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Modding => Work In Progress => Topic started by: efrenespartano on July 08, 2018, 06:25:00 am

Title: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on July 08, 2018, 06:25:00 am
UNITED NATIONS EXTRATERRESTRIAL COMBAT COMMAND

(https://i.imgur.com/0dFrOfH.png)

INSPIRATION


Join United Nations Extraterrestrial Combat Command! v0.2e NOW avaliable! (https://openxcom.mod.io/unexcom)

WARNING: YOU REALLY SHOULD WAIT TO RESEARCH THE MARTIAN TECH TREE. In 0.3 it's going to be modified with new research topics and another mission.

To install, you need first need to download and install OpenXcom Extended (https://openxcom.org/forum/index.php/topic,5258.0.html) Then, just drop UNEXCOM folder inside your OpenXcom mods folder. Because I'm an Android player, one main goal of this mod is to be entirely playable on Android.

Please, follow the United Nations Extraterrestrial Combat Command on social media!

UNEXCOM on Instagram! (https://www.instagram.com/unexcom_mod/)

UNEXCOM on Twitter! (https://twitter.com/unexcom)

UNEXCOM on Facebook! (https://www.facebook.com/unexcom)

First of all, Hello there! This is my first public released mod and i'm exited to announce it!
This compilation was inspired by several sources. One of the main ones, as well as my reference source is the work of Hobbes in Area 51 and even more in Tech-Com, where I copied several codes. It's my favorite mod of one of my favorite movies. Back in 2015, I played a modified version made by myself of the Equal Terms mod in which XCOM troops used United Nations equipment. Unfortunately, that mod was lost, as my old PC.

I was recently watching the movie The Siege of Jadotville and another source of inspiration emerged of this project, a force of the Blue Helmets fighting against aliens in the Cold War. Xenonauts is also inspiration of this compilation, for some concepts and part of its graphics, although it is not an attempt to copy that game.

FEATURES

This mod is located chronologically right in the middle of the Cold War, almost at the end of the Vietnam War. There will be many pages of UFOpedia explaining the background of the story, as well as the course of the war.

This mod is a compilation, not all the work is mine, as is obvious. I would call it a "franken-mod", because it is made of many different mods, united with glue, love and some things that I have done myself. This compilation is completely playable from beginning to end, but there are still many of my ideas to be implemented.

AIR COMBAT

(https://thumb.mod.io/mods/84d9/199/thumb_1020x2000/2.png)

Air combat is a very important thing now, inspired by Air Combat Rebalanced and Tech-Comm. Hangars can now host 2 crafts. There is a wide variety of aircraft and craft weapons of the time (and will come more, as well as a redesigned tech tree) It implements the HK features, a great addition made by Meridian. So expect to face UFOs actively trying to intercept your aircraft. You probably lose a lot of aircraft soon, that's why they will be somewhat cheaper. Also, you now can forget the ground radars. They are obsolete, actually I remove Large Radar and set the radarChance of the Small to 5%, just to mark the average combat range of your starting planes. Now you can (and you should) launch satellites to search for enemy UFOs and Bases. Be careful, they are reaaaally slow and HKs ate them for lunch.


GROUND COMBAT

Hatred just a tool the aggressors to control
Into the jungle's depth, into the desert storm
Caught between legions of hate
Caught beneath malefic eyes of fate


Ground combat is another important part. You will use realistic weapons of the time, such as rifles M16, AKM, LMG like M60 and Bren, snipers like XM21 and Dragunov among others. Each major power of the Cold War will supply you with unique tanks, weapons and equipment, you can choose to stick to the reliable Soviet guns or try the advanced NATO weaponry.

Forget the outdated HWP, now you will be in charge of an M551 Sheridan, a BMD-1 IFV or a FV701 Ferret SC, light tanks that can really be transported on an airplane.
Of course, an indispensable mod in any game, UNEXCOM includes Terrain Pack, so you can fight in different and beautiful terrains.
There are new races (made by Solarius Scorch) and their weapons are now much more alien (drawn by XOPs), so the combat is more enjoyable.

(https://image.mod.io/mods/84d9/199/screenshot3.png)

SPECIAL THANKS

*To Marina, the woman who is always by my side supporting me.
*To Hobbes, practically thanks to him is that I ventured into the world of modding when he allowed me to collaborate with his great mod Tech-Com, as well as Terrain Mod, an indispensable mod.
*To KingMob4313 and Ickschuss, for his mod Equal Terms, one of my favorite mods of all times, of all games.
*To the OpenXcom developers! They gave new life to a fantastic game. Without you, this couldn't be possible.
*To Yankes & Meridian, for their amazing OXCE, for Meridian's Hunter-Killers and for answering my countless questions in the forum.
*To Solarius Scorch, for the mods that I have added in this compilation and for the project The X-Com Files, my main source to get the sprites of Tier I weapons.
*To bulletdesigner, Warboy1982, ohartenstein23 and davide, for your help in the forums!
*To my clan of World of Tanks Blitz, the glorious 130th Armored Division (among them Alnoaht, Xzoria, KYIV94, Armisael, Gato Loco, Zayas) who were the first to try the mod. Thank you, Alnoaht! Basically he hunted most of the bugs before the release of v0.1.
*To Biggieboy, for his compilation of buildings and for helping me with a request I asked him for. In the next updates I will add his buildings.
*To Istrebitel, for his awesome mod Air Combat Rebalanced, from where I took various stats for the craft weapons and weapons itself.
*To alinare, for his incredible source of codes and sprites in his mod The Endless War.
*To Nord, for his recomendation about Android apps to mod OpenXcom, they are very useful!
*To Yataka Shimaoka, Mitra Lightbringer, Valmont and his girlfriend, SIMON and everyone who play provide useful feedback.
*To IgnisAbentorn, danielpembrink, garretrgang and all the kind players at mod.io.
*To Wikipedia. Yes, much of the info about tanks and guns comes from here.
*And finally, but not at least, to the OpenXcom community, for all the mods, the resources and all the available help.


TO-DO LIST


* For 0.3 there will be something really great for the mission to Mars. Put aside the little infiltration mission of the original game, I have planned something big, kind like the D-Day with touches of the Battle of Klendathu. Expect to find cameos.

*Add some new armors and weapons, based/ripped from various alien invasion-themed movies! *cough* Did anyone heard "Colonial Marines"? *cough*

*Add Tier III aircrafts, craft weapons and tanks.

HELP WANTED
Is this going to be a standup fight, sir, or another bughunt?

*As I said, this is my first mod, so maybe they will be many bugs/glitches/errors hidden. This is a bughunt.
*All of your suggestions are welcome!
*I have planned to add a unique and different handOb, floorOb and firing sound to each Tier I weapon. All help is welcome (currently in progress)
*Rebalance is needed. All your reports will be helpful.
*Help to add allied soldiers/police forces/armed civilians in every type of mission. (currently in progress, thanks to Hobbes for his help)
*Help to correct many translation errors and spelling. I am Mexican and I know Spanish and English, but sometimes I have some mistakes. Google Translate is useful, but I would appreciate support with spelling.

(https://thumb.mod.io/mods/84d9/199/thumb_1020x2000/4.png)

LIST OF USED MODS/STUFF
All of the names, images, and other material used in this mod belong to their respective owners.
Images found from the internet.
1.- Terrain Mod by Hobbes
2.- CombatUniformArmors by Fox105iwsp
3.- RecycledAlienCollection by Solarius Scorch
4.- Alien Armory Expanded by Solarius Scorch
5.- Equal Terms Mod by KingMob4313 & Ickschuss
6.- XCOM 2012 Music by xover88
7.- XCOM 2 Music Pack by boodman123726
8.- Celebrate Diversity by Solarius Scorch
9.- Skystriker by hellrazor (C-130 Hercules placeholder)
10.- HQ Sounds
11.- Sprites from 40k mod, by bulletdesigner.
12.- Sprites from XenoOperations, by XOps
13.- Codes from Air Combat Rebalanced, by Istrebitel
14.- HK Codes by Meridian and Hobbes
15.- COPTER map from The X-Com Files (Huey placeholder)
16.- Many weapons from X-Piratez, by Dioxine and The X-Com Files, by Solarius Scorch.
17.- HWPs from The Endless War, by alinare.
18.- Improved nations Mod by MKSheppard

CHANGELOG

v0.1 (27-May-18 09:57 AM)
MODS USED:

1.- Terrain Mod by Hobbes
2.- CombatUniformArmors by Fox105iwsp
3.- RecycledAlienCollection by Solarius Scorch
4.- Alien Armory Expanded by Solarius Scorch
5.- Equal Terms Mod by KingMob4313 and Ickschuss.
6.- XCOM 2012 Music by xover88
7.- Celebrate Diversity by Solarius Scorch
8.- XCOM 2 Music Pack by boodman123726
VARS edited

V0.1b (15-Jun-18)
1.- Skystriker by hellrazor (C-130 Hercules placeholder)
2.- HQ Sounds
3.- COPTER Map from The X-Com Files (UH-1 Huey placeholder)
Starting to add Tier I crafts, original codes Tech-Comm mod by Hobbes
  15-Jun-18: 10:00 PM # Strings of F-4, F-105, C-130, UH-1, Sparrow, Sidewinder, Vulcan added
  15-Jun-18: 11:25 PM # Corrected in knots the speed of the aircraft
  16-Jun-18: 12:04 AM # Beginning to add extraSprites for airplanes

V0.1c (17-Jun-18)
Added basic UNEXCOM crafts (Phantom, Thunderchief, Hercules, Huey)
Added basic craft weapons (Sidewinder, Sparrow, Vulcan)
Added cool Menu music (very Vietnam war-ish, Fortunate Son by Creedence Clearwater Revival)
18-Jun-18: 09:47 AM # Added custom Main Menu and Space backgrounds
18-Jun-18: 08:12 PM # Added field uniforms for UNEXCOM troopers (reemplace NONE_UC)

V0.1d
1.- Pilots graphics from 40k mod by bulletdesigner
 18-Jun-18: 11:30 PM # Starting to add Tier I american weapons.
 22-Jun-18: 12:27 AM # Finished add Tier I american weapons. Check for errors. HandObs missing.
 22-Jun-18: 11:51 AM # Added pilots, corrected HandOb of M14
 22-Jun-18: 12.39 PM # Added items StartingBase
 
 V0.1e
1.- Grenade Launcher by Ryskeliini
2.- FourthState ruleset form Equal Terms, by KingMob4313
3.- Alien Plasma Weapons by XOps
 25-Jun-18: 09:34 PM # Added M551 tank Sheridan with ammunition, added listOrder
 25-Jun-18: 11:21 PM # Fixed fatal bug with pilot armor
 26-Jun-18: 08:37 PM # Recolored armor NONE_UC, now it's blue like in real life
 27-Jun-18: 09:28 PM # Added ruleset plasma weapons to ET mod, alien weapons added.
 29-Jun-18: 08:44 PM # Aircraft sprites corrected
 29-Jun-18: 09:23 PM # MEDIUM SCOUT and LARGE SCOUT now have a 50% chance of being Hunter Killers. Speed of SMALL SCOUT (now 1500), MEDIUM SCOUT (now 2000) and LARGE SCOUT (now 2500) reduced.
 
