OpenXcom Forum

Modding => Released Mods => Topic started by: Hobbes on May 14, 2019, 06:53:49 pm

Title: [OXCE][Compilation] Area 51 submods
Post by: Hobbes on May 14, 2019, 06:53:49 pm
(https://i.imgur.com/L4lGD87.png)

This is a collection of modular mods created to add new starting options to the vanilla UFO game, using OXCE features that were originally developed for the larger megamods available. Once the planned mods are completed, this collection is being considered to be the prerelease of the Area 51 mod.

List of submods (*italics under development/consideration*)

Alien Hives (https://openxcom.mod.io/alien-hives)
Alien bases will launch UFOs against incoming XCom craft and upgrade their interceptors as time advances.

Armed Civilians (https://openxcom.mod.io/armed-civilians)
Adds paramedics, firefighters, police officers and military soldiers to terror sites.

Beaches Of Cydonia
Replaces the Mars Cydonia Landing mission with a new terrain.

Close Encounters (https://openxcom.mod.io/close-encounters)
Alien spotters/snipers added. Alien melee units will charge more aggressively.

Council Betrayal ((https://openxcom.mod.io/council-betrayal)
Several countries start already infiltrated. 4 additional countries. Pacts can be reverted by destroying bases.

Early Invasion (https://openxcom.mod.io/early-invasion)
The aliens' invasion timetable is advanced by six months.

First Class (https://openxcom.mod.io/first-class)
Only the eight starting soldiers can be promoted to Commander rank.

Galactic Fantasia
Adds the Spacefarer, Waspite, Phaser, Overlord and Gazer races, Muton Berserker/Elite/Leader/Commander units, Armored Sectopod and Hybrid terrorists.


Hunter-Killer UFOs (https://openxcom.mod.io/hunter-killers)
Medium/Large scouts, Terror Ships and Battleships have increased radar sight and can attack XCom craft.

Immediate Evac
Terror sites have a 33% chance of being generated as escape missions, where XCom units need to reach an exit area to win.


Mudranger APC craft
Adds the Mudranger APC craft, and uses it  to replace the starting Skyranger.


Muton Warlords (https://openxcom.mod.io/muton-warlords)
Muton UFOs can bombard XCom bases to destroy facilities or even destroy the entire base. Adds Muton Leader/Commander.

Night Terrors (https://openxcom.mod.io/night-terrors)
Alien bases can also generate terror missions. Mission sites will despawn even when targeted by XCom craft.

Outside Context Problem
Captured aliens are required to unlock all major alien tech. Adds Alien Scientist Rank.


Outworldly Physics (https://openxcom.mod.io/outerworldly-physics)
Smoke is 25% less effective blocking alien vision. Electroflare light power reduced by 25%.

Spacemen Remix (https://openxcom.mod.io/spacemen-remix)
Adds mixed crews of the vanilla aliens.

Terrain Pack
New terrains for landed/crashed UFOs, terror sites (include new civilian units) and alien base missions. Includes Geoscape redesign. *Being adapted from latest version*


Top Gun (https://openxcom.mod.io/top-gun)
Adds pilots to XCom, required to pilot all craft.

Ununpentium Unlocked
Elerium research is a prerequisite for all major alien techs.


Xenophobia (https://openxcom.mod.io/xenophobia)
Human soldiers may suffer additional morale losses during combat.

Each of the mods present in this collection is independent from the others and can be installed and played separately, allowing for granular difficulty settings.
Title: Re: [OXCE][Compilation] Earth Invasion
Post by: efrenespartano on May 14, 2019, 11:23:10 pm



Armed Civilians (https://openxcom.mod.io/armed-civilians)
Adds police officers and allied military personnel to terror sites.


Hunter-Killer UFOs (https://openxcom.mod.io/hunter-killers)
Medium/Large scouts, Terror Ships and Battleships have increased radar sight and can attack XCom craft.


Late Members
Mexico, Argentina, Kenya, Pakistan, Mongolia, Saudi Arabia, South Korea and New Zealand added to the Council.

I like a lot this modular mods! Definitely my favorite is the Armed Civilians. It was always my dream to have allied support in the original game. And the HKs make air war even more interesting.

The new countries are a nice idea, I hope you release it soon.

