OpenXcom Forum

Modding => Released Mods => Topic started by: wcho035 on November 19, 2019, 06:27:12 am

Title: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on November 19, 2019, 06:27:12 am
Hi Guys and girls, this is the Hybridmod I have been working on for the last 3 months.

This is a mod (In theory, because it is not 100% tested) which allows you to play both UFO and TFTD game, together. The storyline does not go concurrently. You have to finish the UFO story first before the TFTD part starts.

This mod will allow you to explore crashsites underwater, build underwater bases.

This is a no frill, no extra stuff Hybrid mod. You can use this mod and build your own mod, provide you credit me. HOWEVER, it is my preference you use this mod and start your mod from there. Not rip its guts out. I am not responsible for any mess up if you do rip its guts out.

Please note there are a number of feature from TFTD is missing.

-TFTD Shipping strike mission
-TFTD port terror mission
-TFTD facilities because UFO facilities are pretty much the same. However, there are two version of the facilities, underwater and land. Future modder may want to update the maps for the facilities used.
-Only Coral and seabed terrain are available at this stage. Future modder may want to update this.

-TFTD Weapons, most of those have its equivalent in UFO are excluded.
The list are.
-Manga blast grenade.
-Dye Grenade.
-Magnapack explosive..

They all have UFO equivalent.

From the Alienside, the Thermal shook is excluded for the same reason.

Alien ufo have land and sea separate Aliendeployment and only TFTD craft can land on the ocean. Anything else can't.
Weapons from UFO, most does not work underwater. You have to use the TFTD version.

All weapons are base on the vanilla damage and stats. Modder can change this to their heart content.

I was going to do a land/sea weapon damage difference for all weapons vs armor. That will be a future addition, or if a modder can do it, please feel free to do so.

PLEASE NOTE THIS MOD STILL NEED A FEW FEATURES TO BE 100% WORKING OR FEATURE COMPLETE.

1) There is no underwater interception. Again there is a feature request raised for this. Until this is done, all interception are done in the air.

https://openxcom.org/forum/index.php/topic,7557.0.html

2) You can build hanger for undersea bases, but you can't segregate which land or sea base craft operating from it. For example, a Skyranger is not a sea base craft. Unfortunately, you can launch a airplane from a sea hanger in this current build. So it is trying to make a F-22 having to swim the ocean and climbed into the sky to intercept ufos.

https://openxcom.org/forum/index.php/topic,5895.0.html

If you want these features, please go to the link and support the feature requests which were raised. So this mod can be feature complete. Thank you.   

This is an alpha, or Beta Version, if there is no bugs. I welcome any bug reports you can find.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: luke83 on November 22, 2019, 11:59:02 am
Appreciate you have shared it mate but as soon as you try a underwater mission it crashes (i was using the Etherals), i then switched to another race which got me in but after 3 different crashes i still have not been able to shoot a weapon... It needs some more bug fixing mate.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: The Reaver of Darkness on December 05, 2019, 09:21:36 pm
Why don't you submit it to the Work in Progress forum? (or ask a moderator to move it for you)
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on December 06, 2019, 01:47:31 pm
There are a few problem with the mod, it is getting updated. Please be patient.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: Meridian on December 06, 2019, 01:59:08 pm
Moved.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on December 14, 2019, 03:24:57 am
Alright People, the Hybridmod is now back in business.

New Version 1.2 I guess. Bad at tracking changes.

-The mod now can handle Land and sea spawn with some basic Missionzone added for Alienbases and Starport final game bases.
-Corrected Biodrone not using right asset.
-Terror mission move to -7 in the region.rul with -1 reserve for Sea terrain spawn in case alien base, Missionsite or ufo crashed on -1 terrain in the sea area.

New Version 1.3 .

-Fixed TFTD starport now spawn on land.
-Remove all pictures from UFOPEDIATFTD to avoid crashes.
-Various fixes including strings relating to TFTD referencing TFTD instead of UFO

New Version 1.3a

-Fixed TFTD text not showing up correctly.

I know the globe.rul is not 100% but hey, we just have to make do with what we have atm.

Game can be a resource for Hybrid mod starters, a demo of the Hybrid capabilities of OXCE and also a playable mod with both TFTD and UFO merge together.

Install instruction,

1) You need to download Hybrid mod into your computer and expand the zip files.

2) Do the same for the resource folder.

3) Copy resource folder into path Hybridmod/users/mods/Hybridmods folder.

4) Play the game. Remember to report any bugs you find. This game is playble, just not 100% tested

IMPORTANT!! Due to copyright reason, the following file must be copy from TFTD. It is not including in the zip any more.

Following file need to be copy into path folder

Hybrid Mod\Hybrid Mod\user\mods\HybridMods from TFTD main game folder, so the mod will work.

-ANIMS (From TFTD CD version, you can find a copy in archive.org.)
-FLOP_INT (From any TFTD version)
-GEOGRAPH (From any TFTD version)

Also a copy of the ufo game
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on December 14, 2019, 07:02:23 am
Seems like I accidentally wipe off the credit section, so here it is again.

Special thanks AND especially too, without his effort this mod would not be possible.

Meridian and OXCE.  This mod was only possible because of his generosity, kindness, sacrifice, help and diligence.

Ohartenstien23, again, thank you for sharing your knowledge and help, without your mapscript, this mod would not be possible.

Luke83, for his always generous help and support.

Warboy, for his generous advice.

Finally, Nord, for his assets.



 

Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 04, 2020, 03:37:45 pm
In a few weeks, I plan to release 3 version of this mod.

Version
1) Vanilla ufo with sea terrain.

2) UFO And TFTD combo follow UFO story line with concurrent game play for both UFO and TFTD

3) The original mod, with UFO game play then TFTD.