 V0.1f
1.- RecycledAlienCollection by Solarius Scorch
2.- Tech-Comm HKs codes by Hobbes
 30-Jun-18: 11:50 PM # Added first pages of UFOpedia, added most Tier I aircraft sprites
 01-Jul-18: 10:41 AM # Added strings en-US, starting to add strings es-ES
 03-Jul-18: 05:30 PM # Corrected flight distances of aircraft. Added double hangar. Fixed bug with M16 Clip.
 04-Jul-18: 10:08 AM # Added Sentry and Fighter HKs in the campaign. Added RecycledAlienCollection in the campaign.
05-Jul-18: 05:18 PM # Added Linna Satellite, long range recon satellite.

v0.2b
1.- Many weapon sprites from X-Piratez, by Dioxine and The X-Com Files, Solarius Scorch
2.- JustRussia weapons by ThatDude
3.- Underbarrel shotgun/grenade launcher codes by Hyper2Snyper
4.- Weapons codes from The X-Com Files, by Solarius Scorch
5.- HMG codes by Dioxine, moddified by BlackLibrary
6.- Shotgun firing sound by Warboy1982
7.- BMD-1 & Laser Tank sprites by alinare
8.- SCOUTCAR by Arpia, from The X-Com Files
19-Jul-18: 12:18 PM # Added NATO Tier I weapons: FN FAL, H&K MP5, H&K PSG-1, Bren, 30. Cal MG.
20-Jul-18: 10:26 AM # Added USSR Tier I weapons: AK-47, SKS, Dragunov, Makarov, RPG-7.
20-Jul-18: 12:31 PM # Corrected laser and plasma weapons palette.
27-Jul-18: 09:03 AM # Corrected Tier I HandObs. Added some made by efrenespartano: Shotgun, XM21, M16. Modified AK47, original by ThatDude
27-Jun-18: 01:32 PM # Corrected weapons damage
29-Jul-18: 08:30 AM # Initial Test of Capital Class UFOs, renamed Teror Ship to Troop Transport, has speedMax: 380, armor: 120, power 12, range: 20, reload: 15. Battleship has speedMax: 200, armor: 200, power: 15, range: 20, reload: 20
30-Jul-18: 07:44 PM # Added Tier I tanks with guns: BMD-1, Ferret Scout Car. Added Tier II Tank: XM22
31-Jul-18: 06:24 PM # Corrected listOrders, added Laser Tank tech tree with topics.
1-Ago-18: 07:19 AM # Fixed yaml-cpp error with extraStrings. Fixed new research topics, now Navigators & Engineers give UFO Classes info. (UFO classes, new UFO Types). Modified Scout class UFOS.

v0.2c
1.- Legionnaire tank sprite by Solarius Scorch
2.- Angry Wife clip from Piratez, by Dioxine
3.- Delta armor modified from Zane's Power Suit
4.- Shield codes from Xeno-Shield from The X-Com Files
03-Ago-18: 07:15 PM # Corrected Legionnaire tank sprite. Falcon now has 500 damage (280 before), fixed craftWeapons available in store before researching NATO/USSR, Improved Craft Armor/Accuracy techs.
04-Ago-18: 08:27 AM # Now allied countries can come back to UNEXCOM after canceling an alien pact, after destroying the alien base inside the traitor country.
04-Ago-18: 05:42 PM # Added all Tier I weapons fire and reload sounds. Added sprayWaypoint behaviour to SMG and LGM. Various weapons/crafts prices fixed by Alnoaht.
07-Ago-18: 07:20 AM # Added Riot Armor w/ Angry Wife, custom sounds and research.
11-Ago-18: 06:18 PM # Added Delta Armor w/ MG3, custom sounds and research.
14-Ago-18: 11:39 PM # Fixed error with Falcon missile, Targeting pod and Alloy Craft Alloy Armor, added missiing extraStrings
15-Ago-18: 03:22 AM # Corrected M551 Sheridan & BMD-1 tank sprites. Modified tank armor. Modified startingBase to Defensive, added M203 grenades to startingBase.

v0.2d
1.- Improved Nations mod codes by MKSheppard
2.- Updated to OXCE v5.1
10-Oct-18: 05:25 PM # Reduced shields of Capital class UFOs to half (Battleship now has 50 and Troop Transport now has 30)
13-Oct-18: 07:48 PM # Fixed bugs found by IgnisAbentorn, renamed AK-47 to AKM, reemplaced Makarov for Stechkin Automatic Pistol, fixed stats and fire sound. Changed FN FAL & M16 M203 alt fire mode from confSnap to confAimed, to avoid reaction fire with underbarrel addons.
13-Oct-18: 08:48 PM # MG3 now has fixed 60 rounds, removed MG3 belt from store. Fixed fatal bug that made unavailable NATO/USSR stuff (Guns, armor, missiles)
14-Oct-18: 11:35 AM # Allied NPC units now use Human weapons, vanilla weapon no longer used. 11 new countries, original codes by MKSheppard (Norway, Benelux, Denmark, Greece, Argentina, Mexico, Chile, Ukraine, Peru, Colombia, Poland)
14-oct-18: 05:30 PM # Updated operationType: 6 to Alien Interception missions, now Hunter Killers take off and land on their bases.

If I missed someone, do not hesitate to let me know and I will credit you immediately.  ;D

If you liked any of my craft sprites, weapons or UFOpedia images for your mod, feel free to use them! Just credit me.  ;D
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: alinare on July 08, 2018, 08:56:03 pm
Hello:
Welcome and congratulations for your project. As far as I'm concerned, use all the resources you need from my mod without restrictions.
Greetings.
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 08, 2018, 10:26:11 pm


Hello:
Welcome and congratulations for your project. As far as I'm concerned, use all the resources you need from my mod without restrictions.
Greetings.

Thank you so much! Enjoy, any suggestions are welcome. :)

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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Hobbes on July 08, 2018, 11:05:44 pm
Well, hearing some CCR on equip screen made me chuckle :)

Good luck and if you need any help just ask :)
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 08, 2018, 11:19:49 pm
Well, hearing some CCR on equip screen made me chuckle :)

Good luck and if you need any help just ask :)
Haha well, I couldn't make a mod set in the 70s without adding CCR. :') It's a must-have.

Thank you, Hobbes!

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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Yataka Shimaoka on July 10, 2018, 02:12:00 am
Well well well, no surprise that you'll be a modder, and you just earned a download
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 10, 2018, 02:59:18 am
Well well well, no surprise that you'll be a modder, and you just earned a download
Awesome! Thank you, Yataka!

Any suggestion and/or feedback is always welcome. ;D

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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Yataka Shimaoka on July 10, 2018, 05:14:44 am
Upon a quick examination of basic ballistic weaponry, we got inventory issues:

The M60 sprite suggests that it should take 2x3 slots, instead of 1x3.
The same goes with the M60 belt, which is a 1x1 but the sprite suggest 2x1.

Please refer to the attached screenshots (on mobile )

Using the new "Sheridon" tank is awesome and in the same time displeasing. This tank is too op and can soak up shots more than a hovertabk can do. This new tanks just makes early to mid game Waaaay too easy.
My solution would be instead of nerfing the tank, why not make it more pricey? Since it is a top tier grade tank that time, its just normal that we acquire it at the right price, and oh, make the shells more expensive, so once bought, the tank will feel like a complement to the army
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Yataka Shimaoka on July 10, 2018, 09:54:15 am
Forgive me thy mod, but I feel this one should be separated.

During examination of the ufopaedia, I experience a game crash after I pressed the next button on the page of the small radar, if I am correct, the next topic will be the large one, since the large radar was removed, such crashes shouldn't exist, unless if it wasn't purged out entirely.
Text issues with all of the ingame crafts, refer to the photo below
And a question: Can we save Earth without destroying it? All we ever wanted after this war is the events of Fallout right? :)

In that inventory screenshot, I see you made a little mistake, there is an unconscious soldier but we don't see the proper bigob, instead it is represented by the grenade launcher bigob (Though its cool to think that once a soldier dies, they transform to weapons).
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 10, 2018, 04:35:14 pm
Thanks for the quick feedback!

I'm working to solve the inventory glitches and the Craft UFOpedia pages. I didn't notice the "grenade launcher human being", I'm fixing it. ;D

About the Large Radar UFOpedia page, I forget to remove them from the ruleset. Also working on that. ;)

About the Sheridan, it's meant to be a powerful tank, it's main gun fires 152mm shells and uses Shillelagh guided missiles. In my tests, a Cyberdisk resisted 2-3 Shillelags and 3-4 shells. But it's correct what you say, it's very OP. I'm going to increase it's cost (both tank and shells) and also decrease it's armor. It's supposed to have an armor as thick as wet toilet paper, after all. ;D

 Talking about saving the Earth with nuclear weapons  (https://en.m.wikipedia.org/wiki/AIR-2_Genie), the Falcon nuclear missile (and soon, the Genie rocket too) is very powerful and can annihilate small UFOs, if you can get close enough. I wish that could be possible to make some penalization to the score for the use of this kind of guns, to reflect the concern of U.N. about nuclear explosions right in top of their heads.