Thanks for sharing, Hobbes. :)

Enviado desde mi LG-M400 mediante Tapatalk

Title: Re: [OXCE][Compilation] Earth Invasion
Post by: Hobbes on May 14, 2019, 11:35:09 pm
The new countries are a nice idea, I hope you release it soon.

I've added some extra countries to the Council Betrayal mod, and yes, it includes Mexico :)
Title: Re: [OXCE][Compilation] Earth Invasion
Post by: efrenespartano on May 14, 2019, 11:46:12 pm
I've added some extra countries to the Council Betrayal mod, and yes, it includes Mexico :)
Thank you so much! :'D

*Gets happy in mariachi*

Enviado desde mi LG-M400 mediante Tapatalk

Title: Re: [OXCE][Compilation] Earth Invasion
Post by: Solarius Scorch on May 16, 2019, 08:09:58 pm
I've added some extra countries to the Council Betrayal mod, and yes, it includes Mexico :)

Did you draw the borders too? If yes, kudos.
Title: Re: [OXCE][Compilation] Earth Invasion
Post by: Hobbes on May 16, 2019, 08:31:36 pm
Did you draw the borders too? If yes, kudos.

It's on the 'todo' list, I've already drawn Mexico's borders.
Title: Re: [OXCE][Compilation] Earth Invasion
Post by: Solarius Scorch on May 16, 2019, 08:36:04 pm
It's on the 'todo' list, I've already drawn Mexico's borders.

Awesome. Borders are one thing that totally intimidate me.
Title: Re: [OXCE][Compilation] Earth Invasion
Post by: Hobbes on May 17, 2019, 01:37:49 am
Awesome. Borders are one thing that totally intimidate me.

(https://i.imgur.com/YAfsLgd.png)
(https://i.imgur.com/lLmXTPK.png)

NZ doesn't require borders, which was one of the reasons why it get chosen :D

Yeah, border are time consuming. One of the reasons why I decided to only add 4 countries.
Title: Re: [OXCE][Compilation] Earth Invasion
Post by: Hobbes on May 18, 2019, 02:05:06 am
Just updated several existing mods and added 4 new mods:
* Early Invasion - The aliens' invasion timetable is advanced by six months.
* First Class - Only the eight starting soldiers can be promoted to Commander rank.
* Spacemen Remix - Adds mixed crews of the vanilla aliens.
* Top Gun - Adds pilots to XCom, required to pilot all craft.

The Resistance Base mod (to replace the XCom base) has been progressing nicely. On this image you can see a part of the starting base, and 3 minefields, a bunker and a pillbox, all new facilities.

(https://i.imgur.com/FuWen1T.png)
Title: Re: [OXCE][Compilation] Earth Invasion
Post by: efrenespartano on May 18, 2019, 02:10:27 am
*Highway to the danger zone...*

EDIT: So... This cool surface base will be a reemplace to all of the vanilla buildings? :D

Enviado desde mi LG-M400 mediante Tapatalk
Title: Re: [OXCE][Compilation] Earth Invasion
Post by: Hobbes on May 18, 2019, 04:13:55 am
*Highway to the danger zone...*

EDIT: So... This cool surface base will be a reemplace to all of the vanilla buildings? :D

Yeah, this is the Tech-Comm base terrain fully adapted to replace the XCom base terrain. All the vanilla facilities will have equivalents of the same size, with the exception of the access lift (command center) which is 20x20. It will also be possible to build underground for better protection against attacks but at a higher cost.
Title: Re: [OXCE][Compilation] Earth Invasion
Post by: efrenespartano on May 18, 2019, 04:34:57 am

Yeah, this is the Tech-Comm base terrain fully adapted to replace the XCom base terrain. All the vanilla facilities will have equivalents of the same size, with the exception of the access lift (command center) which is 20x20. It will also be possible to build underground for better protection against attacks but at a higher cost.

Thank you so much, Hobbes. I've dreamt a long time for surface buildings. :')

This project of you looks great. Nice compilation!

(https://uploads.tapatalk-cdn.com/20190518/b4b02f732e9fdbe72a1e3c43bd44e910.gif)

Enviado desde mi LG-M400 mediante Tapatalk

Title: Re: [OXCE][Compilation] Area 51 submods
Post by: efrenespartano on May 20, 2019, 06:42:18 am
Hello again!

