nearby cities" or something.  :)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Hobbes on December 10, 2015, 04:32:26 am
First research (or projects, as its called in the mod) goes like this:

-Rebel meeting
    -Motion Scanner (Motion Scanner)
    -Contact Other Rebel Groups (Solders aka Rebels)
    -Explore local shops (Ax, Shovel, Ground Flare, Tranquilizer, Bandage, Gasoline, Frozen Orangejuice Concentrate)
        -Explore army shop (Combat Knife, Armored Vest)
    -Gang Negotiations
        -Basic Weapon training
             -...and then a lot more

I've been considering a similar Research/Mission structure, where completing research on project A generates missions B, C or D, which then trigger additional missions. Research would be called instead Intelligence or Operations or Planning.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: niculinux [RETIRED/QUIT] on December 10, 2015, 03:42:34 pm
Wow that's gonna be a load of work!!!
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Solarius Scorch on December 10, 2015, 06:16:27 pm
Wow that's gonna be a load of work!!!

It is always a load of work. :P
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 10, 2015, 09:10:55 pm
I've been considering a similar Research/Mission structure, where completing research on project A generates missions B, C or D, which then trigger additional missions. Research would be called instead Intelligence or Operations or Planning.

Yeah it provides some interesting opportunities!


Wow that's gonna be a load of work!!!

Thats very true :D However, a lot is already done. I am currently working on the last endgame items, and the "research"-tree is pretty much completed. But still there is a lot to do when it comes to balancing, testing, sprites, strings, soundtracks, ++
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 15, 2015, 01:58:41 am
Large UFOs are nice :) (early draft)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 21, 2015, 04:17:35 am
A much cooler version of Alien Abduction! (early draft)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Axebeard on December 21, 2015, 05:10:07 am
Yeah, it has the potential to become a cult thing, heavily referencing movies like They're Alive!

You mean They Live. I like the idea of this mod, I love starting out (and usually remaining) fairly low-tech throughout the game. That's why I've been obsessed with Piratez lately. Hope this mod comes to fruition!
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Solarius Scorch on December 21, 2015, 06:56:52 pm
You mean They Live.

Sorry, I'm a bit like those web toys which automatically translate a phrase from language A to language B and then back and forth, until both versions are stable (and normally pretty far from the original).

And yeah, this idea is pretty awesome.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 27, 2015, 04:03:12 am
Thanks! Staying low-tech for a long time is definitively the plan. Not until mid game will firearms of some significance available to buy. End game will be more high tech.

The new Abductor (and a few other UFOs, and a ton of other things) are now completed. And this mod is getting larger than first planned. Have even started working on new terrains now (and its super fun :D ):
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: new_civilian on December 27, 2015, 05:22:20 pm
A much cooler version of Alien Abduction! (early draft)

Now that is an awesome idea!  :o  8)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on January 22, 2016, 07:56:25 pm
Some of the stuff I've been working on recently:

Picture 1:
New Battleship variant

Picture 2:
Horror ship
New mapblocks for the farm terrain

Picture 3:
Multiple UFOs in the same mission (kind of)
New terrain
New items

Picture 4:
New type of vehicles (using the scout tank sprites)
Abductor with built-in lights
More new mapblocks for the farm terrain

Picture 5:
A strange new mission with a small Harvester
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: 7Saturn on January 22, 2016, 11:07:10 pm
Seriously: Even if there's not a completed mod, yet, is there a chance you might make these ufos stand alone? They are awesome.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: SIMON on January 23, 2016, 05:08:15 am
Agree +1
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: davide on January 23, 2016, 10:21:54 am
Seriously: Even if there's not a completed mod, yet, is there a chance you might make these ufos stand alone? They are awesome.

Yes I am interesting too.
The important is that you do not change tilesets or at least that you rename eventualy changed original files
Thanks
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Solarius Scorch on January 23, 2016, 08:53:06 pm
Oh yeah, I'd like them for grabbing too!
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Phoenix7786 on January 23, 2016, 09:33:59 pm
Wow this looks ambitious and cool! Color me interested!
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on January 24, 2016, 02:09:09 am
Alright then :D

Was actually already planning to release the battleship variants as a standalone mod. I'm just gonna make one more interior variant and then it will be released.