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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Yataka Shimaoka on July 10, 2018, 05:24:28 pm
Hello again, seems like you forgot to add twoHanded: true tags on some of your laser weapons, I noticed my soldier holding the las lmg with a single hand, like he was a terminator. Just heads up
And oh, at the start of the game, just give the players 6 pilot units, so we can easily assign them to the crafts where they rightfully belong.
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 11, 2018, 04:13:19 am
Hello again, seems like you forgot to add twoHanded: true tags on some of your laser weapons, I noticed my soldier holding the las lmg with a single hand, like he was a terminator. Just heads up
And oh, at the start of the game, just give the players 6 pilot units, so we can easily assign them to the crafts where they rightfully belong.
I've fixed your reports (except for the starting pilots, I'm still working on these),  but I'm not at home. Would you like to wait until the release of 0.2? Or you would like me to attach the fixed rulesets here tomorrow?

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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Yataka Shimaoka on July 11, 2018, 09:53:49 am
I'll just wait for the official release, since the bugs I pointed out ain't that critical
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on July 14, 2018, 05:44:20 am
First I wanted to thank all the modders and Efren for all their amazing work.

As a seasoned Xcom player I wanted to introduce my GF to Xcom but also spice things up for me.

I found this mod's theme, time and features to be the exact right mix for both introducing new players to the Xcom formula while also making it more interesting for veteran players such as myself.

Now to the important feedback part:

The mod needs to work on balancing a few things:

- Interceptor planes' fuel is WAY WAY WAY too low. Looking at the files I found them to be around 120-220 for the most part and it was making the game a chore to play. On out first 40 min run we only managed to down 1 (one) single small scout UFO with two bases!

- I suggest at least doubling each of the planes' current fuel capacity.

You see, UNEXCOM being a whole WORLD initiative it is only fair so that all UNEXCOM crafts to refuel on any airport of any supporting country. Since it would be a mess to simulate this you could just increase fuel capacity.

The hard way of doing these would be:

- Increase fuel consumption when crafts are flying over hostile countries while reduce fuel consumption when flying over NATO/RUS countries.

ALSO:

The fuel tank increase addon that you can buy only gives 50 additional fuel capacity which is nothing and barely even noticeable. It should give at least 150 or more fuel capacity specially considering it takes one weapon slot. Right now there is no logical reason to get one over a weapon.

Everything else seems quite balanced but I will be posting more feedback as we play more.

Thanks and keep this UP! Can't wait for version 0.2


Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Yataka Shimaoka on July 14, 2018, 07:03:32 am
Hello! Your ideas are great! But the problem is that no such feature exist. Sorry.
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 14, 2018, 07:14:23 am
First I wanted to thank all the modders and Efren for all their amazing work.

As a seasoned Xcom player I wanted to introduce my GF to Xcom but also spice things up for me.

I found this mod's theme, time and features to be the exact right mix for both introducing new players to the Xcom formula while also making it more interesting for veteran players such as myself.

Thank you so much, Valmont! It's always nice to heard some nice words. ;D

Quote
Now to the important feedback part:

The mod needs to work on balancing a few things:

- Interceptor planes' fuel is WAY WAY WAY too low. Looking at the files I found them to be around 120-220 for the most part and it was making the game a chore to play. On out first 40 min run we only managed to down 1 (one) single small scout UFO with two bases!


I know, it is supposed to be low for the Tier 1 planes. I even made some maths to calculate the most realistic fuel capacity. The Phantom had the worst combat range, some 84~ fuel units. It was almost imposible to use, so I increased it a little.

Try to engage in squadrons of two planes, the MiG-25 Foxbat and the F.6 Lightning are useful to pick up small UFOs. Or you can wait until the UFO slows down to send some bombers/fighters. Be careful, some UFOs actually hunt your crafts.

Quote
- I suggest at least doubling each of the planes' current fuel capacity.

- Increase fuel consumption when crafts are flying over hostile countries while reduce fuel consumption when flying over NATO/RUS countries.

Yes, I'm taking this in account. Maybe even  decrease a little the speed of the Scouts, to give Tier 1 UNEXCOM fighters a chance to fight back. Mostly because, their speed it's their real one.

The first researchable planes (after some Alloy research) are an important boost to UNEXCOM air forces, both in terms of combat range and fighting capacity. They are almost done. ;)

Quote
The fuel tank increase addon that you can buy only gives 50 additional fuel capacity which is nothing and barely even noticeable. It should give at least 150 or more fuel capacity specially considering it takes one weapon slot. Right now there is no logical reason to get one over a weapon. 

Got it, i'm going to increase that too.

Quote
Everything else seems quite balanced but I will be posting more feedback as we play more.

Thanks and keep this UP! Can't wait for version 0.2

Thank you too for playing! Any more feedback and/or suggestions are always welcome. ;D

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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 14, 2018, 07:18:27 am
Hello! Your ideas are great! But the problem is that no such feature exist. Sorry.
I'm thinking to ask later Meridian for some kind of "Refuel plane" behavior, I think it would be useful. ???

I hope that he consider it useful enough to add it to OXCE+. *cross fingers*

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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on July 14, 2018, 08:34:21 pm
Thank you so much, Valmont! It's always nice to heard some nice words. ;D

I know, it is supposed to be low for the Tier 1 planes. I even made some maths to calculate the most realistic fuel capacity. The Phantom had the worst combat range, some 84~ fuel units. It was almost imposible to use, so I increased it a little.

Try to engage in squadrons of two planes, the MiG-25 Foxbat and the F.6 Lightning are useful to pick up small UFOs. Or you can wait until the UFO slows down to send some bombers/fighters. Be careful, some UFOs actually hunt your crafts.

Yes, I'm taking this in account. Maybe even  decrease a little the speed of the Scouts, to give Tier 1 UNEXCOM fighters a chance to fight back. Mostly because, their speed it's their real one.

The first researchable planes (after some Alloy research) are an important boost to UNEXCOM air forces, both in terms of combat range and fighting capacity. They are almost done. ;)

Got it, i'm going to increase that too.

Thank you too for playing! Any more feedback and/or suggestions are always welcome. ;D

Thanks for the tips Spartan and we the fans should be the ones thanking you devs and modders for many many hours of not only entertainment and fun but also tactical and management thinking that Xcom tough so many of us.

I tried engaging with two or more planes but the game would not allow me for some reason. (Clicking the top left square icon to minimize the pursuit did not work).

Also, on one ocation I sent my hercules to a landed medium scout and when the hercules was about 50km from the site the UFO went airborne and attacked my Hercules. (It was amazing and scary to realize how reactive and human like the aliens are now!)

I guess it was my fault for not sending an armed escort jet with the Hercules but the bad part was that when the UFO engaged the Hercules I was not able to minimize the interception window (again clicking the top left icon did nothing) so I could not send help and had to just watch for a minute or two how my Hercules was slowly destroyed by the UFO.

I felt desperate and helpless during those minutes and I don't know if that was intended or a miss installation on my part? My GF almost started crying because her soldier was about to die and there was nothing we could do but then I told her about saved games and she got better.  ;)

Also, during the engagement the only options I had were to engage the UFO in long/short range, and since my Hercules had no weapons it would be nice if I had the option to try to Outrun or let go of the UFO like regular interceptors have. This might've been pointless since the Hercules could never really outrun a UFO but at least I would have felt better like I did everything I could. ;D

The only other suggestion I have is that the Sherman Tank looks kinda bad compared to the other units so maybe it could be improved just a little. It looks stretched and kinda out of proportion.

Looking forward the tier 2 jets!

Valmont out!
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Dr.Crowley on July 16, 2018, 10:38:58 am
Well, it looks very promising. Keep working, comrade!
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 16, 2018, 03:40:57 pm
Thanks for the tips Spartan and we the fans should be the ones thanking you devs and modders for many many hours of not only entertainment and fun but also tactical and management thinking that Xcom tough so many of us.

I tried engaging with two or more planes but the game would not allow me for some reason. (Clicking the top left square icon to minimize the pursuit did not work).

That's weird. This happens more than once?

Quote
Also, on one ocation I sent my hercules to a landed medium scout and when the hercules was about 50km from the site the UFO went airborne and attacked my Hercules. (It was amazing and scary to realize how reactive and human like the aliens are now!)

I guess it was my fault for not sending an armed escort jet with the Hercules but the bad part was that when the UFO engaged the Hercules I was not able to minimize the interception window (again clicking the top left icon did nothing) so I could not send help and had to just watch for a minute or two how my Hercules was slowly destroyed by the UFO.

Yep, that were the famous Hunter-Killers. They are already scripted into the campaign, so you will face them since november-december, with more difficult HKs appearing later in the campaign. But sometimes, a loner UFO can turn HK.

When a HK catches you, you can't leave the screen to wait for reinforcements. Most of them, leave the fight when you hurt them about the 50% of their HP.

In my initial test, a single UFO, the feared UFO-13, shooted down all of my squadron: 1 Hercules, 1 Huey, 2 Thunderchief and 1 F.6 Lightning. They are rude.

Quote
I felt desperate and helpless during those minutes and I don't know if that was intended or a miss installation on my part? My GF almost started crying because her soldier was about to die and there was nothing we could do but then I told her about saved games and she got better.  ;)

Also, during the engagement the only options I had were to engage the UFO in long/short range, and since my Hercules had no weapons it would be nice if I had the option to try to Outrun or let go of the UFO like regular interceptors have. This might've been pointless since the Hercules could never really outrun a UFO but at least I would have felt better like I did everything I could. ;D

Actually, I think it's possible to out-run a HK, but you need to be faster than the UFO.

Quote
The only other suggestion I have is that the Sherman Tank looks kinda bad compared to the other units so maybe it could be improved just a little. It looks stretched and kinda out of proportion.


Yeeeeep, i'm not the best at making sprites haha. I'm working on that. ;)

Quote
Looking forward the tier 2 jets!

Valmont out!

I've finished them yesterday. I'm going to release them today or tomorrow. They nearly double the average Tier I stats, are very beautiful. :')

Also expect to find some new guns and a reskin to others. :D


Well, it looks very promising. Keep working, comrade!

Thank you, comrade!

Feel free to give your suggestions. If it fits into the mod, I will (try to) add it. :D

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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Mitra Lightbringer on July 16, 2018, 09:21:21 pm
Just letting you know...
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 16, 2018, 09:29:02 pm
Just letting you know...
Yes! This bug was reported earlier, thank you, Mitra Lightbringer! Now it's fixed, along some other errors. I'm going to upload the new version today or tomorrow, i'm solving some issues with the new guns. ;D

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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on July 17, 2018, 09:18:43 pm
That's weird. This happens more than once?