Have some new comments and a request:

Could I use some of these submods in my compilation, UNEXCOM?  Of course, without forgetting the respective credit. :)

Now, the comments. xD

Quote
Armed Civilians (https://openxcom.mod.io/armed-civilians)
Adds paramedics, firefighters, police officers and military soldiers to terror sites.

 I liked the new update.  The emergency services were a great addition, it's nice to see them in action. :D

BTW, for UNEXCOM I made some new weapons, for citizens and farmers who simply grabbed a gun and decided to fight.  Naturally, they are weapons that you find in a sports store or a police station.  At this moment I do not have them at hand, my laptop is in the technical service and it comes back in a couple of days, but... would you be interested in adding them to your mod Armed Civilians?

Quote
Beaches Of Cydonia
Replaces the Mars Cydonia Landing mission with a new terrain.

I have a HUGE curiosity about this.  From the beginning I wanted to redesign the mission in Cydonia, so I am intrigued by this new submod. :0

Quote
Terrain Pack
New terrains for landed/crashed UFOs, terror sites (include new civilian units) and alien base missions. Includes Geoscape redesign. *Being adapted from latest version*

IIRC, Terrain Pack is already published in mod.io, is this a new version?



Enviado desde mi LG-M400 mediante Tapatalk
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: Hobbes on May 20, 2019, 07:02:31 am
Hello again!

Have some new comments and a request:

Could I use some of these submods in my compilation, UNEXCOM?  Of course, without forgetting the respective credit. :)

Of course :)

Quote
BTW, for UNEXCOM I made some new weapons, for citizens and farmers who simply grabbed a gun and decided to fight.  Naturally, they are weapons that you find in a sports store or a police station.  At this moment I do not have them at hand, my laptop is in the technical service and it comes back in a couple of days, but... would you be interested in adding them to your mod Armed Civilians?

I'm going to add several additional non-armed civilians (they will be moved from the Terrain Pack to this mod) but that should be it, because I don't to include any additional weaponry.

Quote
I have a HUGE curiosity about this.  From the beginning I wanted to redesign the mission in Cydonia, so I am intrigued by this new submod. :0

D-Day style invasion for 1st part.

Quote
IIRC, Terrain Pack is already published in mod.io, is this a new version?

This will be a new version of the Terrain Pack, although the existing version at the mod portal *should* work with the new submods.

Enviado desde mi LG-M400 mediante Tapatalk
[/quote]
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: CyberAxe on October 31, 2020, 12:49:14 am
OpenXcom Version: Extended 6.7.2 (v2020-10-24)

[ERROR]   failed to load 'Armed Civilians'; mod disabled
Error for 'STR_TERROR_MISSION': wrong node type, expected a map at line 4
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: Meridian on October 31, 2020, 04:58:23 pm
The mod has syntax errors.

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    civilians: 5
    civiliansByType:
      - STR_POLICE_MALE: 1
      - STR_POLICE_FEMALE: 1
      - STR_HUMAN_SOLDIER: 6
      - STR_PARAMEDIC: 1
      - STR_FIREFIGHTER: 2

should be:

Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    civilians: 5
    civiliansByType:
      STR_POLICE_MALE: 1
      STR_POLICE_FEMALE: 1
      STR_HUMAN_SOLDIER: 6
      STR_PARAMEDIC: 1
      STR_FIREFIGHTER: 2
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: Shiroi Bara on February 14, 2022, 08:46:05 pm
Sadly but I can't download any of those mods from mod portal. Even I register there it says what all mods are hidden. Any chance get them from somewhere else? I still have old area51 global mod pack but it's no longer working because a lot of changes in latest OXCE version. Hope may be in  future it will be re-released if  Hobbes decide do it.
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: Hobbes on February 14, 2022, 10:50:02 pm
Sadly but I can't download any of those mods from mod portal. Even I register there it says what all mods are hidden. Any chance get them from somewhere else? I still have old area51 global mod pack but it's no longer working because a lot of changes in latest OXCE version. Hope may be in  future it will be re-released if  Hobbes decide do it.