The other UFO's will need a little more time as they are not yet completed. And I have no skills in creating dogfight images, and that have to be done somehow too.  :-\

Quote
The important is that you do not change tilesets or at least that you rename eventualy changed original files
I don't even know how to do that yet, so that's fine :P
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: hellrazor on January 24, 2016, 09:12:42 am
hm.. interior Battleship variants.

Something i always wanted, but so far didn't had the time to make.

You don't mind if i take a look at them right?
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on January 24, 2016, 07:26:24 pm
You don't mind if i take a look at them right?

Go ahead :)

Nr 1 is the vanilla battleship but with more content/furniture.

Nr 3 is not yet finished.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on February 04, 2016, 03:02:00 am
I wanna improve the mid- and end game Projects (research).

At the moment they are very boring, more than half of the end game Projects are like "advanced grenades deal", "advanced firearm deal", "advanced craft deal" and so on.
Mid game is the same: "Firearm deal", "HWP Deal" and so on. Quite boring.

So I wanna make it more diverse and interesting, like in the early game where its about everything from finding gangs to cooperate with, convincing the public that the alien threat is real, searching for information in a library and searching for useful items in nearby cities.

Unfortunately my imagination is quite bad.

Does anyone have any cool ideas? :)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: hellrazor on February 04, 2016, 09:31:05 am
Go ahead :)

Nr 1 is the vanilla battleship but with more content/furniture.

Nr 3 is not yet finished.

Already absorbed successfully :D

Actually your BS3 Map inspired me to make a interior Battleship Version of my own, turned out to be pretty badass :D
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on February 04, 2016, 10:57:49 pm
Already absorbed successfully :D

Actually your BS3 Map inspired me to make a interior Battleship Version of my own, turned out to be pretty badass :D

Already tried it :D Ill probably use your darkened versions in Alien Takeover actually. Seeing trough walls destroys so much of the fun with exploring new UFO designs.

I wish there was a fix to this problem where the UFOs looked the just like the original ones, and would also deal with not being able to throw grenades next to these walls too.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on March 30, 2016, 11:58:03 pm
Its about time for a update on this project again. Hope it is not too many boring details.
This is the current status of development:

Early game:
Research/projects: Pretty much done.
Items: Almost done, just want to add a couple more items for more diversity
Ufopedia text: Many are done, but many of them lack text or have very bad text. (at some point, someone with better english skills should have a look at this..)
Missions: Done
Testing and balancing: Pretty much done.

Mid game:
Research/projects: More than 50% completed. Have planned a bunch of new research/projects that will be added to make things more interesting.
Items: Done, i think.
Ufopedia text: Most entries are just horrible drafts
Missions: Done
Testing and balancing: Not much done.

End game:
Research/projects: «Going to Mars»-research is completed, but the rest is so boring that I will remove it and start all over again
Items: Have not decided yet if end game will be low tech or high tech. High tech weapons are added, but might then be removed and replaced with other weapons.
Ufopedia text: Most entries are just horrible drafts
Missions: Mostly done.
Testing and balancing: Not much done.


Other:
Graphics: I have made graphics for a bunch of new items. Dogfight and Ufopedia craft images are yet to be done. I would also like to create some new battlescape graphics, like walls and stuff.
Sound: A friend of me is making very awesome music for the mod. Mostly done.
UFOs: 10 new UFO types are added, most of them completely or almost done. Planning to add one or two more.
Aliens: A few extra races have been added (from other mods), want to add 3-4 more.
Terrains: Have created one new terrain, and changed the farm terrain a lot. Alien Base and Base Defense terrains are completely recreated, almost done with the Base Defense maps, half way done with the Alien Base. Still a lot to do on new mars terrain and new terror site terrain. Also planning to add some terrains from other mods.
Crafts: A few new crafts added, including some crafts from other mods. Planning to create a couple more.
Basescape: A few new buildings added, and most vanilla building are completely rebalanced.

Some words about the gameplay:
Powerful weapons are very scarce in this mod. Every heavy plasma clip is worth its weight in gold. This is done by requiring rare items for manufacturing of powerful weapons, and having alien weapons selfdestruct when the aliens die.