Yep, that were the famous Hunter-Killers. They are already scripted into the campaign, so you will face them since november-december, with more difficult HKs appearing later in the campaign. But sometimes, a loner UFO can turn HK.

When a HK catches you, you can't leave the screen to wait for reinforcements. Most of them, leave the fight when you hurt them about the 50% of their HP.

Actually, I think it's possible to out-run a HK, but you need to be faster than the UFO.

I think it is kind of unfair that when we are attacked by a HK we cannot send help (minimize the interception) to prevent our personnel carrier crafts from dying helplessly.  :'( but I also know that it wasn't you the one who created the HK so its behavior is not in your hands.

I will suggest this in the HK mod post here on the forums.

I've finished them yesterday. I'm going to release them today or tomorrow. They nearly double the average Tier I stats, are very beautiful. :')

Also expect to find some new guns and a reskin to others. :D

Feel free to give your suggestions. If it fits into the mod, I will (try to) add it. :D

Can't wait! I will be one of your beta testers ;)
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: ohartenstein23 on July 17, 2018, 09:44:30 pm
You can send help - attach an escort to your transport before you send it out.  Do you really think an aggressor targeting an unarmed transport will really wait the time it'd take for your interceptor to launch and arrive to help?
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on July 18, 2018, 02:19:33 am
You can send help - attach an escort to your transport before you send it out.  Do you really think an aggressor targeting an unarmed transport will really wait the time it'd take for your interceptor to launch and arrive to help?

The problem about attaching escorts is the tremendous fuel difference between transports and interceptor crafts making escorting not really viable in this particular mod (it works fine in vanilla because interceptors have 1500+ fuel).

Also, in this particular case the HK intercepted my Hercules/Skyranger very close to my base (~40KM) so my interceptor would have had the time to arrive before the transport was destroyed, you see:

- It was a medium scout and it took at least 60 shots to down my transport each shot taking ~ a second.

- My Hercules would have made 10 Km in those 60 seconds and the Interceptor at 1.400 KM/H would have made 24KM but since they would have been going in opposite directions the chances of arriving in time are +- 4KM.

Of course Xcom is not exactly known for being realistic so we have to factor in the fun factor here and I think many will agree that it can be more fun to have the same functionality (allow minimizing the windows) when intercepting and when being intercepted (HK).

Right now it feels like the Aliens are cheating a little bit.
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 18, 2018, 05:47:49 am
You can send help - attach an escort to your transport before you send it out.  Do you really think an aggressor targeting an unarmed transport will really wait the time it'd take for your interceptor to launch and arrive to help?

Yum, tasty un-escorted transports. :9

The problem about attaching escorts is the tremendous fuel difference between transports and interceptor crafts making escorting not really viable in this particular mod (it works fine in vanilla because interceptors have 1500+ fuel).

I think that the new Fuel Tanks (thank you for your suggestion, Valmont!) with 150 extra units will extend the escort range of the fighters/bombers.

Quote
Also, in this particular case the HK intercepted my Hercules/Skyranger very close to my base (~40KM) so my interceptor would have had the time to arrive before the transport was destroyed, you see:

Of course Xcom is not exactly known for being realistic so we have to factor in the fun factor here and I think many will agree that it can be more fun to have the same functionality (allow minimizing the windows) when intercepting and when being intercepted (HK).

Right now it feels like the Aliens are cheating a little bit.

One of the main purposes of UNEXCOM is to represent as realistically as possible (without breaking the fun of the game) the disadvantage of the forces of humanity when facing an enemy for which they are not ready. Our airplanes, tanks and armor systems are not designed to stop plasma bolts. Our pilots and soldiers make their best effort to fight an enemy unknown.

But if it is very difficult to face the HKs so early in the game, I could delay their appearance a bit. ???

The Tier II planes will have more similar statistics to the original Interceptor, to rebalance a little the things.





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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on July 18, 2018, 10:56:46 pm

I think that the new Fuel Tanks (thank you for your suggestion, Valmont!) with 150 extra units will extend the escort range of the fighters/bombers.

But if it is very difficult to face the HKs so early in the game, I could delay their appearance a bit. ???


We love the challenge! And with the changes you did to Fuel Tanks and Tier 2 Interceptors it is more than enough so no need to delay their appearance.

La parte que no es agradable es que cuando un HK ataca un transporte lo unico que podemos hacer los jugadores es mirar la pantalla mientras nuestra nave es destruida lentamente. Si tan solo se pudiese minimizar esta ventana y hacer otras cosas mientras la nave es destruida no seria tan desagradable perder una nave. Por ejemplo si un HK esta destruyendo mi Hercules al menos mientras eso ocurre ya puedo planear el contra ataque o la venganza y no mirando una pantallita por 60+ segundos. Es solo una cuestion de jugabilidad mas que de balance.

Por cierto hubo un problema de instalacion de mi parte, habia instalado el mod sobre el Nightly+ OCE+ cuando deberia haber instalado solo OCE+.

Ahora cuando pruebe 0.2 seguro voy a tener menos problemas porque ya solucione lo de la instalacion.

Desde ya muchas gracias por tu tremendo trabajo!
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 19, 2018, 04:16:35 am
After a week and a couple of days of delay due to unexpected work, the 0.2a version of UNEXCOM is finally (almost) ready!

DOWNLOAD UNEXCOM V02.a! (https://drive.google.com/open?id=1SY4D89H-WPi-JtbxtBb-HTkkZ-jUcPtH)

This is not the correct version of 0.2, it is a preliminary version. The weapons of the Warsaw Pact and of NATO are still to be added. I had some problems with version 0.2b, so for now, I'll upload this. I hope to solve the problems tomorrow or Friday and update it to the correct version.

WHAT DOES THIS VERSION INCLUDE?
* The much needed Tier II aircraft, the XF-108 Rapier fighter and the XB-70 bomber, real aircraft of the time that were canceled due to problems with their development. Well, that was solved and they are ready for action!
* A new weapon that comes with the Valkyrie, the AR-5 rifle. Very light, not so powerful, you can equip it with a fast soldier or a pilot, in replacement of your Colt 45.
* New craft weapon: Alloy Craft Armor. Increase the resistance of your aircraft by 100 points.
* Glitches and bugs found by Alnoaht, Yataka Shimaoka, Mitra Lightbringer and Valmont already resolved. Keep going, Bug Stompers!
* Some new UFOpedia pages and a couple of initial investigations, related to Alien Alloys.

To-do:
* Repair the errors of the UFOPaedia pages, such as listOrder and texts.
* Add the other Tier I weapons
* Fix errors.
* Add new tanks.
* Add new armors
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 19, 2018, 06:34:53 am


We love the challenge! And with the changes you did to Fuel Tanks and Tier 2 Interceptors it is more than enough so no need to delay their appearance.

The preliminary version of 0.2 is now avaliable, if you want to try the new crafts. :)

Quote
La parte que no es agradable es que cuando un HK ataca un transporte lo unico que podemos hacer los jugadores es mirar la pantalla mientras nuestra nave es destruida lentamente. Si tan solo se pudiese minimizar esta ventana y hacer otras cosas mientras la nave es destruida no seria tan desagradable perder una nave. Por ejemplo si un HK esta destruyendo mi Hercules al menos mientras eso ocurre ya puedo planear el contra ataque o la venganza y no mirando una pantallita por 60+ segundos. Es solo una cuestion de jugabilidad mas que de balance.

Por cierto hubo un problema de instalacion de mi parte, habia instalado el mod sobre el Nightly+ OCE+ cuando deberia haber instalado solo OCE+.

Ahora cuando pruebe 0.2 seguro voy a tener menos problemas porque ya solucione lo de la instalacion.

Desde ya muchas gracias por tu tremendo trabajo!

Me parece que el motivo de que no se pueda minimizar, según recuerdo comentaba Meridian, es debido a cuestiones técnicas propias del juego. Y quizá también, por lo que comentaba ohartenstein23. Siempre lleva un escolta en zonas con presencia UFO. Otros transportes podrán llevar armas y sistemas AUX.

Es un gusto encontrar otro hispanohablante en el foro. Gracias por disfrutar mi trabajo, cualquier duda o sugerencia, no dudes en hacerla. :)



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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on July 20, 2018, 02:17:38 am

The preliminary version of 0.2 is now avaliable, if you want to try the new crafts. :)

Me parece que el motivo de que no se pueda minimizar, según recuerdo comentaba Meridian, es debido a cuestiones técnicas propias del juego. Y quizá también, por lo que comentaba ohartenstein23. Siempre lleva un escolta en zonas con presencia UFO. Otros transportes podrán llevar armas y sistemas AUX.

Es un gusto encontrar otro hispanohablante en el foro. Gracias por disfrutar mi trabajo, cualquier duda o sugerencia, no dudes en hacerla. :)

Descargada la nueva version, estuvimos esperandola con mi novia y entrabamos al foro todos los dias, gracias!

Will give you further feedback as always, keep it up to the to do list... I love that your mod is doable and not insane as some other mods that will probably never be really done because of their scopes.
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 20, 2018, 03:02:45 am


Descargada la nueva version, estuvimos esperandola con mi novia y entrabamos al foro todos los dias, gracias!

Me sacaste una sonrisa con tu comentario. :')

Quote
Will give you further feedback as always, keep it up to the to do list... I love that your mod is doable and not insane as some other mods that will probably never be really done because of their scopes.

Yeah, that's one of the points of the mod!

The corrected v0.2b with the rest of the weapons will be avaliable in the next few days, probably tomorrow. :)




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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on July 20, 2018, 12:27:39 pm

Me sacaste una sonrisa con tu comentario. :')


Y vos nos sacaste muchas sonrisas a nosotros cuando ganamos las misiones casi imposibles que nos pusiste ;)


Yeah, that's one of the points of the mod!

The corrected v0.2b with the rest of the weapons will be avaliable in the next few days, probably tomorrow. :)


My game crashed after two months of in game time, here is the log file:

[20-07-2018_23-38-23]   [WARN]   STR_UNIFORM_WOODLAND not found in en-US
[20-07-2018_23-38-47]   [WARN]   STR_ALLOY_CRAFT_ARMOR_UC not found in en-US
[21-07-2018_02-23-11]   [WARN]   STR_ALLOY_AEROSPACE not found in en-US
[21-07-2018_02-45-15]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[21-07-2018_02-45-15]   [FATAL]   Unfortunately, no stack trace information is available
[21-07-2018_02-45-53]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.