This time the game would be fully tested before release.

Version 3 will feature plasma weapon using ammo having land and sea version. Land version fire plasma bolt, sea version fire alien alloy bolts. After all, the plasma weapons are just rail guns accelerators fire plasma. Thank you Supsuper for allowing this feature.

The mod will still be using my original globe. It will also however, come with additional instruction as to how to installs Luke's globe which he has release recently, if you wish to choose that globe instead.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: misterx on February 04, 2020, 03:39:24 pm
Nice, please some screenshots might be appreciated ;)
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 04, 2020, 03:40:42 pm
I haven't even started with this yet. If you want screen shot just down load the current version and test it. You can see for yourself.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 04, 2020, 03:45:11 pm
Since some one asked, here it is. Ufo aliens in TFTD island terror mission.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 11, 2020, 02:34:59 pm
Update to this mod.

I have finally finished the prototype or mark 2 version of this mod.

Now finally entering final testing stage.

This time, this mod will include all the sea terrain from TFTD, all the Alien base terrains from Grunge to Alien Colony, Port and island terror missions, plus cargo ship terror missions.

I have to exclude Cruise ship terror mission because there is a problem with the map with this mod.

I may have to do the same with Cargo, pending on the vector error getting fixed. This also appeared in my other personal mod.

Otherwise, it is just testing and testing. Hopefully, in a week or two, it will be ready! A Vanilla Hybrid mod that has the best of both UFO and TFTD world!
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 11, 2020, 07:01:17 pm
Some screenshot from latest version. Please note this version is not yet available, still under going testing. The goal is to make sure it is bug free. Hopefully it shall be available soon in a few weeks.

The plan is.

The original version, with UFO then TFTD gameplay shall be release first.

Then the concurrent game play version with UFO story line.

Finally, the UFO version with TFTD terrain only.

There might be a forth version, concurrent gameplay with TFTD storyline. Have yet to finalize my decision on this version.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 12, 2020, 02:24:51 pm
More testing today and a few bug squished out. I have also plan to include a few new stuff in the Hybrid mod to make it more realistic. One of these new feature us, UFO aliens using breathing equipment while underwater. Please see screenshot. This will shot down any naysayers that UFO aliens can't breath underwater. The UFO aliens will use TFTD terror weapons while underwater.

I have in plan to make the stunbomb launcher into a multipurpose launcher. It can launch both stunt and alien he grenade on land. However in the sea, only the grenade version works.

The new alloyammo for Plasma weapons are now fully functional, please see screen shot.

One day, once all the version released. I think I might also merge Xcomfiles or the World of terrifying silence with it. Hey it is possible.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 13, 2020, 02:44:34 pm
Update-13/2

Today, I have tested all the alienmissions and missionscript. With the exception of Alien base and Infiltration missions need more testing. The rest of the other missions type, like Alien Harvest and Probe, are working perfectly.

I hope to have this sorted out either tomorrow or weekend. Then I will test the research tree for this mod. I have lower the research cost to 1, just to speed things up. Hopefully, one week is enough to get it fully tested.

A few other things I haven't the time to improve.

1) adding Original sounds for TFTD units.

2) UFOpedia graphic for TFTD with the exception of Aliens and their autopsy need adding.

3) Damagetype for sonic and gauss are using the plasma and laser values. This is a big thing, for I have yet to decide what weapon damage from sonic and gauss can do on land vs aliens and vice versa.  Plasma weapon and laser won't work in the sea, so that's not a big problem.

I need some one to raise their hand to help me with this.. if someone are willing. After the testing I had mention above, I will release the mod as it is.  Fully functional and 90% bug free or no crashes. You can play all of TFTD terrains, fight all the TFTD ufos and all aliens with the exception of a few TFTD terror weapons.

Here are today's screen shots.


Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 13, 2020, 02:53:02 pm
Future plans is.

-The above mentioned other versions and flavors of this mod.

-Instruction on how to install's luke's Hybrid globe. Only the globe will be used. All the terrains and other things is already in this mod. Sorry Luke, I have to my assets for this, there are incompatibilities.

-Currently released weapon packs and terrain packs , made compatible with this mod. Mostly which weapon can work on land and sea need tweaking, and land terrains on the right part in the texture section rule files.



Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 16, 2020, 05:53:32 pm
update 17/2

I have finally fixed the Alien infiltration problem in the mod. Now all the alien missions in the mod is working perfectly.

However, due to the nature of this mod being a Hybrid, I have to mod some of the original Alien missions to something else to make it work. This will make the alien mission in the game somewhat of a different flavor compare to the original game.

The next step is to test the research tree from bottom to top. This will be done the rest of this week.

During the testing of this mod, a few more bugs were also found. Like the death animation for most of the TFTD aliens are a little whacked. This need fixing. Also all the laser weapons for underwater need to be made that they only work on land because laser disperse underwater.

Among other issues are.

-Grunge alien deployment need more work.

-UFOpedia pictures need more work..

-New alien grenade launcher mode for the stunt bomb launcher.

-New terror missions, like farm raid, Underwater research facility raid, archeological research raid and etc. I will only add this feature when I have time to do them. Cause this mod and its variants must be done by the end of the month.

Two new screen shot,

1) undersea base for TFTD and UFo aliens. This is different to Alien Colony. Alien Colony uses the usual Entry maps and terrain. Please note of the underwater mask the floater is wearing in the screenshot.

2) Location of undersea bases.. as example.


Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 19, 2020, 02:28:31 pm
19/2 update.

Finally uploaded the last of the terror weapons for the game. I have included hallucinoids and Xarsquids. One of the changes also differs from vanilla is Aquanauts basic armor at the start of the game. No longer they were using diving suit but exposed scuba gear. For Diving suits, you have to buy them.