Making new types of tactical items (like motion scanner, stun grenade, psi amp etc) have been a priority, so items like the Motion Detector, Time Looper, Airsoft Pistol, Alien Slaves, Stationary Turrent, Tank/Shield, Suicide Bomb and Psi Suit have come to life.


Image 1:
New type of alien base
Altiod aliens (by Duke_Falcon)
Right hand: Psi projector (by Arthanor and Raidau)
Left hand: Time Looper

Image 2:
Craft: Skymaster
UFO: Medium Bomer
And a Sectoid Slave :D
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Countdown on March 31, 2016, 12:09:18 pm
Wow, this looks like a really cool project. I look forward to trying it out. Love the new UFOs hovering in the air.

I wanna improve the mid- and end game Projects (research).

At the moment they are very boring, more than half of the end game Projects are like "advanced grenades deal", "advanced firearm deal", "advanced craft deal" and so on.
Mid game is the same: "Firearm deal", "HWP Deal" and so on. Quite boring.

So I wanna make it more diverse and interesting, like in the early game where its about everything from finding gangs to cooperate with, convincing the public that the alien threat is real, searching for information in a library and searching for useful items in nearby cities.

Unfortunately my imagination is quite bad.

Does anyone have any cool ideas? :)
Rather than researching those items, you could have to do a mission like a raid on a military base to steal the advanced weaponry or have to sneak into some kind of government facility to steal plans for advanced aircraft/HWP. The base could be evil mercenaries or alien sympathizers so you can kill them/steal from them guilt free.

Or maybe you have to rescue a renowned scientist that has been captured by the aliens (so alien mission, except rather than kill everyone you have to stun the scientist (locked away somewhere in the base) and carry him out alive to the green exit area ... better bring some strong soldiers). Then you can "debrief" (research) him back at your base and that will give you the ability to build advanced stuff.

Just spitballing some ideas your way.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: harre on April 01, 2016, 12:27:54 am
Sounds like a cool project. I have no ideas to share though :/ but keep up the good work  8)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Xeno Wiper on April 02, 2016, 01:27:21 am

End game:
Research/projects: «Going to Mars»-research is completed, but the rest is so boring that I will remove it and start all over again
Items: Have not decided yet if end game will be low tech or high tech. High tech weapons are added, but might then be removed and replaced with other weapons.
Ufopedia text: Most entries are just horrible drafts
Missions: Mostly done.
Testing and balancing: Not much done.


A low-tech late game? What research is for?  :P

I mean....how will you do to balance this?
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on April 02, 2016, 06:54:20 pm
Thanks for the feedback!

Rather than researching those items, you could have to do a mission like a raid on a military base to steal the advanced weaponry or have to sneak into some kind of government facility to steal plans for advanced aircraft/HWP. The base could be evil mercenaries or alien sympathizers so you can kill them/steal from them guilt free.

Or maybe you have to rescue a renowned scientist that has been captured by the aliens (so alien mission, except rather than kill everyone you have to stun the scientist (locked away somewhere in the base) and carry him out alive to the green exit area ... better bring some strong soldiers). Then you can "debrief" (research) him back at your base and that will give you the ability to build advanced stuff.

I like the ideas, will definitively add something like that. Thanks!

A low-tech late game? What research is for?  :P

I mean....how will you do to balance this?

Yes, low-tech late game :D Well, you will get powerful weapons, but they are very limited (requiring rare items to produce), or they are up-close weapons, like explosives that are very heavy, melee weapons or weapons with maxrange.
This combined with good tactical items (like alien slaves, that, if you do things the right way, can walk among other aliens without being shot at. Excellent scout!) or psi amps, will make it possible to defeat the end game aliens :)

Also, this mod is meant to be quite difficult, and the gameplay is meant to be a lot more up-close than the vanilla.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on April 05, 2016, 08:29:07 pm
Making the alien base a little less ugly.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Solarius Scorch on April 06, 2016, 10:22:33 am
Very nice tiles. But these flowers seem a bit out of place :)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: davide on April 07, 2016, 12:50:14 pm
(https://openxcom.org/forum/index.php?action=dlattach;topic=4163.0;attach=21071;image)

How do you think about invert the large first level with the second ?
I mean :

