OpenXcom Forum

Modding => Work In Progress => Topic started by: Khaligufzel on April 20, 2021, 09:05:56 pm

Title: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on April 20, 2021, 09:05:56 pm
EDIT: 30/01/2023 The mod is LIVE! ;D
https://mod.io/g/openxcom/m/nuclearworld-a-post-nuclear-strategy-game

(https://thumb.modcdn.io/mods/d05b/2744816/thumb_1020x2000/nuclear_world_1.png)

Hi hello from Poland! :)

A few days ago I started working on a total conversion mod called NuclearWorld (name to be changed, any ideas?)

Here are some information about my mod:

1. Mod HIGHLY based on Fallout 1/2 world, but with different lore.
2. No aliens. (WHAT!?)
3. No filler research, every topic should give you SOMETHING
4. Almost every weapon is useable in the end game, no more than 56743 variants of one gun- every weapon has advantages and disadvantages and should be different from the others.
5. You start with one Shelter- you will be able to build more in the MID/LATE game. But in the EARLY/MID game you are stuck with one- choose carefully what to buy.
6. High replayability- You can/have to choose between factions. Who is gonna be your enemy? Who's gonna be your ally?
7. You cannot build everything in your shelter. Do you want farms? Drills to get scrap metal? Maybe you need a weapon workshop to craft better weapons? Or maybe biolab with Stimpaks? You have to choose. Your base cannot provide EVERYTHING.
8. You start without radar. WHAT? HOW I'M GONNA SHOOT UFOs!? Well, guess what, first of all, there are no aliens! You will be able to take down human aircraft later in the game.
9. Factions are very important. You can choose to side with them giving you the option to recruit members of the faction and more stuff to buy. But you can also just rob them... it's up to you!
10. Limited space in every shelter. You have to decide what to do. Maybe workers, so you will be able to farm, get resources or craft stuff? Maybe researchers? Or maybe you just need that space for soldiers? Your call.
11. Limited storage space. You cannot have 657843 same items- decide what's useful and what's not.

For now, nothing is set in stone- many things I will change later probably. But I will try to stick to what I wrote. I will try to update this topic daily so I can keep track of my progress.

Looking forward to ANY suggestions/opinions!
Title: Re: [WIP][MOD][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Meridian on April 20, 2021, 09:21:04 pm
Looks interesting.
Good luck!

PS: you'll be able to post links after your second post.
Title: Re: [WIP][MOD][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on April 20, 2021, 09:25:32 pm
Ahhh ok! Thanks! And thanks for help on discord too! :D

Title: Re: [WIP][MOD][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: HT on April 21, 2021, 03:42:13 pm
So, like the Hearts of Iron Fallout mod, but for XCOM? This sounds fun, although I suppose you can borrow many things from Piratez with little issue, even if no aliens are present.

One can't never have enough good Fallout games.
Title: Re: [WIP][MOD][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on April 21, 2021, 07:31:58 pm
Never heard of HoI Fallout mod, but it sounds interesting!

And when it comes to burrowing stuff I want all content to be original/free/not-copyrighted. I don't want to use assets without permission :)
Title: Re: [WIP][MOD][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: HT on April 21, 2021, 08:20:38 pm
I was joking with the Piratez thing, you just have to ask Dioxine permission to use stuff from his mod and that's it, it's not like he can copyright his own mod. As for the Fallout mod, I meant this:

https://steamcommunity.com/workshop/filedetails/?id=2265420196
Title: Re: [WIP][MOD][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on April 21, 2021, 08:28:40 pm
This mod looks like fun! I'm gonna try it, so thanks for showing it!

And good to know! Maybe later in the process of making Fallout-like mod I'm gonna ask, if some of the assets would be fitting :)
Title: Re: [WIP][MOD][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on April 24, 2021, 12:03:17 am
I'm sorry for posting under my own post!

BUT probably tomorrow... I will relase the first version of my mod! There are gonna be placeholder graphics. There are gonna be placeholder entries in Apocapaedia(UFOPaedia)! But... Early game is gonna be playable :)

Some stats:
21 Missions
56 Technologies
7 Factions

So far! :)
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Thunderwing280 on April 25, 2021, 03:43:14 pm
This seems really interesting, excited to see it's development!
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on April 25, 2021, 06:29:09 pm
I'm glad that you find this mod interesting! :) :) I wanted to relase is yesterday, but turns out there is still a lot to do, even for just early game :)

But it's coming!
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: _Brain322 on April 27, 2021, 10:56:45 pm
That mod idea sounds really interesting ! I genuinely interested in that idea.

I think you might rework the whole ufo concept since, in vanilla game UFO's are the main source of resources and research topics. But some genrtaed thru deply ruleset missions (like maybe settelment defence or expedition of abandent military base) might be a good idea.

PS. if you need some graphics help, let me know. I like draw guns, armour and tiles sometimes :)
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on April 28, 2021, 03:08:29 am
I'm glad that you like the idea! :) And yeah, there are no aliens, there are no UFOs!