I was at the geoscape and my Hercules was on its way to a terror mission.

I think the Aircraft Weapons that you can buy are a little bit bugged or perhaps it should appear which plane can use which weapons etc.

Also, there are many different missiles and aircraft weapons but it is really hard to tell which one is the best for any given situation.

Researching the UN/Soviet supports gives nothing as you can buy all the stuff before the research is done anyway.

UFOs are very aggressive and when I go to intercept them in 70% of the time they end up intercepting me :)

Loving the mod so far! But some parts of it seem overly complicated for no reason. There are many aircrafts you can buy but it is hard to tell which one to use since they don't differentiate between them too much.

Perhaps you did that so that players can just choose the plane they like the most and not loose much in the process.

But I think the weapons platforms and the aircraft should have more clear advantages/disadvantages/differences between them like:

- The Thunderchief is old tech but very reliable, it has average stats but its repair takes half the regular time and it is cheap in terms of maintenance.
- The Migs are very good, fast and maneuverable but you can only buy them at your base in Russia and are very expensive to maintain.
Etc. Etc.

- Also, if we are going to need heavy nuclear bombers to down the big UFOs then I think you should reduce the speed of some of the bigger UFOs. Like independence day, the bigger motherships were slow as hell.

- That way the different airplanes will have better and more unique roles: Use the fast and agile Interceptors to down small but fast UFOs or use the cumbersome but heavily armed bombers on the Bigger UFOs that don't move so fast.

Thats it for now, will give you some more feedback later on!
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Yataka Shimaoka on July 20, 2018, 01:49:57 pm
The laser sniper rifle floorob sprite kinda needs to be fixed. And then again, the twoHanded: true tag is missing on some of alien guns
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 20, 2018, 09:14:27 pm
Y vos nos sacaste muchas sonrisas a nosotros cuando ganamos las misiones casi imposibles que nos pusiste ;)

My game crashed after two months of in game time, here is the log file:

[20-07-2018_23-38-23]   [WARN]   STR_UNIFORM_WOODLAND not found in en-US
[20-07-2018_23-38-47]   [WARN]   STR_ALLOY_CRAFT_ARMOR_UC not found in en-US
[21-07-2018_02-23-11]   [WARN]   STR_ALLOY_AEROSPACE not found in en-US
[21-07-2018_02-45-15]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[21-07-2018_02-45-15]   [FATAL]   Unfortunately, no stack trace information is available
[21-07-2018_02-45-53]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.

I was at the geoscape and my Hercules was on its way to a terror mission.

I think the Aircraft Weapons that you can buy are a little bit bugged or perhaps it should appear which plane can use which weapons etc.
Can you send me the previous saved game, before the crash? I'm going to try to reproduce it, to see what provokes it.  ???

Quote
Also, there are many different missiles and aircraft weapons but it is really hard to tell which one is the best for any given situation.

Researching the UN/Soviet supports gives nothing as you can buy all the stuff before the research is done anyway.

UFOs are very aggressive and when I go to intercept them in 70% of the time they end up intercepting me :)

Loving the mod so far! But some parts of it seem overly complicated for no reason. There are many aircrafts you can buy but it is hard to tell which one to use since they don't differentiate between them too much.

Perhaps you did that so that players can just choose the plane they like the most and not loose much in the process.

Yes it's correct. The option to choose which super power to ask for help, is to give some variety at the beginning of the game. You can choose to stay with the American weapons and aircraft that are available from the beginning. Or choose the weapons of the NATO or the USSR, without it being a great disadvantage not to choose a particular weapon. Also, to be honest, the 1970s weapons and aircraft are not so different from each other.

I included the investigation of NATO and the USSR so that we can analyze if the time of the investigation is adequate or needs to be reduced.

Quote
But I think the weapons platforms and the aircraft should have more clear advantages/disadvantages/differences between them like:

- The Thunderchief is old tech but very reliable, it has average stats but its repair takes half the regular time and it is cheap in terms of maintenance.
- The Migs are very good, fast and maneuverable but you can only buy them at your base in Russia and are very expensive to maintain.
Etc. Etc.

Exactly that is what I have in mind, modify a bit the characteristics of the team of each super power. For example, that the Soviet equipment is cheaper, more powerful, less precise. And that their planes are more expensive to maintain.

Or that the equipment of the NATO is more expensive, its more precise weapons and its cheaper airplanes to rent, for example.

Quote
- Also, if we are going to need heavy nuclear bombers to down the big UFOs then I think you should reduce the speed of some of the bigger UFOs. Like independence day, the bigger motherships were slow as hell.

- That way the different airplanes will have better and more unique roles: Use the fast and agile Interceptors to down small but fast UFOs or use the cumbersome but heavily armed bombers on the Bigger UFOs that don't move so fast.

Thats it for now, will give you some more feedback later on!

In the initial phases of development, I contemplated making the UFO aspect more "realistic": lighter = faster and more agile. heavier = slower. Something like Independence Day.

But this brings a problem:

In the initial game, the aircraft are slow, with little combat range and as the campaign progresses, its speed and range increase. So, the Tier II, III and IV planes will be able to catch up with the most advanced UFOs, such as the Battleship, Terror Ship and Lab Ship.

Considering your proposal and my initial ideas, Valmont, it would mean that Tier II, III and IV planes are going to completely tear apart the heavier UFOs, which will not even have the chance to escape. While the fastest UFOs will be harder to reach for Tier I aircraft.

The question is: will this modification break the gameplay?

A small solution that I am working on is to reduce the speed of the Scouts and create a "low tier" version of the Battleship and the Terror Ship that appears relatively early in the campaign and gives a use to the bombers and nuclear missiles, what do you think?

The laser sniper rifle floorob sprite kinda needs to be fixed. And then again, the twoHanded: true tag is missing on some of alien guns

Fixed!
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on July 20, 2018, 09:57:01 pm
I am sorry I overwrote on the save slot  :'(

Next time I will keep them for you.

A solution to the super Tier IV interceptors is to also lower their speeds to those of the fastests UFOs or perhaps a little slower.

On earth, no matter how big or how many engine HP an Aircraft has, the smaller jets are always faster because of weight/power ratio and also aerodynamics. Huge UFOs can probably be faster in space but on earth, also taking gravity into account, smaller UFOs and Interceptors should be faster.

Big UFOs should also have a minus to dodge so most weapons hit them (as seen in Independence day). But make up for that with incredibly strong shields/hulls =) (Only nuclear weapons can damage them).

I think this mod should go full Independence Day mechanics as those are less gamey than the default Xcom ones. (Besides it would be very refreshing for players!)

Note: On Independence day the small UFOs were a lot faster than earths jets but more so in acceleration than in final speed and they balanced that with very inaccurate "plasma" weapons so the Jets had a chance.
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 20, 2018, 10:47:06 pm
I am sorry I overwrote on the save slot  :'(

Next time I will keep them for you.


Thank you! That will be handy.

Quote
I think this mod should go full Independence Day mechanics as those are less gamey than the default Xcom ones. (Besides it would be very refreshing for players!)

Note: On Independence day the small UFOs were a lot faster than earths jets but more so in acceleration than in final speed and they balanced that with very inaccurate "plasma" weapons so the Jets had a chance.

(http://www.budgetsaresexy.com/images/seems-legit-gif.gif)

Well, you convinced me. I will modify the stats of the UFOs in the next version and we will see if it works!
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on July 20, 2018, 11:14:35 pm
Well, you convinced me. I will modify the stats of the UFOs in the next version and we will see if it works!

Cannot think of a better combination than Xcom, Independence Day and the Cold War. Mix made in heaven!

The best part is that Cold War era was so secretive that anything could've happened so the credibility of all this is very high!

I can help you doing spreadsheet and ufopedia (both in english and spanish) work for you if you want ;)
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 20, 2018, 11:30:59 pm
Cannot think of a better combination than Xcom, Independence Day and the Cold War. Mix made in heaven!

The best part is that Cold War era was so secretive that anything could've happened so the credibility of all this is very high!

I can help you doing spreadsheet and ufopedia (both in english and spanish) work for you if you want ;)

Do you mean "hoja de cálculo" or more like doing sprites? (spritesheet)

How are your sprinting skills? Some handObs and floorObs would be very helpful for Tier I weapons. As you can see, the handObs of some weapons (like the M60) look terrible.
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on July 21, 2018, 12:15:49 am
Yeah I meant "Hojas de Calculo" para balancear el mod y rastrear los cambios/progresos.

Lastimosamente mis habilidades para sprites son terribles =(
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on July 21, 2018, 12:46:07 am
Yeah I meant "Hojas de Calculo" para balancear el mod y rastrear los cambios/progresos.

Hahah OK, now I get it. Yes, I'm glad that you want to help. :D

Será más sencillo llevar el control del daño de las armas, gracias!

Quote
Lastimosamente mis habilidades para sprites son terribles =(

As same as mine. Actually I consider myself good at making aircrafts, but I suck at making spritesheets for units (both soldier/armor as tanks)

Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: efrenespartano on August 01, 2018, 07:08:21 pm
With a slight delay of 10 days (because of a lot of work), version v0.2b is finally ready! (https://drive.google.com/open?id=1UPxETQwjhNslVKYWihvRTa_pjxhT_26c)

This version is more complete than the previous one, the listOrders are better organized and the weapons work well.

The problems reported by Alnoaht, Valmont and Yataka Shimaoka were resolved.

Death in the shape of a panzer battalion.

WHAT INCLUDES THIS VERSION?
* All Tier I weapons, obtained through some very simple investigations of NATO and USSR. Now every assault rifle features a second special use: M16 uses M203 GL, FN FAL uses Underbarrel .12 Gauge shotgun and AK-47 has a deadly bayonette.
* Shotgun stun shells! Knock out and kidnap those pesky aliens!
* New tanks! 2 Tier I tanks, linked to the same weapons investigations. One fast and light, the other a bit more resistant. (NOTE: I put shielding similar to the real one in the BMD-1, please, tell me if it is too weak to increase it) and a brand new XM22 Legionnaire laser tank, researched after Alloy Manufacturing and Laser Cannon. (Special thanks to alinare for allowing me to use their sprites for the XM22 and the BMD-1 and for their help for the HWP.)
* New investigations of the new types of UFO, obtained through interrogation of Navigators and Engineers.
* Inventories for tanks.
* UFOs are now classified by "classes"! The Large and Very Large are now very slow and have weak weapons, but they have a lot of resistance (Valmont's suggestion, tested by me and by Alnoaht.) The Scouts are slower, to allow the Tier I planes to catch them.
* New handObs for basic weapons! More are coming, one for each weapon.
* New organization of weapons / tanks / etc in the UFOpedia
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.2b release!
Post by: Solarius Scorch on August 01, 2018, 08:16:53 pm
(https://openxcom.org/forum/index.php?action=dlattach;topic=6404.0;attach=38652;image)

Lovely tank (the white one), but it really needs some cleanup.