         ++++
|===|===|===|
         ++++
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: davide on April 07, 2016, 12:58:39 pm
Very nice tiles. But these flowers seem a bit out of place :)
maybe you just align those plants on the walls
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on April 07, 2016, 05:17:24 pm
Very nice tiles. But these flowers seem a bit out of place :)
Thanks! Its my first completed tiles. Hmm yeah. I agree :P

How do you think about invert the large first level with the second ?
I mean :

         ++++
|===|===|===|
         ++++

Looks pretty nice! Not sure which one I like better.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Solarius Scorch on April 07, 2016, 05:27:51 pm
I like the one with bigger middle deck. Makes it look way more balanced and flight-capable.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: ivandogovich on April 07, 2016, 06:56:13 pm
Looks pretty nice! Not sure which one I like better.

Both! Double The Pleasure!
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Countdown on April 08, 2016, 03:13:13 am
For what it's worth, the one with the larger middle level looks more intimidating to me. More enemies on the second level is probably more challenging since you have to fight your way up there first.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on April 29, 2016, 03:58:59 am
So I decided to go for the one with the larger middle deck :P Thanks for the feedback.

Progress report for April:

-Created another new UFO (photo A)
-Started and almost finished new UFO tiles (photo A)
-Started to work on a completely new planet that will replace the earth (photo B)
-Completed the Alien Base terrain, including all the new tiles, routes and maps
-Created or added 3 new human weapons + 1 new alien weapon
-Created a new alien item level = aliens are getting very dangerous in November
-Created one new landing craft
-Created about 20 new "research" projects
-Added 15 new maps from other mods
-Created specific music for specific missions
-Almost completed the new Base Defense terrain
-A lot of minor stuff like bug fixes, tweaks, improved sprites, small "research"-three changes ++

The focus now is to get things ready for a 0.1 release, but that will probably still take a long time.

A couple photos:
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on May 30, 2016, 05:20:13 pm
Check this (https://www.youtube.com/watch?v=JLpZB0k4tg4) out. :) Just something I threw together last night, a video showing different maps, items, audio, etc.

May progress:

-Created new smoke graphics
-Added custom sounds and hit/bullet graphics for some of the alien weapons
-Created three new alien weapons
-Created a couple new UFOs
-Added a couple new alien terror units
-Created a new alien item, added more human weapons, more armor and Trained Rebels
-New alien mission: Alien Extermination. Changed Alien Supply mission
-Pretty much finished mid game "research"
-Balancing, bugfixing, worked on the way to many unfinished parts of the mod (items, graphics, planet etc)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: SIMON on May 31, 2016, 12:26:09 am
Very nice, look forward to trying this out when it's ready.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: hellrazor on May 31, 2016, 12:39:41 am
Check this (https://www.youtube.com/watch?v=JLpZB0k4tg4) out. :) Just something I threw together last night, a video showing different maps, items, audio, etc.

May progress:

-Created new smoke graphics
-Added custom sounds and hit/bullet graphics for some of the alien weapons
-Created three new alien weapons
-Created a couple new UFOs
-Added a couple new alien terror units
-Created a new alien item, added more human weapons, more armor and Trained Rebels
-New alien mission: Alien Extermination. Changed Alien Supply mission
-Pretty much finished mid game "research"
-Balancing, bugfixing, worked on the way to many unfinished parts of the mod (items, graphics, planet etc)

May i inquire about the nature of the Alien Extermination Mission?
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Mr. Quiet on May 31, 2016, 04:55:24 am
Alien Extermination Missions make me think you're sending your operatives into a chryssalid hive to die, but you're supposed to clear it out completely. The invaders like to put them right next to major cities.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on May 31, 2016, 05:27:57 am
Very nice, look forward to trying this out when it's ready.
Thank you :)

May i inquire about the nature of the Alien Extermination Mission?
The Alien Extermination Mission is similar to Alien Terror, but it has 25% execution odds each month and the aliens goal with the mission is to kill as many humans as possible :P Also it does not spawn a terror site, but spawns two UFOs that will only appear in this mission. One of them with aliens equipped with very specific weapons, the other with only one normal alien + a lot of terror units (sometimes zombies), and civilians will spawn on the terrain. So nothing super fancy, but distinctive, and its fun to fight terror units and zombies.