Hm, those submods should be OK permission wise, just a matter of updating the rulesets. Would you like them to be separate or all combined into one mod?
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: ontherun on February 15, 2022, 12:49:25 am
Since these should be relased, while we're bere, night these be incorporated in area 51 mod itself? I really can't stand mini mods ;D
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: Hobbes on February 15, 2022, 04:06:49 am
Since these should be relased, while we're bere, night these be incorporated in area 51 mod itself? I really can't stand mini mods ;D

Since I restarted development of the Tech-Comm total conversion, the old Area 51 mod will remain dead.

Since all these submods were removed from the old Area 51, what I can do is to combine all of them together in a single package. Will not give you the experience of the old Area 51, but for now it's the only replacement you'll get for it.
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: ontherun on February 15, 2022, 01:49:22 pm
Since I restarted development of the Tech-Comm total conversion, the old Area 51 mod will remain dead.

Since all these submods were removed from the old Area 51, what I can do is to combine all of them together in a single package. Will not give you the experience of the old Area 51, but for now it's the only replacement you'll get for it.

Please, if you would do that player will like, i guess  :)
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: Hobbes on February 15, 2022, 03:15:51 pm
Please, if you would do that player will like, i guess  :)

I've made available again all the submods at the portal and fixed the issue with Armed Civilians.

I'll see if I can make the compilation by the weekend. Just drop me a line if I forgot (too much modding at the moment)
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: ontherun on February 15, 2022, 03:17:07 pm
I've made available again all the submods at the portal and fixed the issue with Armed Civilians.

I'll see if I can make the compilation by the weekend. Just drop me a line if I forgot (too much modding at the moment)

oh ok it's not an hurry thingh, take your time, thanks  :)
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: Cristao on May 04, 2022, 05:58:52 pm
I was looking for the Area 51 mod. I found this instead. Are we to download everything then select yes and that is the Area 51 mod? Or am I in the wrong thread?
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: Hobbes on June 11, 2022, 11:24:36 pm
I was looking for the Area 51 mod. I found this instead. Are we to download everything then select yes and that is the Area 51 mod? Or am I in the wrong thread?

Still working on the rerelease of the main Area 51 mod, and that will take a while.

Meanwhile, I've been testing updating these submods and will upload new versions soon to fix/balance them. I might also make a combo of nearly all of them for better integration.
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: eclecticbibliophile on July 13, 2022, 07:10:44 pm
The Resistance Base mod says it was deleted?
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: Hobbes on July 14, 2022, 06:31:54 am
The Resistance Base mod says it was deleted?

Yup, I've updated the list on the first post, thanks.
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: Hobbes on July 18, 2022, 08:14:51 am
I've finally gotten time to fix several bugs and playtest again all of the mods, so I've uploaded new versions of nearly all to the mod portal site.

There have been also some changes for balance:
* Council Betrayal - the number of starting infiltrations has been reduced to one
* Top Gun - Skyranger now has one weapon slot
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: CheatForLife on February 18, 2023, 10:17:18 am
i try to capture muton warlord alive (and this is hard callenge) and have a bug...
[FATAL] A fatal error has occurred: Live alien item definition is missing. Unit ID = 1000012; Type = STR_MUTON_LEADER; Status = 7; Faction = 1; Orig. faction = 1; isSurrendering = 0

nwm.
add
  - type: STR_MUTON_LEADER
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 80000
to items and no game crush. )
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: samar3n on May 10, 2023, 12:47:30 pm
Still working on the rerelease of the main Area 51 mod, and that will take a while.

Meanwhile, I've been testing updating these submods and will upload new versions soon to fix/balance them. I might also make a combo of nearly all of them for better integration.

Greetings, Hobbes! Big fan of your Area 51 mod, you have done a great job with it, thank you very much for your work! Unfortunately I deleted it on my PC and wanted to download it again, but can't find it anymore. Can you please tell when re-release is expected? Thank you for info in advance!
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: sarge945 on May 23, 2023, 06:55:56 am
Was the Outside Context Problem minimod ever released? It definitely sounds like the most interesting one of the bunch
Title: Re: [OXCE][Compilation] Area 51 submods
Post by: hellrazor on March 13, 2024, 06:19:39 pm
Hi Hobbes,

Can I have permission to absorb my own implementation of the https://mod.io/g/openxcom/m/armed-civilians into Hardmode Expansion?
I will give proper Credit of course!