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Topics - NastyKhan

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Released Mods / [TFTD][MAJOR] Return to The Deep
« on: July 15, 2021, 08:27:03 pm »

Main goal:
Make TFTD less annoying and more fun.

1. Rebalance (reduce) difficulty.
2. Make tech tree more intuitive.
3. Expand X-COM2 lore with X-COM1 content
4. Expand lore with external content, including Lovecraftian mythos
5. Add more cool stuff

Changes made so far:
• I reduced the overall difficulty level and brought it closer to the first game.
• I slowed down the monthly technological advancement of aliens.
• I decreased the accuracy and reflexes of the first aliens encountered: Aquatoid Soldier and Gillman Soldier
• I slightly reduced the damage of personal sonic weapons.
• I slighlty increased damage of X-COM explosives. Magna-Pack has now enough punch to break through USO's hull but radius reduced to minimum. It's like C4 safe-cracker.
• I reduced the value of civilians by 1/3, so their deaths generate lower penalties.
• I made alien Psi attacks to use percentage TU (25% exactly) and require LOS.
• I made Tentaculat's attack to use percentage TU (50% exactly) and reduced accuracy to 50%. It means it can still zombify humans in one turn, but only in approx. 1/2 of cases.
• I increased the armor values for the default diving suit and aqua-plastic armor, and actually lowered the armor values a little for the ion ones.
• I gave civilian 80% resistance for all types of attack. They will still die easily but at least not all in first turn.
• I completely zeroed aliens damage resistances. It's only armor now, no more cheating.
• I zeroed Tentaculat's armor and gave it double damage from fire.
• I slighlty increased recruits starting stats.
• I greatly increased soldiers' stat caps.
• I reduced Zrbite weight to 1/4.
• I reduced penalties for ignoring terror missions from 1000 to 320. That's the equivalent of 16 civilians killed.
• I made gauss weapons a little stronger plus they don't need ammo anymore.
• I shortened cruise ship terror mission to first stage only, and separated cargo ship mission into two separate missions. That's three single-stage terror missions possible instead of two two-stage. To make it more interesting lower decks of cargo ship are fought in semi-darkness due to "power cut off".
• I changed layout and inventory of starting base.
• I slighlty changes several maps. General idea was to add more passages and open space and reduce amount of "monsters in the lockers".

• I removed dependencies for aqua-plastics research.
• I made Ion Armor require Ion Accelerators and Plastic Armor. Accelerators requires Zrbite though.
• I made Magnetic Armor require Ion Armor and magnetic navigation. Navigation requires interrogation of living Navigator though.
• I removed dependencies for vibro weapons, but they still need to be research one after another.
• I removed requirement of Magnetic Armor to research new sub. You still need alien sub, zrbite, accelerators, navigation and aqua-plastics though.
• I added requirement to research all alien base technologies before being able to research alien city.

• I added 2040s laser weapons available to purchase. They behave similar to 1999 ones, but have different sprites and uses ammo.
• I made Medi-kits and motion sensors available to purchase.
• I replaced default diving suit with Diving Armor based on First War alien alloys.
• I wrote few extra ufopedia articles about fate of laser weapons, plasma weapons, elerium, alien alloys, power suits and first war in general.

• I described four mythical/legendary sea creatures as failed alien experiments. Those entries can be found by interrogating Aquatoid Medic.
• I added coastal town of Innsmouth to global map.

• I slowed down Calcinite, but gave it more aggression and health. It also take double damage from fire. I wanted it to be as terrifying as Kirov's Airships from Red Alert or synths from Alien universe.
• I slightly rebalanced Ajax torpedoes, DUP torpedoes and Gas Cannon. Ajax has bigger clip and larger range. DUP is shorter and has only 2 shots instead of 3, and cannon has increased range and accuracy.
• I drew custom sprites for Lobsterman's claw and Calcynite's claw attacks.
• I slightly changed Alien colony map. Now there is a small landing pod with escort ships on it.

Is it stable?
I tested each change separately for many hours. In addition, I tested the whole thing many times for at least a few in-game months. So I can say with all responsibility - yes, it works. Of course, there are still plenty of room for improvement and development, so I'll be grateful for any feedback, especially the critical one.

Is it done Yuri?
No comrade Premier, it has only begun. I still have plenty of ideas and at this point I feel limited only by my lack of knowledge and patience. That's why I'll be grateful for any feedback. If you encounter anything else that annoys you in my mod or TFTD in general - please let me know. If you find bugs or grammar errors - please let me know. If you know any interesting sea monsters or legendary/fictional/creepy human sea town - please let me know. Any feedback will be more than appreciated.


Tested on OXCE 7.0 2021-03-13.


Help / Single stage terror mission
« on: July 11, 2021, 04:37:24 am »

How to separate two-stage terror missions into two variants of single-stage terror mission?

This doesn't work:

  - type: STR_CARGO_SHIP_P1
    nextStage: []
  - type: STR_CRUISE_SHIP_P1
    nextStage: []

I means nextStage: [] doesn't work. Still spawns second stage.

Best regards

Troubleshooting / [TFTD] Shooting animation glitch
« on: June 14, 2021, 11:13:24 pm »

I just noticed something and wanted to ask do you have the same.

When my soldiers in TFTD shoot weapon, no animation is played. I'm talking about that one-frame change of pose, that hand-lift. It just looks weird.

If you look at the screenshots compilation you can see that in XCOM1 it works fine, it only happens in TFTD.
It also looks ok on vanilla TFTD as you can see on the other screenshots.

I'm using fresh installment of OXCE v 7.0 (2021-3-13), core files from GOG release and no mods.

My question is - do you have the same?

Best regards

Released Mods / [WEAPON] New Heavy Weapons
« on: June 14, 2021, 12:15:25 am »

I'm new. Please check my first mod ever :) Tested several times on OXCE, so should be fine.

• Auto-cannon and Heavy Cannon removed
• Sniper Rifle added. Piercing ammo only.
• Granade Launcher added. Explosive, incendiary and smoke ammo available.
• Light Machine Gun added. Piercing ammo only.

Best regards

Work In Progress / Adding items instead of replacing everything?
« on: June 05, 2021, 07:44:59 pm »

Is there a way to ADD my custom items to "startingBase" items collection without removing everything else from the list and without re-declaring whole list?


I googled this, but it doesn't seem to work:

#base mod:
   - type: STR_WEAPON
     compatibleAmmo: !info     #this tag does not change anything, but when used it will show (in the log file) if the list supports this functionality or not
       - STR_AMMO_1
       - STR_AMMO_2
   - type: STR_WEAPON
     compatibleAmmo: !add      #now `STR_WEAPON` will have ammo list equal to `[STR_AMMO_1, STR_AMMO_2, STR_AMMO_3]`
       - STR_AMMO_3
 #another sub-mod
   - type: STR_WEAPON
     compatibleAmmo: !remove   #now `STR_WEAPON` will have ammo list equal to `[STR_AMMO_1, STR_AMMO_3]`
       - STR_AMMO_2

Best regards

Suggestions / Aliens can enter XCOM sub?
« on: June 05, 2021, 12:59:05 am »

Ok, maybe I'm stupid, maybe I was lucky but I beat original DOS TFTD few times in my life and I never experienced Aliens being able to open Triton's door and enter the sub. Is that something new? If so - can we disable it?

Best regards

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