Alien Extermination Missions make me think you're sending your operatives into a chryssalid hive to die
That might happen :D
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on July 27, 2016, 04:36:35 am
Alright, time for an update. A lot of testing, balancing, adding, bugfixing and improving have been done lately. Here's some photos.

Picture 1: A bunch of cew crafts.

Picture 2: Alien Settlement terrain (WIP), and new Thurox aliens.

Picture 3: Some of the stuff that has been improved.

Picture 4: Sectoid Ghost! And new UFOs.

Picture 5: The UFO is shooting at us! Don't mind the horrible graphics, its WIP.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on July 27, 2016, 04:44:49 am
Picture 6: New Cyberdisc

Picture 7: New geoscape stuff
         A: UFO
         B: Our Craft
         C: Alien Settlement
         D: Terror site
         E: Our Craft
         F: Our Base
         G: X-Com Base (has no function unfortunately, just for show)
         H: Alien Base
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Arthanor on July 27, 2016, 06:10:06 am
Ha! The idea to stack cyberdiscs is genius! I'd say maybe 2 thick might be better than 3, but it looks great and dangerous.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Solarius Scorch on July 27, 2016, 10:19:06 am
Can you please post some pics without the filter? I can't tell much from this pixel soup.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: davide on September 17, 2016, 12:21:14 am
Cooper, do you thought to release a preview/work in progress of your mod  such as  our great modders XOps (Xeno Operations) , Robin (Apoc), bulletdesigner(Space Marines) , clownagnet (Dune), liberation (Mars) already did ?

thanks



Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on October 12, 2016, 01:33:15 am
Cooper, do you thought to release a preview/work in progress of your mod  such as  our great modders XOps (Xeno Operations) , Robin (Apoc), bulletdesigner(Space Marines) , clownagnet (Dune), liberation (Mars) already did ?

thanks

Its pretty buggy and unfinished still, but why not :) I'll try to release something within a few days maybe, just getting back into this after a long break.
Meanwhile, a couple more photos:
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 15, 2016, 06:46:08 am
I'm still working on this mod, but the progress has unfortunately been pretty slow for a few months now. So since I don't want to wait forever with publishing a WIP of this mod I was thinking to just release what I have today.
Just a question: I'm still on a old nightly, has there been any updates lately (last few months) that will make this mod incompatible in some way?
And is the mod portal working now?
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Meridian on December 15, 2016, 05:39:27 pm
I'm still working on this mod, but the progress has unfortunately been pretty slow for a few months now. So since I don't want to wait forever with publishing a WIP of this mod I was thinking to just release what I have today.
Just a question: I'm still on a old nightly, has there been any updates lately (last few months) that will make this mod incompatible in some way?

A high-level vanilla changelog from January 2016 to November 2016 can be found here: https://openxcom.org/forum/index.php/topic,2915.msg75701.html#msg75701

Check if you're using any of the features that were changed.

And is the mod portal working now?

No, unfortunately the mod portal is still completely broken.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on December 16, 2016, 08:02:53 pm
A high-level vanilla changelog from January 2016 to November 2016 can be found here: https://openxcom.org/forum/index.php/topic,2915.msg75701.html#msg75701

Check if you're using any of the features that were changed.
Awesome, thank you. Seems like the mod is updated enough.


Finally, here’s version 0.1 of my strange little mod! Maybe its not so small, but its definitively a bit weird, especially in early game.


What is UFO: Alien Takeover?

UFO: Alien Takeover is a mod for openXCom that I have been working on for over a year on my free time. It adds a new storyline, new weapons, items, aliens, missions, UFOs, terrains, music and more. A lot of the vanilla stuff is also removed, but the game is still a lot longer and larger than vanilla x-com.


Warnings


-The mod is far from completed, so expect some bugs and unfinished stuff (especially ufopaedia articles and some graphics). However it should be possible to play trough the whole mod from start to finish. End game is still very unbalanced, but early and mid game should be fine. (You might want to wait until the mod is more completed)

-The mod is pretty difficult and the two hardest difficulties are not really recommended unless you are insane. Its recommended to use the easiest difficulty unless you are a x-com veteran.