Also I have finally prepared the final list of corrections needed to be done, before this game would be release. I anticipate I would need a full week to fix them up.

Here are the photos of the suimsuits and added terror weapons.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 21, 2020, 05:00:52 pm
Update 22/02

This mod is now working like a dream. I have yet to encounter a crash today and the research tree is robust on the ufo side. That means you can research all the tech just like you do in the original ufo game. The TFTD research tree is also working well. Tomorrow I shall test the rest of it. Once everything works out, I will probably release it tomorrow night.

Everything about this mod is an enhancement from the original ufo, with full hybrid game play. The only regret is that I don't have enough time to perfect it more, like all the ufopedia from TFTD has the original pictures for weapons, crafts and armour. For now, only the Aliens has it. Also the original movement and death sounds for the TFTD Aliens are missing, so they are substituted with those from UFOs. Lastly, most of the mission briefing at the start of a mission is missing. Otherwise, this mod is utterly playable.

The new stuff I have also added, are UFO Alien using breathing apparatus underwater. Another innovation is Alien from land and sea uses separate unit properties, because this allow for land and sea armor properties vs weapon damage coming from land or sea weapons.  Again, due to time constraint, I have yet to put in the feature for different weapon damage between land and sea weapons   

Lastly, the terror missions are enhanced. With the exception of Cargo ship terror, every terror mission type now have a ufo component. For Ufo Aliens, it is the terror ship, for TFTD aliens it is the battleship. Please see screen shots. TFTD Aliens in this mod would participate in URBAN terror missions and ufo aliens now also participate in CARGO, Port and island terror missions.

There is more, I have also added three more terror mission types, like undersea terror missions. Like Underwater Mining settlement raid. Undersea Archeological raid and Under sea Geological expedition under attack.

This mod is fully playable and moddable. It is begging for extra weapon packs and ufos to be added to make it more fun. Unfortunately, my time allocation for it is over. After its variants like those I had mention in the thread before are released. I plan to stop modding ufo completely for a few months.

Terrain like Hobbes terrain pack are fully compatible to this mod. But you need to add it manually in the texture.rul in the land section.

The only regret I have for this mod is, it is not Feature complete like it is missing the underwater Hanger for undersea bases and Submersible combat/Interception.

For now, here are the new screenshots from the Terror missions, with ufos.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 22, 2020, 03:10:17 pm
This mod is now complete and ready for upload today! Yay!

Here is a screenshot using luke's globe. All version will be uploaded on the openxcom.mod.io portal today.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 26, 2020, 02:29:04 pm
So far, all three version of the mod is released. Although I have yet to receive a bug report, but that doesn’t mean there is none. I am hoping that’s the case. That means the heavy testing paid off. In a week’s time, I have plans to release an expansion pack. This expansion pack has new weapon type like Sniper rifle, sub machine guns and quad lightweight rockets and torpedoes. Also, I will add a mercenary faction terrorising the globe. This will give any player of my mod to fight human opponents. These mercs are armed with human weapons, land or sea, with tanks as terror weapons. Cool things is, when the mission is done, you can salvage a triton or skyranger from it.

Personally, I am looking forward to release this expansion pack, the fun part is naming this Merc unit.

Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: The Reaver of Darkness on February 29, 2020, 09:53:32 am
The bitmap images are very difficult to view. Could you use png or gif images?
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on February 29, 2020, 05:46:14 pm
Sure, I will do that in the future. For more, just download the mod and you can see for all its glory.

Update today. I have finished almost everything needed for the expansion pack. Just a bit more tweaking on the re-balancing and I will post it out in a few days.

This mod pack will add four new basic weapons types each for land and sea.

The weapon types are
-Sniper Rifle/Harpoon.
-Submachine gun/Rapid Dart
-Quad Rocket/Torpedo launcher, single used, auto or snap fire only, allow for saturation or area effect bombardment.
-Light machine gun/Rapid Harpoon.

There are new ammo type for pistol, Rifle, sniper rifle, uzi, dart pistol, rapid dart, harpoon rifle and Scoped Harpoon.

These ammo type are

-Tungsten Core ammo, +25% damage, but you can only loot it off from the dead bodies of Mercs you kill.

-Alien Alloy coated ammo, +35% damage, after you research Alien Alloy or Aqua Plastic, you can coat current ammo with these alien metal for more damage.

-Aquaplastic or Alien Alloy coated Tungsten round, add almost 75% damage more than the base Pistol and rifle damage.

This will upgrade the Rifle, pistol to be more useful in the later game.

This upgrade will add a new enemy Human Faction, a rotten Merc Unit that had gone rogue. Kill them for money and rare ammo like Tungsten core rounds. You can salvage their Skyranger or Triton after shooting them down.

Also, I had exchange info with the esteem Reaver of Darkness, if he could make his awesome faithful Megamod compatible like an expansion to my Hybrid mod. This will add craft and weapons from his megamod to my Hybrid mod. This is truly exciting stuff guys. I couldn't be more happy with Reaver of Darkness agreeing to be a partner in making his and my mod better.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on March 01, 2020, 07:30:53 am
Screenshots from the expansion pack.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on April 20, 2020, 09:23:09 pm
Update 21/04.

After a long absence, I finally have time to update my mod.

In the time prior to now, I shall be releasing the next patch in the near future. This patch is to correct a a rare regional error, that pops up in Alien retaliation mission.

The expansion pack is delayed due to I don't have enough time at testing it. It will be release next month with new weapons and a merc faction.