I've already cleaned the other one, use it if you like.
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.2b release!
Post by: efrenespartano on August 01, 2018, 08:24:50 pm



Lovely tank (the white one), but it really needs some cleanup.

I've already cleaned the other one, use it if you like.

Thank you so much, Solarius! I'm going to use it. ;D



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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.1f release
Post by: Valmont on August 02, 2018, 06:17:34 am
With a slight delay of 10 days (because of a lot of work), version v0.2b is finally ready! (https://drive.google.com/open?id=1UPxETQwjhNslVKYWihvRTa_pjxhT_26c)

This version is more complete than the previous one, the listOrders are better organized and the weapons work well.

The problems reported by Alnoaht, Valmont and Yataka Shimaoka were resolved.

Death in the shape of a panzer battalion.

WHAT INCLUDES THIS VERSION?
* All Tier I weapons, obtained through some very simple investigations of NATO and USSR. Now every assault rifle features a second special use: M16 uses M203 GL, FN FAL uses Underbarrel .12 Gauge shotgun and AK-47 has a deadly bayonette.
* Shotgun stun shells! Knock out and kidnap those pesky aliens!
* New tanks! 2 Tier I tanks, linked to the same weapons investigations. One fast and light, the other a bit more resistant. (NOTE: I put shielding similar to the real one in the BMD-1, please, tell me if it is too weak to increase it) and a brand new XM22 Legionnaire laser tank, researched after Alloy Manufacturing and Laser Cannon. (Special thanks to alinare for allowing me to use their sprites for the XM22 and the BMD-1 and for their help for the HWP.)
* New investigations of the new types of UFO, obtained through interrogation of Navigators and Engineers.
* Inventories for tanks.
* UFOs are now classified by "classes"! The Large and Very Large are now very slow and have weak weapons, but they have a lot of resistance (Valmont's suggestion, tested by me and by Alnoaht.) The Scouts are slower, to allow the Tier I planes to catch them.
* New handObs for basic weapons! More are coming, one for each weapon.
* New organization of weapons / tanks / etc in the UFOpedia

Amazing Release Espartano! Nice to see so many players being hyped by this right now. As a youtuber a few of my fellow comrades are playing this mod right now to evaluate potential streams.

Downloading this right now!

By the way: The new tanks look awesome!

Question: Is a new campaign recommended?
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.2b release!
Post by: efrenespartano on August 02, 2018, 06:59:07 am


Amazing Release Espartano! Nice to see so many players being hyped by this right now. As a youtuber a few of my fellow comrades are playing this mod right now to evaluate potential streams.

Whoa! That could be awesome! I'll be very honored to see UNEXCOM on YouTube. Let me know any advances.

Quote
Downloading this right now!

By the way: The new tanks look awesome!

Thanks! More are incoming. I'm looking for a better sprite for the Sheridan. Now looks a little bit ugly.

Quote
Question: Is a new campaign recommended?

Not really. You can do it if you want. I just recommend to no research the end game tech tree. I'm working in a expanded tech tree which involves a Moon mission before invading Mars.



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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.2b release!
Post by: Yataka Shimaoka on August 02, 2018, 10:30:16 am
Graphical bugs located, holding certain weapons such as the sten(?) Shows incorrect handobs, can't show photos since I just recently wiped my phone, sorry
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.2b release!
Post by: efrenespartano on August 03, 2018, 01:00:30 am
Graphical bugs located, holding certain weapons such as the sten(?) Shows incorrect handobs, can't show photos since I just recently wiped my phone, sorry
Sten? Probably M3 Greasegun. ???

I'm going to take a look, Yataka!

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Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.2b release!
Post by: efrenespartano on August 15, 2018, 01:14:31 pm
Hello to everyone!

New version of UNEXCOM available. v0.2c is alive now! (https://drive.google.com/open?id=1Jo_e5afICzsO-lAJm6l1ZF879_HpaU7B)

WHAT DOES THIS VERSION INCLUDE?

* All Tier I weapons as well as Tier I tanks have their unique and special sound as well as recharge sounds (this option is not available on Android at the moment), tested by Alnoaht and Marina.
* Two new armor: Bear Riot Armor, equipped with a powerful shield and sawed-off shotgun and Delta EOD Armor, a Juggernaut type armor with a built-in MG3 machine gun, fast and accurate. Obtained after researching USSR / NATO Support and Alloy Manufacturing, as alternatives to Personal Armor.
* New sprites for the XM22 Legionnaire (provided by Solarius Scorch), the M551 Sheridan, the BMD-1. Thanks for reactivating your website, Falko!
* Falcon nuclear missiles now do 500 damage to be able to damage Capital class UFOs.
* You can recover a country infiltrated by aliens after destroying all the alien bases in its territory! (https://openxcom.org/forum/index.php/topic,5932.msg100448.html#msg100448) (this option is not available on Android at the moment)
* The SMGs and LMGs have sprayWaypoints (https://openxcom.org/forum/index.php/topic,6423.0.html), they are useful to clear the terrain.
* Fixed errors with some weapons that crashed the game.
*For new games, I set the Defensive base for startingBase. In my opinion, is very useful.

* ATTENTION: ERRORS FOUND. Detect a crash on a base defense mission, with Tier I and Ethereals weapons. I am working to solve it, but it would be useful if someone else had something similar happened to it, to find out its origin.

WHAT'S NEXT?

*Now I want to go straight for the new space missions. I've lost some advance due technical problems, but the next thing to to is attack the Moon! And then, Mars!
*Also, new sprites for Hovertanks and some armors for the space missions. Any suggestion is welcome!
Title: Re: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.2c release!
Post by: niculinux [RETIRED/QUIT] on August 15, 2018, 01:34:31 pm
Cool, thanks! I hope to try 0.3 on my cellphone, don't know whether i'll be able anyways!
Title: [WIP][OXCE+] United Nations Extraterrestrial Combat Command | v0.2c release!
Post by: efrenespartano on August 25, 2018, 12:49:04 pm
Cool, thanks! I hope to try 0.3 on my cellphone, don't know whether i'll be able anyways!

It won't take so long, I promise!

Version v0.3 is coming

With some limited time because of the university, the progress to new version is slow and steady. The new Moon mission is almost complete, along space suits (taken from the great Battle for Mars and the awesome XenoOps), plus a couple of familiar dropships. Includes the Pyramids mod and, of course, the Moon terrain. Suggested by davide, made by new_civilian.

Some bad news: you aren't going to invade Mars (or anything) with the vanilla Avenger, so forget to carry 26 vengeful soldiers to Cydonia.

Some good news: you will have many, many allied troops by your side, some tanks too. I'm testing and playing around with different map sizes, but expect something bigger than vanilla.

Keep suggesting things and providing feedback! Keep endangering species, Bug Stompers!
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2c release!
Post by: davide on October 01, 2018, 09:14:36 pm
+10  ;)
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2d release!
Post by: efrenespartano on October 15, 2018, 08:27:21 am
Hello to everyone!

New version of UNEXCOM available. Download now v0.2d (https://openxcom.mod.io/unexcom)!

WHAT DOES THIS VERSION INCLUDE?

UPDATED TO OXCE v5.1

This is a fix update, because in 0.2c the NATO/USSR stuff was unavailable and there was many bugs related to new content. This will fix all of them. 0.3 is still baking on the oven.

*Reduced shields of Capital class UFOs to half (Battleship now has 50 and Troop Transport now has 30)
*Fixed bugs found by IgnisAbentorn, renamed AK-47 to AKM, reemplaced Makarov for Stechkin Automatic Pistol, fixed stats and fire sound.
*Changed FN FAL & M16 M203 alt fire mode from confSnap to confAimed, to avoid reaction fire with underbarrel addons.
*MG3 now has fixed 60 rounds, removed MG3 belt from store. Fixed fatal bug that made unavailable NATO/USSR stuff (Guns, armor, missiles)
*Allied NPC units now use Human weapons, vanilla weapon no longer used. 11 new countries, original codes by MKSheppard (Norway, Benelux, Denmark, Greece, Argentina, Mexico, Chile, Ukraine, Peru, Colombia, Poland)
*Updated operationType: 6 to Alien Interception missions, now Hunter Killers take off and land on their bases. (https://openxcom.org/forum/index.php/topic,5717.180.html)

Special thanks to IgnisAbentorn, danielpembrink, garretrgang for their kind words and useful feedback at openxcom.mod.io  ;D
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2d release!
Post by: SIMON on October 15, 2018, 06:34:07 pm
Tried v0.2d with no other mods and I get the following error message, see attached.
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2d release!
Post by: efrenespartano on October 16, 2018, 02:00:00 am
Tried v0.2d with no other mods and I get the following error message, see attached.

Thanks for the feedback, SIMON! Seems that some broken research (Alien Capital Ships when interrogating a Cerebreal Engineer) caused the crash. I'm going to fix it! :D


--- posts merged ---

Tried v0.2d with no other mods and I get the following error message, see attached.

Thanks for the feedback, SIMON! Seems that some broken research (Alien Capital Ships when interrogating a Cerebreal Engineer) caused the crash. I'm going to fix it! :D

Fixed! Simply replace the corresponding file within user/mods/UNEXCOM/Ruleset.

Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2d release!
Post by: luke83 on October 20, 2018, 04:04:06 am
Fixed! Simply replace the corresponding file within user/mods/UNEXCOM/Ruleset.

