Starting a new form discussion regarding this mod posted at:
https://mod.io/g/openxcom/m/facility-expansion-pack-x-com-filesA place where
suggestions,
issues, and
Q/A can be discussed; here as opposed to filling up the page at mod.io
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Latest Version v0.8.4 -->
Download Below Changeloghttps://openxcom.org/forum/index.php?topic=11878.msg162687#msg162687=============
--==Description==--
=============A mod pack focused on more facilities and features for X-COM Files bases with some slight changes to game progression.
Currently Adds:
New Facilities:
- Garage (Size: 1x1) facility for small autos
- 4x Hangar (Size: 3x3) "UAC Aerocraft Plant" providing (Aeroshop) for craft manufacturing
- 3x Hangar (Size: 2x2) maximizing base space for craft management
Tech Tree:
- Starting Base with only Garages
- Original Hangar requires some minimal game progression to unlock
- All crafts that you can manufacture need (Aeroshop) facility to be manufactured
Facility Modifications:
- Some base facilities (Original & X-Com Files) have slight changes to features like storage capacity.
[REQUIREMENTS] BRUTAL 8.2 (OXCE 7.11) >=
X-Com Files 3.2 >=
NOTE: BRUTAL-OXCE is required because currently is the only binary supporting the "unique Hangar type flag" meaning specific Hangars "garages" are restricted to hold only specific vehicles, and other Hangars are restricted to hold only other specific crafts.
You can use the BRUTAL binary and play exactly like OXCE, just disable all the BRUTAL AI settings in the "advanced options" and then the game AI runs just like OXCE/OXC AI.
I think Maridian plans to create a "unique Hangar setting" in OXCE,
https://openxcom.org/forum/index.php?topic=11590.msg159607#msg159607Once that is done the BRUTAL requirement will no longer be needed, then I'll update this mod if needs changed to match OXCE implementation.
FUNCTIONAL REPLACEMENT FOR: (Archive) Hanger Expansion Mod [X-Com Files] https://mod.io/g/openxcom/m/hanger-expansion-mod-x-com-filesNOTE!
This is a
functional replacement for Hanger Expansion Mod [X-Com Files], but not a drop in replacement.
Meaning that the internal definitions and variable names are different.
DO NOT delete old mod - Hanger Expansion Mod [X-Com Files] mod mid-game it will break your game.
- If you have a game already started with the OLD mod
-- You need to KEEP the old mod to prevent braking your game
-- BUT You can add this mod to pre-existing game having both but - NOT Recommended - others have reported conflicts using both mods
-
https://openxcom.org/forum/index.php?topic=11878.msg162861#msg162861 OR you can start a new game with only the new mod (RECOMMENDED)
A comparison between the to mods
Detailed comparison between the old mod and this one can be found here:
https://openxcom.org/forum/index.php/topic,11029.msg162018.html#msg162018 https://openxcom.org/forum/index.php/topic,4595.msg162041.html#msg162041[GOALS]Goal 1: (100%)
Replace the outdated Hanager Expansion Mod I made a while back with a more balanced and less of a CHEAT mod.
This mod is compatible with the old Hangar Expansion Pack if you want to use both, I just wouldn't.
Recommend starting a new game, but not necessary, you can just add this mod and continue game play.
Goal2: (100%)
Update the Hangar facilities
- Improve Graphics, (no downsampling, all pixel art done by hand)
- More balanced, (not a cheat, but an actual balanced game play addition)
- Better functionality
Goal3: (95%)
Better balance the mod with X-Com Files, add some new features and restrictions to the research tree (Try it out... and if you must know, read the rul files) =D
- Start with Only 2x Garages and minimal facilities in the spirit of X-Com Files beginnings.
- Some Agency Advancements needed before getting more dedicated Storage, Living Space, Hangars, etc.
- Additional future Agency Advancements before getting large storage and living spaces.
- Manufactured crafts need special Aerocraft facility (provides 4x hangars in a 3x3 space)
- Additional Advanced 3x Hangar in a 2x2 space.
Goal4: (~15%)
Continue to add additional facilities that enable advancement in new and unique ways.
- Some ideas I have, Gym only for physical stat improvement, lap pool for underwater stamina improvement, firing rage for accuracy improvement. New facility mechanics, such as a quantum dimensional storage portal network, each base having this facility has linked storage spaces and no cost to transfer between bases both having this facility. Other ideas for new facility mechanics, such as specific facilities having positive and negative properties, such as increased alien detection for retaliation on specific labs or workshops, etc.
I'm hoping to continue to add new base facilities that give new and unique capabilities while keeping them balanced with the game and storyline.
- A lot To Be Decided....
But I welcome any suggestions.... whether or not I'll be able to or decide to implement them is another thing.
[TODO]- Test thoroughly base retaliation, (access-lift view works with out any issues with all added facilities)
- Make new battlescape maps for all new facilities (I haven't learned how to make my own battlesape maps yet.)
-- Update 4x areospace hangar, i'd think it would look better more like the inside of the durathread facility
-- Update 3x hangar to have a slightly opened landing pad with one level down paths in the opening, and change color and feel of the facility (currently it just copying the basecape of the original hangar)
- update ufopedia pages for all facilities to show provided functions, storage, etc. on the ufopedia pages.
[HELP REQUESTS] Welcomed support:
- battlescape / basescape creation for all new added facilities.
[CREDITS]Flaubert:
(used his garage mod for initial progression in research and base starting facilities) Thank you!
https://openxcom.org/forum/index.php?action=profile;u=113608 https://github.com/Xilmi/OpenXcom/tree/oxce-plus/ExamplesBiggieboy:
(used his base battlescape maps and orginal idea for developing my mod) Thank you!
https://mod.io/g/openxcom/m/building-mod-pack https://openxcom.org/forum/index.php?action=profile;u=2846[CHANGELOG]-
v0.8.4 Hot Fix
Fixed values for hawkeye, can now assign pilots correctly for flight availability.
-
v0.8.3 Facility research adjustments:
- Significantly lowered the research requirements to get access to the 4x Hangar Aeroshop from "UAC Outsourcing" to "UAC: Contact"
-- This was a mistake, it wasn't intended to be so far down the research path.
-- Added additional UFOPedia info making it clearer hinting on what to lookout for in researching towards aeroshop
Craft research adjustments:
- Updated the list order of some of the crafts in the udopedia
- Added Kitsune research requirement for Sentinel and Ironfist
- Added Scramjet research requirement for UFO Propulsion
Craft tweaks:
- Made the Hawkeye craft a more normal earth tech plane, no alien tech required, purchasable not manufactured, and only a radar craft, no transport.
- Increased fly time duration for both radar crafts
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v0.8.2 Updated the constants setting to enable 3x3 facilities view in the UFOPedia for X-Com Files 3.2
(this will likely be a default setting in the next release of X-Com Files)
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v0.8.1 Hot Fix
Added missing terrain files, can now enter base battlescape view without crashing
Fix missing silhouette for Hanger x3 when waiting on buildtime
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v0.8.0 Initial Release
Version Colors Legend:
(Color code only represent compatibility to previous mod version)
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Drop In Replacement (NOT Game Breaking) Does not affect current / ongoing game, minor graphics, values etc.
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Drop In Replacement (NOT Game Breaking) New additions, minor changes in research game dynamics, graphics, values etc.
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New Game Required (Game Breaking) Significant changes that removed definitions or values
(requiring a new game start) OR
(keep old mod version). I haven't made any changes like this yet.