-The music is a bit messed up. Not sure if its because of my computer/installation or something else. Let me know if you experience problems and I’ll fix it ASAP.


! IMPORTANT !

Options that MUST be turned on/off:
-Aggressive retaliation: NO
-Storage limits for recovered items: YES
-UFO extender accuracy: YES
-Alien weapon self-destruction: YES

Other highly recommended options for this mod:
-Autosave: YES (in case of bugs/crashes)
-Live alien sale: NO
-Instant grenades: NO
-Alternate movement methods: YES
-Alien bleeding: YES

It is not recommended to combine this mod with other mods, unless you know what you are doing.


How to install

Simply copy the folder inside the zip file to OpenXCom's /mods folder.  Then go to Options --> Mods and select "UFO: Alien Takeover"

CLICK HERE TO DOWNLOAD (https://www.mediafire.com/file/ika63p3igrsm5ld/UFO_Alien_Takeover.zip)


Hints

-In the first few missions you don’t have any good weapons. Use smoke and stay in groups of at least 3 people to survive.



Credits for included mods


This should be a complete list, but please let me know if something is missing!

Cirix, Luke83 - Alien Inventory Mod
Civilian - Tranquilizer device & KiryuKai (Laser Cannon & Guided Laser Cannon sprites)
Choasshade & Bloax - Plasma Shotgun
Clownagent - Grav module
Dioxine - Flamethrower, shovel & ax
Duke Falcon & Noel Buddy - Alien graphics for Altoids, Probe, Pincher, Venomtoad, Belcher, Aerial, Strider, Armored Floater + some Ufopedia images
Emong & Solarius Scorch - Alien Hybrid Soldiers
Fatrat - Elerium Bomb
Hellrazor, Civilian, Chaosshade - Civilian medi-kit & Ultimate Medi Kit sprites
Ivan Dogovich - Improved HandObs
Jackstraw2323 - Stims
Luke83 - Chryssalid Elder sprites
Mari - All the awesome music
MickTheMage - Raven
pWWWa - Plasma Melee Weapons (Plasma Blade & Plasma Sword)
Ran - Fusion Torch
Redv - AWACS Aircraft
Robin - Armored vest, Gazer, Waspite, Anthropod
Robin & Ryskeliini - Combat armor graphics
Rockfish - Plasma Cannon sprites
Solarius Scorch - Gauss mod (Gauss & Rail weapons, GFX by GrandSirThebus), Alien Armoury Expanded (4 new UFOs & 4 new alien weapons), Shambler and Spikeboar alien sprites
Solarius Scorch & Civilian - Recycled Alien Collection (Chtonite, Reptoid, Cerebreal) & Skymarshall
Solarius Scorch & Dioxine - Dart Rifle
Trollworkout - Weapons Melee Tech (ripper, grinder & auto-axe), Chemical Thrower & Toxi-Suit
Tyran_nick - Stormrider, Skyrider
Warboy1982 - Combat knife
Warboy1982 & Dioxine - Shotgun sprites


License information

For the stuff I have made myself – Copyleft: you have the right to freely use, modify, copy, and share on the condition that these rights be granted to all subsequent users or owners. For for non-commercial purposes only. (I would however appreciate if you let me know if you use something, because its fun to see other people use my stuff in their mods :) )

For other included mods: Ask the creator of the mod. You might also find license information for these mods on www.openxcom.com. If you want to use something and don’t know who created it, just ask :)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Yataka Shimaoka on August 04, 2017, 08:27:33 pm
Hey! Nice mod IF it can work.
I tried it and it continually crashes due to incorrect typos,so cooper, if you are still alive in the forums, you should check your ruleset more properly, or I can help you by correcting such errors.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: FeruEnzeru[RETIRED/I QUIT] on December 26, 2018, 10:30:43 am
*sigh*

Before i necro the thread (just a crime to the forums i might take literally), i hope you're still alive IRL Cooper so that you'll come back in future decades.

RIP this thread for the mod; 2015-2019. :'(
mod still unfinished

note:
i've also read the whole thread (5 pages and 62 posts/replies as far i assume to know. :) ).