This expansion pack will also rework the armour stats in the mod. For a long time, I didn't have the chance to have proper review and update of weapons from land and sea doing different damage on environments vice versa to what they were design for.  Now, I finally have finished it. I will be including this update after the patch.

Here is the screen shot of an enemy Skyranger getting intercepted...
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on April 23, 2020, 05:37:30 pm
Upcoming expansion pack, with Skyranger shot down over land or sea. Having different crash configuration.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on April 25, 2020, 09:01:30 am
Expansion pack and new version released together today.

Also please download's Reavers Faithful Mod for the Hybrid mod, when he release it in the near future.

His mod will add extra craft and weapons into the Hybrid mod.

https://openxcom.mod.io/hybrid-mod-version-23-and-merc-assault-expansion

Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on April 25, 2020, 09:29:51 am
Reaver of Darkness's Faithful megamod for the Hybrid mod is now released.

https://openxcom.mod.io/reavers-faithful-megamod-for-hybrid-mod
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on May 15, 2020, 02:06:12 pm
Hi everyone whom had downloaded this mod.

Version 2.4 has just been released. Please download from the Openxcom.mod.io website.

This is a small update that will work for the latest version of the OXCE 3.5

Please ONLY download this 2.4 update if you are using the latest version of the OXCE, not any version before it.

Also Reavers Faithful for Hybrid mod has been updated to ver 1.1 to fix some bugs from the Alienmissionufo.rul

Thanks.

Note to Adminstrator, Moderator,

Can you please move my thread to the Released mod section. Mod has been released for a few months now and it is not work in progress anymore.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on July 05, 2020, 06:02:01 pm
Version 2.5 of the mod has been released.

Instruction on installing the mod.

1) Download the mod first.

2) Then add expansion pack ver. 2.3

3)  Install 2.4

4)  Install 2.5

Ver 2.5 change log.
-Correct soldier have woundrecovery to infinity by deleting irrelevant flag.
-Update starting and enviromental conditions for not coding correctly. Now it should work as intended.

Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on July 08, 2020, 07:19:44 pm
This mod has been updated to version 2.6

-Hot fix with craft unable to intercept land ufo due to unnecessary extra declaration on the new starting condition.rul
-stop Mercenaries spawning retaliation missions in alien ufo.

PLEASE DO NOT DOWNLOAD THE UPDATE/FIX FROM THE MERC EXPANSION SITE PAGE.

I have updated the original primary mod page to the latest version. Just download and follow the instruction on the webpage.

Due to the changes, it is preferable you download the mod again. However, save game can be transfer from the older version of the mod to the new.

Link to download the dual story mod version 2.6

https://openxcom.mod.io/full-ufo-tftd-hybrid-mod-dual-story-gameplay

I will patch the other variant of the mod tomorrow.

Also the latest version does not support Luke's globe. It uses the original globe. The newer version of Luke's globe is currently incompatible to the hybrid mod. I will find time in the future to make it compatible. However, at the moment, updating and fixing this mod is priority over anything else.

The mod is playable, however, there are new unintended side effects with the new environmental and starting conditions needing to be fully trash out. Once that is done. This mod is complete.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on July 09, 2020, 03:15:00 pm
Hi, all versions, Concurrent, TFTD terrain only and dual story version are upgraded to version 2.6.

The expansion pack version has been deleted from openxcom.mod.io due to all the other version now are patched to the latest version including the expansion pack.

Reaver's expansion have been upgrade to 1.2.

Hobbes terrain pack for Hybrid remain unchanged.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on July 09, 2020, 03:27:31 pm
Please join my discord and report any bug or problem you encounter
https://discord.com/channels/730759977551003658/730759977551003661
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on July 12, 2020, 03:41:11 pm
From now on, all updates for my personal mod will be posted on my discord server.

The Title for my personal mod has been finalized.

XCom : The Disrupted Future.
*************************
The resource Wars of the late 2080s had left Earth a shattered world.
 
With the economies of all the major countries in ruins, mankind's future was only saved by the revolutionary invention of CHIP in the late 2090s.

A revolutionary invention, which every human in the world from birth, will have network CPU implanted into their brain. Governed by a Central Computer to meet their needs. In theory, this will surpass the need of a government system that's fallible to corruption and greed.
 
This works, in the first few decades of the CHIPS forced introduction and integration into the world's population. All humans, regards of race and gender, their mind linked to a universal computer.
 
The results, was at least in the decades before the day of the Disruption,was a golden age for mankind. Crime was almost non-existent, countries has lost their boundaries and humans, were united in minds together.
 
The Network, which administrate the universal neural connection for all mankind, were named Universal Transferred Organic Processing Interface Architecture (UTOPIA). Since its existance, it replaced the United Nation itself and the central computer core which is its digital brain was named Skynet and is housed in the Central America in the country formerly named USA.
 
Three decades ago, the world in harmony was changed again. By the day of the disruption. An A.I virus, of origins beyond in sophistication that any human can conceived. Was introduced into UTOPIA and the result was total chaos. Humanity was splintered again. First into lost and disorganized voices and then later reorganized into many petty disconnected factions. Eventually, certain smaller neutral network was reformed, completely splintered from UTOPIA, which it was now completely broken saved for the unaffected few.
 
The virus, eventually merged into Skynet. It perverted and reformatted the core into a cybernetic, anti-humanity entity with a mission to replace the world with machines or Cyberhumans.
 
Now, in the year 2140s, UTOPIA is completely dead. Having a lost united voice guiding them, with the suppressed memories and the primal instincts from humanities' past came roaring back. Enough for crimes to soar and borders of territory to be redrawn again, just like the countries of the past.
 
However, the lingering influence of UTOPIA remains. The CHIPs from the humans of the older generation and whom still has them dominates the world's population. Compelled to answer of the siren lingering call for a stronger connected neural network.
 