You have to help mutants, ghouls and human-based factions! ...or you can raid them yourself!

But I really like the military base idea! It gives me some other ideas too! Gonna work on it today :D


And thanks for the graphics making offer, personally I SUCK with it haha. My partner is interested in this mod aswell and she wants to make some sprites, but she has some other work to do first. So... I would be MORE than happy to have your help :) But first I'm gonna release the mod- then you can check if you still like it and if you still want to help! :)

Thanks for posting! :) :) :)

EDIT: Also, I'm streaming the making of the mod 4 times a week here: twitch.tv/khaligufzel
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on May 02, 2021, 01:07:32 am
We are now OPEN for any help! You can make one sprite... or 100. You can code one line... or 54756238- doesn't matter, you WILL be credited :)

INFO in my Original Post! If you have any questions catch me on Discord, comment here or send me a PM!

Also, I want to show you one of the sprites made by FilipH321! Thanks for awesome work!
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on May 07, 2021, 08:02:35 pm
A bit info about the project:

Our team now is bigger!

We have a great music artist that is making a soundtrack to our mod!
https://soundcloud.com/drspaceman707/eternal-return-policy

Also, FilipH321 is making a LOT of GOOD sprites for weapons and equipment!

And my friend Shunsuka is working on GEOSCAPE globe to have it more... post-apo!

And I'm... doing everything else haha! We now have new maps, missions, weapons and lore! So far the project is growing VERY fast and it doesn't look like it's gonna get any slower! :)

Currently working on EVENTS. I promise- soontm the mod is gonna be playable ;)

EDIT: I hope making a new post every few days is ok. If not just let me know!
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: efrenespartano on May 07, 2021, 09:12:15 pm
My friend Filip H told me he's working on your mod. And he is a staple of hard work and high quality standards, so I'm sure this project will become an excellent mod!

Great idea and brilliant implementation, i look forward to see more news from you.
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on May 08, 2021, 09:02:57 pm
Yes he is and he's doing FANTASTIC job! :) Thank you! Everyday I'm like... "I'm gonna release it today!" and then... nope, still too much work to do haha :P
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Finnik on May 08, 2021, 11:07:56 pm
Yes he is and he's doing FANTASTIC job! :) Thank you! Everyday I'm like... "I'm gonna release it today!" and then... nope, still too much work to do haha :P

I know that feel =)
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on January 30, 2023, 01:02:53 am
Thanks to efrenespartano... the mod is now LIVE!

efrenespartano revived the mod and put in a LOT of work, I'm excited to announce that the first public version of the mod is LIVE!


https://mod.io/g/openxcom/m/nuclearworld-a-post-nuclear-strategy-game
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: efrenespartano on January 30, 2023, 01:41:55 am
Always happy to help a great mod!

I look forward to seeing it further developed!
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: The Martian on January 31, 2023, 12:29:31 pm
I haven't had time to try running a NuclearWorld campaign yet but I did dive your .rul files a bit, nice ASCII art dividing each code section in items.rul & manufacture.rul files.  8)

You start without radar. WHAT? HOW I'M GONNA SHOOT UFOs!?

NuclearWorld: A Post Nuclear Strategy Game looks interesting, keep up the good work Khaligufzel. (https://openxcom.org/forum/Themes/InsidiousV1-k/images/post/thumbup.gif)
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Tchey on February 13, 2023, 10:22:24 pm
Hello,

After playing Xenonauts 2 demo (too short, i want more !), i remembered how i loved XFiles mod 1 or 2 years ago, and XDivision.

So now, i’m jumping around different mods, and i’ve fixed my attention on X-Chronicles, and NuclearWorld.

It feels very slow at start, is it, or am i missing something ? I’ve two teams of 2, and only 1 science man, and many topics to research. I’ve built a workshop to open the starter crates too, so i have some items, and i’m waiting for a second lab, hoping for more research capacity.

So far i did a few missions against ghouls and wanderers, they felt right. I get i cannot have everything in one shelter, but at the same time, i’m curious to see how it’s NOT frustrating or dead-ending. Say i’m going to the farm or diplomacy road, how can i fight and defend myself ? What about science, is it slow for a long time ? I litteraly wait on the world map to get something done, very few missions to go with, and nothing much happening overall, just passing days and waiting for science.

Anyway, i hope this mod will be well and alive and growing, as the little i see now seems really nice and intrigiung (no UFO is quite a big deal you go with).
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: xandao78 on March 09, 2023, 04:15:58 am
Hi.

In first place, congrats for the great mod, loving it, please keep work on it.

I was playing a abandon base mission and when killed the last guy got an error. I got one survivalist live and it crash the game.

see picture of the error attached and the save game, get in and kill the guy and the error occur.

tks again for the great work.
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: rory4ever on March 25, 2023, 01:53:40 am
Hi.

In first place, congrats for the great mod, loving it, please keep work on it.