Perhaps i am doing something wrong but i tried replacing the file located in UNEXCOM\standard\xcom1\Reaserch.rul with the new one but i get an error.  I then noticed the 2 files are very different sizes ( and the new one is the smaller one), not sure if i am copying this to the wrong directory of if i am meant to know how to merge the 2 files...Sorry to sound like a idiot, but last time i was on here there was only 1 Extremely long ruleset file for everything, now its all been broken down into smaller ( and more friendly) files and i am not sure if i am doing something wrong.
Title: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2d release!
Post by: efrenespartano on October 20, 2018, 04:15:24 am
Perhaps i am doing something wrong but i tried replacing the file located in UNEXCOM\standard\xcom1\Reaserch.rul with the new one but i get an error.  I then noticed the 2 files are very different sizes ( and the new one is the smaller one), not sure if i am copying this to the wrong directory of if i am meant to know how to merge the 2 files...Sorry to sound like a idiot, but last time i was on here there was only 1 Extremely long ruleset file for everything, now its all been broken down into smaller ( and more friendly) files and i am not sure if i am doing something wrong.

Whooooooah!

It's such an honor that you decided to try UNEXCOM, Luke! :') Thank you!

It's easier, comrade. You need to apply the small patch directly into the Ruleset folder in the mod folder. The file that you overwrite was the original xcom1 research.rul

You need to go inside the user folder, then into mods, then UNEXCOM and finally into Ruleset. Remplace the research_UNEXCOM.rul with the quickfix provided.


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Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2d release!
Post by: Dioxine on October 20, 2018, 05:17:44 am
Fixed! Simply replace the corresponding file within user/mods/UNEXCOM/Ruleset.

It is a good habit to at least try launching your mod before publishing it. Sure, mistakes happen, but it is even better habit to try if your hotfix works before posting it... (it still crashes on launch, still because of some non-existent research topics).
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2d release!
Post by: efrenespartano on October 20, 2018, 05:32:25 am
It is a good habit to at least try launching your mod before publishing it. Sure, mistakes happen, but it is even better habit to try if your hotfix works before posting it... (it still crashes on launch, still because of some non-existent research topics).

Humm, that's weird. :o It was supposed to fix a crash related with some research topics. I'm rushing to release 0.3 with all of the fixes.

Do you have any crash log at hand? To see any potential reason.

Thanks for the feedback, Dioxine! ;D


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Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2d release!
Post by: Dioxine on October 20, 2018, 06:26:04 am
The reason is pretty obvious, it is displayed when you try launching the game...

Also, when I fixed these and tried playing, it crashed when my first soldier died due to the lack of corpse item for combat armor.
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2d release!
Post by: efrenespartano on October 20, 2018, 10:17:07 am
Hello there!

New version of UNEXCOM available. Download now v0.2e! (https://openxcom.mod.io/unexcom)

WHAT DOES THIS VERSION INCLUDE?

*Fixed crash related to broken Alien research during Interrogations (Found by SIMON, thanks!)
*Fixed fatal crash related to trash code in unavailable research that made impossible to start game. Fixed crash with UN Combat Armor. (Found by Dioxine and luke83, thank you!)
*Fixed missing NATO/USSR CraftWeapons topics.

These crashes were mostly caused by the new OXCE v5.1 and its new format and some trash code left behind without notice. It's very strict now and these bugs haven't pop-up until now.

Please, update as soon as possible!
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Dioxine on October 20, 2018, 08:48:42 pm
I gotta complement the mod on how it builds up 1970s ambience. But to that end, it needs more 1970s music, not just in the main menu :)
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on October 20, 2018, 09:26:03 pm
I gotta complement the mod on how it builds up 1970s ambience. But to that end, it needs more 1970s music, not just in the main menu :)

Haha I'm glad you like it. ;D

One of the first things I planed to add was a good soundtrack, but I don't want to make you sick for listening The Rolling Stones, Janis Joplin, Jimi Hendrix, etc so many times.

But to get more into the 1970s feeling, I'm going to add a new soundtrack in the next update.

If you have any song that would you like to hear in Battlescape/Geoscape, let me know!



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Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Dioxine on October 21, 2018, 12:09:37 am
To avoid too much repetition, I would seek for remixes, like these done by Ninja Tunes.
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Stoddard on October 21, 2018, 05:00:06 am
Well, for the Vietnam War era, you can't err by basing it on Apocalypse Now soundtrack and/or something like this (https://www.youtube.com/watch?v=CTZMSKu4gLQ), the playlist is there in the first comment.

EDIT: and idk, maybe the original Blues Brothers track would happen to fit, but that's mostly blues and late 70s iirc
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on October 21, 2018, 08:49:25 am
To avoid too much repetition, I would seek for remixes, like these done by Ninja Tunes.

A really nice page! Any song in particular?

Well, for the Vietnam War era, you can't err by basing it on Apocalypse Now soundtrack and/or something like this (https://www.youtube.com/watch?v=CTZMSKu4gLQ), the playlist is there in the first comment.

EDIT: and idk, maybe the original Blues Brothers track would happen to fit, but that's mostly blues and late 70s iirc

That video was the first I consider for the soundtrack! ;D

The idea about Apocalypse Now is very good, I'm going to check if any song could be useful. Platoon OST is a good option too. Even Battlefield Vietnam.

The Blues Brothers sounds great, but they started in 1976. A nice band, as well.



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Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Solarius Scorch on October 21, 2018, 12:58:19 pm
If we're talking movie classics, then there's also the Forrest Gump OST.
And maybe Bob Dylan for the Memorial screen? :P
Title: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on October 21, 2018, 08:48:16 pm
If we're talking movie classics, then there's also the Forrest Gump OST.
And maybe Bob Dylan for the Memorial screen? :P

Hey! How could I forget Forrest Gump? It has one of the greatest soundtrack ever!

About Bob Dylan, mi fav song is Knocking on Heaven's Door. I'm thinking about adding it as the Memorial... even when it was released in 1973... 7u7

Do you have any song in mind, Solarius?


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Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Anon011 on October 23, 2018, 01:23:52 am
Speaking of 'Nam times music, there is just so much to choose from.
I'd like to suggest few, maybe less known today but still nonetheless classics like
Buffalo Springfield - For What It's Worth, Buffalo Springfield - Mr Soul
Country Joe & The Fish - Flying High,
Cream - I Feel Free
Crosby, Stills, Nash and Young - Ohio
Deep Purple - Hush
Eddie Floyd - Knock On Wood
Eric Burdon & The Animals - Monterey
Gordon Lightfoot - Black Day in July
The Animals - We've Gotta Get Out Of This Place, The Animals - Don't Let Me Be Misunderstood
Black Sabbath - Hand of Doom

etc... etc... i could go on and on 'coz 'nam era music is my jam. I can upload said songs if you wish so, but i recommend you to give them a listen regardless if they will be used in a mod or not because they are just good songs.
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on October 23, 2018, 01:35:54 am
Speaking of 'Nam times music, there is just so much to choose from.
I'd like to suggest few, maybe less known today but still nonetheless classics like
Buffalo Springfield - For What It's Worth, Buffalo Springfield - Mr Soul
Country Joe & The Fish - Flying High,
Cream - I Feel Free
Crosby, Stills, Nash and Young - Ohio
Deep Purple - Hush
Eddie Floyd - Knock On Wood
Eric Burdon & The Animals - Monterey
Gordon Lightfoot - Black Day in July
The Animals - We've Gotta Get Out Of This Place, The Animals - Don't Let Me Be Misunderstood
Black Sabbath - Hand of Doom

etc... etc... i could go on and on 'coz 'nam era music is my jam. I can upload said songs if you wish so, but i recommend you to give them a listen regardless if they will be used in a mod or not because they are just good songs.

Whoa! A great list, it seems. I'll listen carefully all of them too, to decide what could be useful! Thanks for sharing, Anon011!


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Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Verontrix on November 18, 2018, 09:40:20 pm
I have some minor quality of life improvement suggestions fore you to think over.

A minor problem I had with this mod is that it is difficult to tell what weapons each ship can carry. Because each slot is called "Weapon slot 1," "Weapon slot 2," etc...
However this does not need to be the case, it is possible to change what you call each weapon
'I added these to the YAMML
STR_CRAFT_CANNON_ONE: "CANNON-1>{ALT}{0}"
  STR_CRAFT_CANNON_TWO: "CANNON-2>{ALT}{0}"
  STR_CRAFT_LIGHT_MISSLE_ONE: "LIGHT MISSLE-1>{ALT}{0}"
  STR_CRAFT_LIGHT_MISSLE_TWO: "LIGHT MISSLE-2>{ALT}{0}"
  STR_CRAFT_MISSLE_ONE: "MISSLE-1>{ALT}{0}"
  STR_CRAFT_MISSLE_TWO: "MISSLE-2>{ALT}{0}"
  STR_CRAFT_AUX_ONE: "AUXILIARY-1>{ALT}{0}"
  STR_CRAFT_AUX_TWO: "AUXILIARY-2>{ALT}{0}"
  STR_CRAFT_HEAVY_MISSLE_ONE: "HEAVY MISSLE-1>{ALT}{0}"
  STR_CRAFT_HEAVY_MISSLE_TWO: "HEAVY MISSLE-2>{ALT}{0}"
  STR_CRAFT_MULTI_PURPOSE:  "HARDPOINT-4>{ALT}{0}"
  STR_CRAFT_GATTLE: "GATTLE-1>{ALT}{0}"

I then modified each crafts weapon_strings, assigning the relevent string to each craft.

For the phantom I used:

      - STR_CRAFT_CANNON_ONE  #covers cannons/gattling guns weapons 0,1
      - STR_CRAFT_LIGHT_MISSLE_ONE #light missles, weapon 2
      - STR_CRAFT_LIGHT_MISSLE_TWO #light missles, weapon 2
      - STR_CRAFT_MULTI_PURPOSE #weapons 2,3,5.


I think this improves gameplay as it makes it easy to see in a glance what each and every craft uses.
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on November 19, 2018, 07:49:07 am
I have some minor quality of life improvement suggestions fore you to think over.

A minor problem I had with this mod is that it is difficult to tell what weapons each ship can carry. Because each slot is called "Weapon slot 1," "Weapon slot 2," etc...
However this does not need to be the case, it is possible to change what you call each weapon
'I added these to the YAMML

I think this improves gameplay as it makes it easy to see in a glance what each and every craft uses.