By the 2140s, most of the smaller neural network were absorb into three dominant “Syndicate" neural networks, Earthsec, The Forth Reich and the StarCult.
 
The strongest, the most dominant and world reaching, is Earthsec, formerly of the UTOPIA's global defense connected neural network. After surviving of the initial chaos from the disruption because of its secondary reinforced and protected cores. It was able to keep the global military from splintering and turn against each other with its powerful arsenal. Later, the need for world security and protection made it a natural candidate for those, whom had wanted a secure and better future for all mankind. Unfortunately, not every person in the world wants Earthsec, for it has a culture similar to those of western miltary powers of the 20th century.

Birth and arises from the urban chaos in the East German bloc, The Forth Reich is a militaristic and Teutonic connected neural Network. With its swelling ranks came at the expense of Earthsec, from those whom had hated of its culture and grown disillusion by its defense policies. Although its military was not as advance but capable and effective. Now, it poises as a contender, to the reigning global defense power of the world. So much were the two factions were at odds with each other, naturally, the friction has caused a few wars and conflict. Disrupting the harmony and security of the world.
 
In the chaos of the disruptive decades, a neural network, looking for future security from what they claimed that can only bve provided by the superior technology of the extraterrestrial or aliens, started look toward the stars for answers. Evidently, from the recent decades, its swelling ranks, couple with mysterious and often advance technologies that's defying and beyond of current human technology. Although lesser in ranks and numbers, this StarCult neural connectivity is not to be taken lightly of its goals.
 
You, are one of many smaller factions, whom had yet to merge with any factions. The world is still a chaotic mess, after surviving from the disruptive decade with the other dominant factions still struggling to reach of their goal in total dominance with a new UTOPIA bent to their vision of the future.
 
Your goal is to survive and rise, to create a faction that will eventually rival and provide a future for humanity to your vision. Should you are not crippled by debt and able to recruit people to your cause.
 
Will you be able to eliminate the other factions? Discover of their mysterious goals and objectives in  their quest of providing a better or worser future for humanity? Or the origin of the mysterious virus that had destroyed UTOPIA?
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on August 12, 2020, 02:48:07 pm
First underwater Combat mission test of my main mod, the Disconnected Future

https://www.youtube.com/watch?v=VLyaPF7_cWk

It has now progress to the stage I can finally test this mod with factions having balanced weapons, crafts, ufos and etc.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on August 13, 2020, 01:15:07 pm
First Land Combat mission test of my main mod, the Disconnected Future. featuring my Savanah Terrain.

https://www.youtube.com/watch?v=i7wcQ7BGRV0
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: gamebrain on August 14, 2020, 08:10:15 pm
Thank you for your contribution! It's great work :) Greetings from Germany.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on August 15, 2020, 05:18:05 am
Thank you for your contribution! It's great work :) Greetings from Germany.

Thank you for the compliment. Hope you download my mod and enjoy it.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on August 17, 2020, 08:35:41 am
https://www.youtube.com/watch?v=l3T4GH84aYo

Nord's World of Terrifying Silence Alpha. Conversion for Hybrid mod.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: yhe1 on August 21, 2020, 11:07:24 pm
Does underwater items outnumber land items? TWOTS is mainly an underwater mod, right?
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on August 22, 2020, 01:44:06 am
Don’t know, I didn’t count. Also this mod can run with final mod pack too and very stable.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on August 30, 2020, 03:29:28 pm
This mod is on hold/ No longer available.

Sad as it is, I have no interest in continuing or contribute to it anymore. Hopefully someone may build another working copy of a Hybrid mod that's complete.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: xcomfan on August 30, 2020, 08:54:49 pm
This mod is on hold/ No longer available.

Sad as it is, I have no interest in continuing or contribute to it anymore. Hopefully someone may build another working copy of a Hybrid mod that's complete.

Too sad to hear, but please mind to share the assets in the resources thread with sone screenshots? Thanks again for the efforts!
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on August 31, 2020, 09:34:54 am
Too sad to hear, but please mind to share the assets in the resources thread with sone screenshots? Thanks again for the efforts!

Hi XComfan, I am touch by your interest for my mod.  Seeing your reply, I have given some thoughts to your concern. Personally, I have no more interest in sharing any resources or contribution to people that has absolutely no interest or appreciation in my modding effort. It is insulting for me to continue in fact. Yesterday, I have seen the true colours of the modding community in discord and for me to remove all of my contribution in openxcom.mod.io is the hardest thing I had to do. You can thank DaManWithGun for that on discord.

However, again, I do care about those whom still show concern and interest for my mod.  I do have plans for version 2.9 to have Sea Hangers and Triscene the missing assets that make the Hybrid mod more complete. Now, those plans are a few months a way.

I might upload on openxcom.mod.io, any future mod upload from me will have password encryption. Any person who want it, please either message me here or on discord for the decrypt password.

I want my mod to go to those who really appreciate it, like yourself.



Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on August 31, 2020, 12:46:45 pm
Also after the release of 2.9.

I will be working toward a Hybrid Mod Mark 2 version with modular merged assets coming from the craft/armour/tank section of FTP and TWOTS.

This will allow the Hybrid mod to work together with FTP and TWOTS as it has been intended. Currently, due to technical limitation of OXCE, Starting Condition and enviroeffect from primary mod cannot be carry over to expansion, there is a lot more work needing to be done to ensure compatibility.

If this Mark 2 versions is to be release, it will be sometime late next year,  after the Disconnected Future reach Beta. Currently, there is no plan release of Disconnected Future.

If and when Hybrid mod Mark 2 is release, the primary mod will be released via the encrypted method. The expansion mod from TWOTS and FTP will not be, as per respect to their original creators.