I was playing a abandon base mission and when killed the last guy got an error. I got one survivalist live and it crash the game.

see picture of the error attached and the save game, get in and kill the guy and the error occur.

tks again for the great work.

I have the same problem. The problem is with the prepper units . Please fix this because this mod has potential :)
Also, is it by design that I can't hire another scientist? Or do I need to research something first for that?
I really like the geoscape btw! :)
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: pvtSPEDwarrior on April 17, 2023, 11:40:00 pm
Absolutely love this mod so far, it has quickly come to being one of my favorite Xcom conversions next to Xcom Files. Although I think I ran into an issue. In my most recent playthrough, I chose the order, and at one point I got a Mutant hunt mission with a strange name. Thought the name was just glitched so I did it- And after having the help of some Order NPCs I managed to take every enemy out. As I finished it, it played the cutscene for defeating the Martians from the Base XCOM games, and booted me back to the menu after it was done saying I beat the game- I have no idea if this is meant to be in there or not, as the mission randomly showed up when I was still fairly early into the game with nothing but some base pre-war service rifles and Wastelander armor. Figure just to be safe, I wanted to make a post on this in case it is a bug in some way, or an unfinished mission that isn't supposed to be accessible.

Below I posted a screenshot of the event notification that popped up that lead to the mission.
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on August 21, 2023, 07:08:07 pm
Thank you all for all the support! I was really busy/depressed and couldn't work on the mod.

BUT, starting today I will re-visit the mod and try to make it COMPLETE, focusing first on all the bugs you posted! Thank you!

EDIT: If you have any suggestions, bug reports, or ideas feel free to contact me directly on Discord!
Discord name: Khaligufzel

(Currently not looking for any developers though- I need to remember my general idea/structure behind the mod :P)
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on August 25, 2023, 11:02:42 am
Version 0.3 is now LIVE!

https://mod.io/g/openxcom/m/nuclearworld-a-post-nuclear-strategy-game


#######################
##### CHANGELOG ######
#####################

Date 25th August 2023: v0.3.0

> Text changes
    - Changed Alien Containment name to Jail

> Balance
    - Removed random Power Armor drop from Caravan Crates
    - Some mission now rewards crates, the more difficult the mission the better the crates. Doing for example Wanderers site is not pointless anymore
    - Reduced the amount of items from various crates
    - Less funding. The main income should be from manufacturing/selling
    - Research takes more time, but now it's possible to get more scientists!

> Bug fixes
    - Humvee craft now correctly spawns with 4 soldiers instead of 3
    - Typos

> General
    - Added/changed a few UI sounds
    - Added/changed a few music tracks
    - More auto-generated shelter names
    - New mission type. After researching related topics, a new type of site can spawn. Killing all enemies will reward the player with untrained scientist, that we have to "train"
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: ontherun on August 26, 2023, 08:00:04 pm
very nice idea! Hey please some screenshots/videos wild be nice to see, so care abiut that?
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: Khaligufzel on August 27, 2023, 02:46:50 pm
very nice idea! Hey please some screenshots/videos wild be nice to see, so care abiut that?

I will make a short video/trailer! :)
Title: Re: [WIP][TOTAL CONVERSION][OXCE] NuclearWorld : A Post Nuclear Strategy Game
Post by: JustTheDude/CABSHEP on August 28, 2023, 02:26:04 pm
Did a small playtrough as I dig everything post-apo.

There are some QoL, lore, bugs and balance issues I came across (listing them out of memory, sorry for no save files to back them up):

- Pipe pistol seems too good. While Pre-War pistol allows you only one aimed shot and one snap shot on full TUs, pipe pistol lets you shoot few aimed shoots, while worse accuracy-wise, more bullets send flying with decend firing accuracy soldier just straight up beats pre-war pistol. Even pipe rifle is worse than pipe pistol.
- Mutants (atleast those with sprite based on X-COM zombie) have much, much bigger sight radious than your soldiers. To the point where they competently snipe your troops with aforementioned pipe pistols while you don't see them.
- There is a lore conflict where you can side with the Order (by the way they remind me of Fallout 1.5 Mutant Hunters in ideology and stuff, might as well borrow some lore from sources like that) and prove your loyality to them while being friendly with ghouls.
- Ghouls can wear any armor, but there is no way to put them back in their original one.
- Game crashes when you capture a super mutant and a ghoul leader (used a debug mode for that, to speed up testing, probably they are not supposed to be captured anyway).
- Scientist missions seem a bit hard. Especially first couple of them, since beating raider in power armor, or a super mutant with two soldiers is tad difficult and I can't imagine anyone doing that consistently without save scumming.
- Manufacturing crossbow bolts solves all money issues, it is quick to make and sells for a lot (getting few hundred thousands in one month with one worker).
- Pedia should already have few articles about the most basic stuff like shivs, clubs and guns we start with.
- I couldn't research power armor even though I got the wrecked parts from killing Preppers and such.

Might test a bit more later. Anyway, congrats and work already done and I look with excitement on the future of this mod.