I hope this mod will or would not be compatible with OXCE or not. I'll see eventually til the future. :-\
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: luke83 on December 27, 2018, 02:38:29 am
Some interesting items in this mod, i may need to download and see what i can use from it, thanks for bringing this zombie post back to life as i would never of find it otherwise.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: FeruEnzeru[RETIRED/I QUIT] on December 27, 2018, 10:09:14 am
@Luke83
You know he (Cooper)'s not available online as far as we say eventually. :(

Look below (Well my reply on the text): ↓
Last Active: November 25, 2018, 05:11:22 pm

And that's it. :-\
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on January 20, 2019, 02:41:08 pm
Wow, this topic actually have several new posts, would never have thought so two years later.

About the crashes Yataka mentioned:
It was probably due to incompatibility with the nightly version. When I worked on the mod I always made sure to fix the most severe bugs.

And about the mod: Due to a computer crash, and the Media Fire download not working for a long time, the mod is most probably lost :( It's sad as I spent hundreds of hours working on it, and it got at least 80% completed. A friend of me also created music for the mod that was very, very good and fit x-com perfectly. At least there are still pictures!  :-\

But please feel free to copy any ideas from the mod: UFO designs, gameplay ideas, item names, graphics, anything.
And if someone have any other questions about the mod I'd love to answer.  :D
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: FeruEnzeru[RETIRED/I QUIT] on January 20, 2019, 11:32:35 pm
@Cooper
Wow, this topic actually have several new posts, would never have thought so two years later.

About the crashes Yataka mentioned:
It was probably due to incompatibility with the nightly version. When I worked on the mod I always made sure to fix the most severe bugs.

And about the mod: Due to a computer crash, and the Media Fire download not working for a long time, the mod is most probably lost :( It's sad as I spent hundreds of hours working on it, and it got at least 80% completed. A friend of me also created music for the mod that was very, very good and fit x-com perfectly. At least there are still pictures!  :-\

But please feel free to copy any ideas from the mod: UFO designs, gameplay ideas, item names, graphics, anything.
And if someone have any other questions about the mod I'd love to answer.  :D
Welcome back, Cooper. 8)
I salute you! :)
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Solarius Scorch on January 21, 2019, 12:48:24 am
I have a copy of this mod, dated to 16.12.2016. I allowed myself to upload it here:
https://www.mediafire.com/file/0fuvxfqsfh3saev/UFO_Alien_Takeover_by_Cooper.zip/file

Cooper, please let me know if you want it removed or something.
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: efrenespartano on January 22, 2019, 03:26:21 am
I still have this mod on my old PC too, I like it very much. I hope it gets an upgrade soon.

It is great to have news of you, Cooper!
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: luke83 on January 22, 2019, 03:29:18 am
Several of his aliens look like they may find there way into my mod, glad thid recourse is available again.

Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: Cooper on January 25, 2019, 05:16:09 pm
Welcome back, Cooper. 8)
I salute you! :)
Thank you!  :D

I have a copy of this mod, dated to 16.12.2016. I allowed myself to upload it here:
https://www.mediafire.com/file/0fuvxfqsfh3saev/UFO_Alien_Takeover_by_Cooper.zip/file

Cooper, please let me know if you want it removed or something.
Thats really awesome!  :D It's even the latest version most likely, or at least very close to it. No need to remove it! :D

I still have this mod on my old PC too, I like it very much. I hope it gets an upgrade soon.

It is great to have news of you, Cooper!
Cool! I might complete it some day, but at the moment it's just not possible for various reasons :( But who knows what might happen in the future..

Several of his aliens look like they may find there way into my mod, glad thid recourse is available again.
I'm really glad that the resources I spent hundreds of hours making can be used in more up to date mods!


So for those who have played this, how far did you get? Was it too difficult in the beginning playing with melee only?
Title: Re: [WIP][EXPANSION]UFO: Alien Takeover
Post by: FeruEnzeru[RETIRED/I QUIT] on January 25, 2019, 11:30:32 pm
@Cooper
Thank you!  :D
You're welcome. :)
I'd better get back to reading OXC forums next time then or this time then (if i lost some reading to do on others); due to my human wake-up issues. 😩

Have fun with your threads and your mod/projects! ;)(https://openxcom.org/forum/Themes/InsidiousV1-k/images/post/thumbup.gif)