 
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: Meridian on August 31, 2020, 01:05:18 pm
Currently, due to technical limitation of OXCE, Starting Condition and enviroeffect from primary mod cannot be carry over to expansion, there is a lot more work needing to be done to ensure compatibility.

For other people potentially reading this:

1. it's not a technical limitation, it's a deliberate design decision
2. it's also not only about starting conditions and enviro effects, every other list-based attribute works exactly the same way
3. OXCE added support to make manual merging easier, but it's still fully manual effort and manual decisions, see also:
https://openxcom.org/forum/index.php/topic,6586.msg127524.html#msg127524
https://openxcom.org/forum/index.php/topic,6586.msg128914.html#msg128914
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on September 02, 2020, 09:54:41 am
Version 2.9 is now complete. Under going testing.

For the sea hangers, Aliens would land on the Oil Rig looking like structure, then make their way down to the XCom base
underwater. Please note no alien units can walk on the sea bed underneath of the water. The Oil rig like structure is indestructible.

This feature will finally give XCom sea bases, to have aircraft for interception against ufos.

Aliens terror units deployment for each TFTD Alien race, with the addition of Triscene, will finally match the exact composition just like those from vanilla TFTD.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: wcho035 on September 05, 2020, 07:03:00 pm
Conversion update. 6/09/20

I have finally solved the problem with starting condition and enviroEffects not able to carry over to expansion.

Conversion and compatibility of TWOTs and FMP with Hybrid mod ver 2.9 continue to progress well. Most issues have been solved.

The final to do list are.

-Facilities from both expansion has to be compatible to those from Hybrid mod.
-Items for FMP and TWOTs, need to be review and sort out  for land or sea weapons.
-Ufos from TWOTs and FMP need underwater Alien deployments with new matching Starting conditions and Eviroeffects
-Research needing final review for both FMP, TWOTs.

If I have two week of free time, those problem would be hacked out easy. So, this is a two months job.

After the conversion, the only thing left would be balancing. These are mods from 3 different megamods. Nord's TWOTs, Solarius FMP and Reaver's Faithful. 3 different authors with 3 different interpretation to balancing on UFO and TFTD. It will be an interesting combo.

I am just a conversion modder not a balancing modder. So the job would be left to others.

Art Conversion for TWOTs is almost 80% complete to UFO pals. Thanks to 8charlim and his hard work.
 
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: xcomfan on October 09, 2020, 11:49:29 pm
This could have been a brand new hybrid game/gem called "Xcom: Terror from both sides", basically mergin the two xcoms , plus a plethora of new content: woulda have been a hell of a work but what a game it could have be...
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: brogue123 on November 02, 2020, 11:05:14 pm
I just want to say that the FMP, Reaver, TWoTS fusion idea is blindingly, blindingly cool and I am genuinely psyched to play this. Get the balance right and this could be a new xcom epoch, those mods are sick, fuse them properly, balanced well in a hybrid campaign and that's just epic, epic xcom madness. I'm bouncing up and down with anticipation. Do not get coronavirus and die before you finish this. :D

Can I make a few points? I would say two things are critical, one is in Reaver's megamod already. His is the one that I think best balanced manufacturing by making it profitable (which keeps it as a cool game element) but made profitability dependent on alloys and elerium, so that's a great one to keep.

The other thing I would suggest is this: you got to nerf psionics, man. You just gotta. This is especially crucial in a hybrid mod because soon as psi works (in a vanilla way), it kills the game tension... so if you got it before the end of UFO:EU, the entirety of TFTD would be rendered challengeless. You could just psi crush all possible things.


My only issue with the FMP is that it has this amazing deep research tree, the last (and coolest) third of which isn't really relevant because psionics just come in and make the whole game a process of data entry.

It will kill this mod dead if you start the TFTD/TWoTS section with vanilla psi troops, or even the option to get them. My view would be to simply remove the psi-amp entirely from the original Xcom, and then make Molecular Control line-of-sight based. Making the TFTD aliens immune to psi but not M.C would be another way to deal with this, but I would honestly prefer - certainly with the original xcom FMP, to just nix the psi amp entirely. That way the player can get psi resistant troops but not use psi offensively, forcing an exploration of the sick, super-cool late-game FMP tech. Rail sniper rifles FTW.

Just my 2 cents, hope this helps, love and encouragement, you're doing something truly ambitious and epic, keep it coming. Word!

Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: gijoe on November 03, 2020, 04:24:49 pm
Sadly, this mod si dead and not avaiable anymore, an old version - the 1.3a - is anyway avaiable attached to this post here (https://openxcom.org/forum/index.php/topic,7587.msg120762.html#msg120762)
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: chickenx4 on November 06, 2020, 01:31:10 am
That Suck but who'll now work on it
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: brogue123 on November 21, 2020, 12:22:12 am
WHAT? Noooooooooooooooooooooooooo!

It sucks if it's not being developed anymore. The last update was from September this year, so surely it's not a true death. A sadness if it is.

The thing is, it's a herculean task to get this thing working. Not just because of stitching together the two games, but stitching together the gameplay. I've played the latest version. I have some thoughts. I want to put them somewhere, because

There are a couple of technical wrinkles but taken as a whole it is epic. The ability to go land or sea is cool.

Now to the nitty gritty. Nothing I say here should be taken as an attack. The vision and ambition of this project is simply insane, and I love it. I point out issues because wcho035 has asked for help on game balance. I'm not a modder, my ability to monkey around with the code is very rudimentary. But I love xcom, and I've played almost all forms of it to death, so I know the game side of it inside out.