Such a great idea, Verontrix! I'll add it with the new update 0.3. Thank you so much for sharing it.
And if you don't mind, I would like to use them with my other project, The Great War of the Worlds.
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Verontrix on November 24, 2018, 08:43:45 pm
Feel free to,

I have another suggestion,

One problem with Unexcom as it currently stands In my opinion is light/medium missiles become useless once you get laser cannons. As Laser cannons have more accuracy, do more damage, and have a longer range then all of hte light/medium missles.

I have 2 suggestions on how to improve air combat
1) non-ufo type craft should only be able to use short range cannon equivalent versions of laser/plasma beam weapons. (the pulse plasma/laser weapons). Giving UFOs an advanatge over non-UFOs
laser cannons (as they rae a cannon type weapon) should do about ~ 45 damage and have a range of 15-20 with a fire rate of 4-7  second reload time (making it a better version of cannon weapons, but still comparable to cannon weapons with both a longer range and more damage).
plasma pulse weapons should do around 60-70 damage and have a similar range, maybe a little longer, with a slower fire rate of 7-16 seconds a shot.

This makes your ships much worse against enemy air craft, as they now have to get closer to deal damage, and deal a lot less damage per shot, which leads to why sugestion 2 makes sense

2) suggestion add mkII and mkIII variants of missles.

mkII should have be more accurate and have a longer range and damage then mkI missles.
(Enough damage to get past the shields of larger alien space craft, say 50-70 damage for sidewinders).
mkII missles should be built using alien alloys, which due to its significantly higher strength per weight ratio allows your mkIIs to be both lighter and more deadly to enemy vessels.
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on November 24, 2018, 09:56:08 pm
Feel free to,

I have another suggestion,

One problem with Unexcom as it currently stands In my opinion is light/medium missiles become useless once you get laser cannons. As Laser cannons have more accuracy, do more damage, and have a longer range then all of hte light/medium missles.

I have 2 suggestions on how to improve air combat


Thank you so much for your suggestions, Verontrix, you help me in making this mod better.

I'll definitely add both of them. ;D

The 2nd suggestion actually is planned into 0.3, but due some problem with the storage of my laptop, many files and folders got lost, including parts of other projects. I had to start all over again with the new Tier II-III Crafts Weapons and some new missions, the most importantly the end game research. I could recover some files from Drive and I'm working again. Slowly, but working. Thanks for your patience:)


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Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Mitra Lightbringer on December 03, 2018, 04:25:23 pm
Oh, you put me in the credits. Thank you. I haven't been around X-com some time now, so I came to see how mod is progressing, and to play with it a bit. When is 0.3 coming out?
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on December 03, 2018, 05:32:52 pm
Oh, you put me in the credits. Thank you. I haven't been around X-com some time now, so I came to see how mod is progressing, and to play with it a bit. When is 0.3 coming out?

Hi, Mitra! I'm glad you came back.

I have slowly recovered the resources lost a couple of weeks ago. Since this is the final week of my semester, I can have version 0.3 ready in a couple of weeks :) If you have any suggestions, do not hesitate to do it. :D


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Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Mitra Lightbringer on December 04, 2018, 11:25:29 am
I'm afraid I might just repeat what you already know, so I think I will wait for v0.3 to release, and then give you some suggestions. I can't wait to see what you have in the store for us, I have played this mod since the first (shared) version.
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on December 04, 2018, 04:52:34 pm
I'm afraid I might just repeat what you already know, so I think I will wait for v0.3 to release, and then give you some suggestions. I can't wait to see what you have in the store for us, I have played this mod since the first (shared) version.

Great! Hopefully, it will be a more complete version, I'll upload some pics soon:)

Thank you for your patience and for playing UNEXCOM, Mitra Lightbringer. ;D


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Title: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on January 13, 2019, 02:32:34 pm
Hello there!

Finally I got some time to work full time on my projects again. I've been almost a mont ways from a PC.  :o On this occasion and at the request of several beta-testers (including Thunder_andr, in mod.io) I have greatly expanded the list of weapons. On this time, the showcase of NATO's weapons. At the beginning and compared to the list of US weapons, NATO had relatively few guns.

The list has expanded to include several types of weapons for each faction, now all will share the same type of weapon.

NATO Weapon List:

(https://uploads.tapatalk-cdn.com/20190113/c4bc29715f6363c4ea8cec5837b0e534.jpg)

*Assault Rifle: FN FAL with Underbarrel 12. gauge shotgun
*Carbine: SIG SG 510-A Carbine
*SMG: H&K MP5
*Pistol: Beretta 92 FS
*LMG: Bren
*Sniper: H&K PSG-1
*Heavy Support: M1919 30. Cal MG
*Artillery: Carl Gustaf M2

------------------------------------------------------------------------------------------------------

Since this will be a major update, I'm working on various areas of the mod.

It was necessary to complete all the planes of the mod, we need the last two Tier, so I have been working on the fighters, the bombers, the satellites and the transports. Now a test of the new combat aircraft. Since I'm working a bit of everything, I still do not have the version ready for ingame photos, since the rulesets are full of unfinished codes.

These new crafts are the Saab J73 Draken, a swedish interceptor. With stats slightly lower than the F.6 Lightning, but cheaper.

The following two are based on Xenonauts aircraft: the XF-38 Crusader fighter and the XB-90 Samurai bomber. You get them at the same time what you would get a Firestorm vanilla, but more powerful than that plane. Faster and agile, they are a worthy opponent to UFO Interceptors.

Throughout the days I will continue uploading images of what will come in version 0.3. :D
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Yataka Shimaoka on January 24, 2019, 07:16:58 am
Time to test this mod out again. I'm glad you've continued this mod and so was your other projects with alinare, hope the two of you achieve what tasks you seek
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on January 24, 2019, 09:38:59 am
Time to test this mod out again. I'm glad you've continued this mod and so was your other projects with alinare, hope the two of you achieve what tasks you seek

Thank you for your kind words, Yakaka. I'm glad that you came back!

 I'm about to release a thematic soundtrack (made from music of the Vietnam War era, discussed earlier on this topic) probably by Friday. I've worked on it all the week, it will set the mod more into the 70's.


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Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: Yataka Shimaoka on January 25, 2019, 12:43:49 pm
As usual, the mod is great, however like before, I've spotted some visual not so obvious visual glitch with either the M16 or the UN armor. If you look closely, there appears to be a suspicious floating dot while moving. Seen it multiple of times now so just a heads up :)
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on January 25, 2019, 04:21:56 pm
As usual, the mod is great, however like before, I've spotted some visual not so obvious visual glitch with either the M16 or the UN armor. If you look closely, there appears to be a suspicious floating dot while moving. Seen it multiple of times now so just a heads up :)


Yes, seems that I made the handOb of the M16 (I think this issue is the same with the XM21 sniper) larger than it should be, I'm going to fix it.

All most of the Tier I weapons now have an unique handOb and floorOb sprite, to match better with its bigOb, I'm going to check them to fix potential issues like the M16/XM21 hand sprites.


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Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on January 28, 2019, 06:59:50 am
it needs more 1970s music, not just in the main menu :)

Well, for the Vietnam War era, you can't err by basing it on Apocalypse Now soundtrack

And maybe Bob Dylan for the Memorial screen? :P

Speaking of 'Nam times music, there is just so much to choose from.
etc... etc... i could go on and on 'coz 'nam era music is my jam. I can upload said songs if you wish so, but i recommend you to give them a listen regardless if they will be used in a mod or not because they are just good songs.

Hello everyone!

https://openxcom.mod.io/unexcom-soundtrack

I've wanted to make this soundtrack for several months and just recently I took the time to do it. I hope you enjoy it, I did it with a lot of effort.

Special thanks to each and every one of those who collaborated in the creation of this soundtrack, say Alinare, KYIV98, Dioxine, Stoddard, Solarius Scorch & Anon011.

To install it, you simply have to download the file, unzip inside the installation folder of your UNEXCOM mod or the mod of your preference.
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: whisper micmillon on January 30, 2019, 09:45:02 am
Hey there I am loving your mod but whenever I try to load a new game I keep getting this crash I was hoping you could fix this issue  C:\Program Files (x86)\Steam\steamapps\common\XCom UFO Defense\user\mods\UNEXCOM/Resources/FourthState/CraftWeapon/PlasmaArrayBB.png: OpenXcom is supporting only 8bit graphic
More details here: C:\Program Files (x86)\Steam\steamapps\common\XCom UFO Defense\user\openxcom.log
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on January 30, 2019, 11:14:01 pm
Hey there I am loving your mod but whenever I try to load a new game I keep getting this crash I was hoping you could fix this issue  C:\Program Files (x86)\Steam\steamapps\common\XCom UFO Defense\user\mods\UNEXCOM/Resources/FourthState/CraftWeapon/PlasmaArrayBB.png: OpenXcom is supporting only 8bit graphic
More details here: C:\Program Files (x86)\Steam\steamapps\common\XCom UFO Defense\user\openxcom.log

Hi, whisper micmillon! It is a great joy that you are enjoying the mod. Thanks for the feedback.  ;D

An apology for the error, had not previously appeared. It has been fixed in the main build (next v0.3), but to not make you wait any longer, here is the fix. I arranged the folders so that you just have to unzip the "UNEXCOM" folder inside your own installation of the mod. In case you prefer to do it manually, it is the same folder indicated in the openxcom.log file, UNEXCOM/Resources/FourthState/CraftWeapon/

Let me know if you need another thing. :D
Title: Re: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: whisper micmillon on January 31, 2019, 01:03:38 am
Hi, whisper micmillon! It is a great joy that you are enjoying the mod. Thanks for the feedback.  ;D

An apology for the error, had not previously appeared. It has been fixed in the main build (next v0.3), but to not make you wait any longer, here is the fix. I arranged the folders so that you just have to unzip the "UNEXCOM" folder inside your own installation of the mod. In case you prefer to do it manually, it is the same folder indicated in the openxcom.log file, UNEXCOM/Resources/FourthState/CraftWeapon/

Let me know if you need another thing. :D
                                                                                                                                                                                                                                                                                                                         Will do but thank you tho I have to ask do you have any plans for a discord sever? That could be a great was of interacting with the community. ^^
Title: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!
Post by: efrenespartano on January 31, 2019, 02:10:13 am
                                                                                                                                                                                                                                                                                                                         Will do but thank you tho I have to ask do you have any plans for a discord sever? That could be a great was of interacting with the community. ^^

It's a very good idea!

I'm going to download Discord and make a server. ;)
Then, share the link here.


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