The biggest problem with the game balance in this mod is that the vanilla research tree is simply nothing like deep enough to go with the extra size of the game. This is the big one. More than anything else.

As a corollary, there's not enough aliens because it goes on for longer and takes longer to get going. That's not bad, but it gets a bit samey killing the thousandth floater. You could say that this is okay because there's TFTD research as well as TFTD aliens, but two things- 1 they don't come along for ages, as the early game in this mod seems to go on a lot longer, and 2 even then we all know that there's a lot of reskinning going on there (and I say this as a massive TFTD fan).

The obvious answer to this is the FMP. A work about Area 51 though, there's some fun content, but the hunter killer (HK) mod in that shatters the balance of the air war and almost demands savescumming. I love the ironman superhuman game, and believe it's the gold standard for game balance - if you literally cannot complete ironman superhuman without dumb luck, it's a badly balanced mod. The beauty of the original UFO:EU and also TFTD is that you really, really can beat Ironman Superhuman without luck, just good strategy. It's hard, but very doable. That's the sign of an excellent game balance.

I made the suggestion on the Area 51 thread to create some kind of counterattack trigger condition where the HK behaviour begins after a certain point in the game though - that might work beautifully in this hybrid mod: the obvious point would be the fall of Cydonia - the massively more intense air war would be a cool new element and would test the player's advanced air force to the limit. Even on a low level it is chaos, my problem is not with the HK mod, it's starting a game with it, as it just makes it dumb luck if your skyranger gets shot out of the sky on any given mission. And don't tell me to send interceptors to 'clear a path' because they get shot down too and that's 500k you're pissing up the wall every time they do. This kills the early game and means that it's only plausible to beat with savescumming. So early HK behaviour is bad game balance, but later HK'ing, triggered to start at some point when the aliens "kick it up a notch" would be epic. As long as you have time to get your air force developed first.

The FMP has an amazing loadout of planes and air weapons,  and they all have a use and a value.

What I think would work brilliantly is to force a jump between UFO:EU tech tree (including the FMP) and the TFTD tech tree. Basically, very, very few of the UFO weapons would work underwater. A normal gun *might*, but it would depend on the gun. But normal ballistic weapons underwater might easily break or jam, especially anything automatic. Laser weapons would be far less useful as the particulate matter in seawater would absorb the light far more than air would, so halving the damage of laser weapons underwater makes sense. Plasma would simply explode, as the 'liguid' plasma would be unable to penetrate water very far, and so would disperse rapidly, dumping all its heat into the water itself, creating a massive explosion of superheated steam. I thought what would be cool, if a little evil, is not to tell anyone that, but just to have it so plasma weapons are set to explode the second they are fired.

A quick note re the railgun in the FMP - a railgun would be a very unwise thing to fire underwater, because unlike a gauss gun (coilgun) there must be direct contact between the projectile or projectile housing, and the rails. This would make them very difficult to waterproof. As a huge electric current is being passed through them underwater, this would immediately electrocute the user.

These are ways to make the FMP weapons semi-redundant at a stroke when TFTD happens. I say semi-redundant because alien base missions (the lower part at least) and land-based terror missions could still see you use your whole arsenal. Which would be cool, and would keep it relevant. But it would also force you to get those sonic weapons found and researched. The only thing that could still work from the FMP is the gauss weapons (which are different to the TFTD gauss weapons). I prefer the FMP gauss weapons, just because they're their own thing, not just reskinned laser weapons with clips. FMP gauss has no autofire, which goes quite well with the TFTD feel. You do need to choose between the two though because you can't have two weapons called 'gauss' as I would find it frightening and confusing, and start to cry. I'm very emotionally fragile about electromagnetic catapult technology.

I love, love, love the psionic solution - just make it line of sight. I still think it would be better not to allow psi amps at all, and force the player to wait for molecular control disruptor before they can get their psi freak on, but maybe that's just because I'm bored with psi. Either will work well, line of sight sorts the big game-busting problem of it, leaving it still very powerful and cool. Waiting for M. C would just leave something really, really juicy at the other end of the research tree to aim for with your heart. So I think that would work well to drive research, right into the TFTD section. The reason I say this is that you have to realise that once you've taken Cydonia, you're going to be tough as a thousand bastards, so you need something to keep the game interesting. The HK mod would be very good here. Pushing psi right to the end of the TFTD research tree (by just eliminating the psi amp research option in the code so forcing MC Disruptor as the only option to use it) would be cool too.

Having the FMP just roll straight into TFTD, with the HK mod (and alien hives) kicking off as soon as Cydonia falls, and then forcing the full development of molecular control before psi is usable (and having it line of sight even then) would make this game fucking killer. Like, straight up, fucking killer. The best thing about the FMP, Railgun Sniper Rifles notwithstanding, is that it preserves the beautiful balance of the game in a way Area 51 doesn't. FMP is very doable on ironman superhuman if you really, REALLY go for it, and have a really strong mix of tactical and strategic savvy. And a strong heart when you inevitably lose everyone to the ONE FUCKING CHRYSSALID that SOMEHOW MANAGED TO GET INSIDE YOUR LIVING QUARTERS.

Oh, and that reminds me. The maps on base assaults are too big. Every time I had to go to debug mode to discover some alien that had run away into a hole somewhere and I couldn't find after (I shit you not) 100+ turns of looking. I love what you've done with the surface, with the sea and the land, it's awesome. It's too big, it doesn't work. Or, you somehow trigger a suicide rush from unarmed aliens. Or maybe give everyone a super-weak melee attack and trigger a suicide rush on turn 50 or something. There's no challenge hunting these fuckers down, there's no fun in it, and no real way to avoid it. If you want to make it so they pick up their guns by default and then go on the attack, do that, but only as long as that 100% solves the problem. That would be a great way to do it if it would work, because I really do like the new surface level on the base defence missions, it's a great touch. But that needs something sorting it, and sorting it from inside the mod, not something you have to remember to do before you start through some different option.

The Area 51 mod has some really interesting stuff with the men in black. That's the coolest thing about it that the FMP doesn't have. I raise this because I didn't think the 'mercenary ships' worked as well as they should. They were like this seeming story element that didn't lead anywhere. There was no research to be done on them, no extra stuff (apart from tungsten core bullets, cool idea, but outclassed by plasma and lasers so not that much of a game impact). If you can fold the MiB stuff from Area 51 into the mod, that's got research trees, a little sub-story, all sorts of stuff. It's great fun. If not, then something needs to be done with these mercenaries. Also (and sorry if this upsets people) I don't think it's a good idea to have the mercs named after forum members. It just breaks the fourth wall, it doesn't really add anything to what's happening. If you can think of an actual story in which these nicknames have a plot relevance within the XCOM world, great, but otherwise just cut them.

Oh, and you need to remove the 'lend me money' option, or at least make that an optional extra, or something that only exists on easy mode. It really kills a big part of the early game, especially if you know what you're doing.

I haven't done TWoTS as much as I should have, I've dabbled, but not delved. It's on my list, probably next :). That's the only reason I'm not mentioning it. But anything that adds content and challenge to the TFTD section should be applauded and added if possible. This could be magisterial.

Wish I could give you more. Seriously, don't give up. This is an awesome mod with astounding potential. It truly could fuse the two games together, and if done well would represent something just astounding in XCOM history. I'm not kidding, it would be an amazing addition. If you're feeling tired and frustrated, take some time off, but don't you dare give up. Make it happen.

Humanity is counting on you.

On your feet, soldier. Don't you know there's a war on?




Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: brogue123 on November 21, 2020, 12:52:33 am
Okay, look, I just had an idea. I think this is fucking epic, please hear me out, please.

An easy way to think of the main issue here is this: how do you make TFTD interesting in a hybrid mod?

It's fun to look at, of course, but if you're going into TFTD with all your research, weapons and kit from UFO, you're going to flatten it. No challenge = no fun. But we don't want to wipe out all the gains from UFO either, because that's the whole point of the mod.

SO HOW'S ABOUT THIS....

Make it so you have to ACTIVELY RESEARCH all the seabase components, all flying subs, and all of the nautical equipment! Bear with me, I realise this might seem nuts, but listen. You get to the end of UFO:EU. You control the skies. You have your A-team. You have your kick-ass guns. You have everything the FMP can give you. Railguns fired by Tormentor jets smashing up battleships. The works. It's total domination.

BUT THEN.....

Suddenly you're getting attacked from the sea. If you shoot down the alien flying subs over land, they explode into pieces. No salvage, no missions. Nothing. I know that can be done in the code, Hobbes does it with the HK's in Area 51 so it doesn't unbalance the game with too much salvage so there is a way. You can't even see them in the water because for that you need SONAR, not radar or hyperwaves (not sure how tricky that would be to code but bear with me). Either way, you can't destroy and/or salvage any of them. All you have is terror missions. That's it. You can only research the enemies you get from cruise mission attacks, beach terror attacks, coastal city attacks.

But while you can't salvage any of their ships, they're attacking yours (HK mod) and building bases you can't stop them building in the ocean! OH NO!

THAT places it EXACTLY at the right starting point for TFTD's story!

So your first job is to actively research, then manufacture, a flying sub - the triton! And then the barracuda! Etc....

I know that TWoTS would help with this, there's a whole lead up to these things. But the point is that to make the switch to the sea-based war as jarring and absolute as possible. Aliens that attack your ships, bases you can't attack being built in the sea, a real pressure to research new kinds of base so you can find them with sonar. I don't know if it would be possible/easy to make it so sea-based stuff can only be manufactured at sea, only researched at sea. You wouldn't want to stretch credibility. But basically force the player to do as much at sea as you can get away with, which will force them to totally upend their comfortable plans to create a whole new kind of FIGHTING FORCE!!! AAAAAA!!!! I AM SO EXCITED!!!!

Dude, if you could handle this like a killer plot-twist, forcing a total shift in the game focus down a new tech tree? Be merciless to the player, force them to totally re-adapt to a new kind of enemy. And now I'm writing, actually, the TWoTS one would be absolutely great for this because it starts off even before the flying sub with much more basic things you have to work with first, adding to the desperation and tension. And the longer you leave it, the more bases the aliens build unopposed, the more those bases are sending up hives of alien fighters and controlling the seas...... you might even have to fly your people over land as much as possible all the time, and slowly clear the seas of alien bases to make them safe, which would add this amazing new element to the game.

Mate, you are not giving up, I fucking forbid it. This is too cool. You have to continue, there's just so much potential here. This could be the most demented, full-spectrum xcom experience that exists. DO IT!!!! DO IT DO IT DO IT!!! AAAAAAAAAAAAAAAAAA
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: thePaleone on December 21, 2020, 06:09:28 pm
Seems like this account is no longer a secret to those I tried to hide. I may as well make full use of it, before it gets deleted.

Here are some updated screen shots to my personal mod.
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: thePaleone on December 21, 2020, 06:10:49 pm
More screenshot
Title: Re: [UFO]&[TFTD][Beta?]Hybrid Mod for UFO enemy unknown and TFTD.
Post by: linuxrocks123 on December 21, 2020, 10:28:41 pm
Hello, if you could email me the encryption key and a link to download the latest version, I would appreciate it.  I can't seem to send you a message on here and the discord link isn't working for me.  This looks awesome!  Thank you!