Author Topic: [OXCE][BETA][MAJOR] Vigilo Confido  (Read 38104 times)

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #45 on: March 07, 2021, 04:42:45 pm »
That is intended since I do not want the player to hire scientists at all via buying.

Since OXCE v7.0, it is possible to disable hiring scientists and/or engineers via research gates.

Attributes `hireScientistsUnlockResearch` and `hireEngineersUnlockResearch`

Offline eclecticbibliophile

  • Sergeant
  • **
  • Posts: 18
    • View Profile
Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #46 on: June 07, 2021, 08:34:49 pm »
Any idea how I would go about getting this working on OXCE v7.0?

Offline Varana

  • Captain
  • ***
  • Posts: 52
    • View Profile
small patch
« Reply #47 on: July 18, 2021, 11:10:56 am »
Here is a small patch mod to make Vigilo Confido 0.9.8.1 run in oxce 7.0. Must be placed after (below) the Vigilo Confido mod and must be activated together with Vigilo Confido.

edit: I played it now on an easy level and lost after a good and very successful July with a ridiculous score of -11224 points. Found many bugs in the Ruleset, but not the one leading to this score.
I think this mod has some good and interesting ideas, but it is far from being playable. It is not beta, it is alpha.
« Last Edit: July 20, 2021, 04:45:54 pm by Varana »

Offline eclecticbibliophile

  • Sergeant
  • **
  • Posts: 18
    • View Profile
Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #48 on: July 22, 2021, 03:08:06 pm »
Thank you very much! Shame about the bug, but I really appreciate the effort

Offline efrenespartano

  • Commander
  • *****
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #49 on: August 24, 2023, 09:55:11 am »
The mod is impossible to play on the most recent OXCE build, so I made a quick update. Added a couple of new things, like the latest CMP release and a slightly Mechtoid sprite I tweaked for my mods (closer to the nuCom dude)

:)

Offline efrenespartano

  • Commander
  • *****
  • Posts: 765
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #50 on: December 17, 2023, 06:01:41 am »
Greetings, fellow XCOM rookies! I've been helping memmaker with new update, patching the reported issues to work with the latest OXCE version plus a lot of new goodies as well. A major visual overhaul and balance pass will make this mod closer to the XCOM 2012 and XCOM 2 experience!

Go get it on https://mod.io/g/openxcom/m/vigilo-confido

Code: [Select]
=== Changelog ===

=== Changes in v.0.9.9 ===
- Armors now recover Battle Focus (No armor gets 3 points, all the rest 2 points per turn)
- Delayed missionScripts for alien bases to 12 and 16 months (solving the July game breaking issue)
- Increased Blademaster flat damage from 20 to 30
- Decreased TU cost for T1, T2 and T3 Swords, Machine Guns and Pistols
- Decreased Battle Focus cost for Slash (from 6 to 4)
- Increased damage from 10 to 15 on T1 shotgun shells, added 15% spread
- Enabled layered paperdolls (code by b1ackwolf, sprites by XCom Files devs)
- Replaced vanilla Personal Armor sprites with custom Kevlar Vest (sprites by XOps)
- Replaced Tier 1 sprites and sounds with XOps sprites
- Replaced Sword, Fusion Blade, vanilla Plasmas sprite with Hans Woofington sprite
- Replaced vanilla (alien) laser weapons with sprites by Drages
- Added XROSS overhaul mod, modified and expanded by efrenespartano
- Replaced vanilla interceptor sprites with EU2012 ones (Raven by MickTheMage, Firestom by Tyran_Nick)
- Reworked Skyranger craft-less deployments and research topics with custom Skyrangers (maps by Aldorn), removed needItem dependency
- Improved Thin Man assets, sprites by efrenespartano, The Martian and NeoWorm
- Improved Sectoid assets, sprites by efrenespartano, b1ackwolf and NeoWorm
- Added XCOM Base Security NPCs to Base Defense

Offline LeftoverRemains

  • Sergeant
  • **
  • Posts: 11
    • View Profile
Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #51 on: September 01, 2024, 12:22:37 pm »
This mod is absolutely amazing, straight up feels like a retro Xcom:EW ... i haven't gotten far, but I've always wondered what it would be like if there were classes in the original game, and this proves how awesome it is. Xcom Files, your mod, and every mod I've played amazes me with what can be done with this engine, and the amazing ideas that can be made. Also gives so much replay-ability to this 30 year old game.

That being said, to be true to the X-coms of the 2010s, would it be possible to have a mod menu option where you can only initially buy rookies, and you have to research or build a certain building to allow for the listed classes to then be bought?...

For instance, starting rookies have random based stats but after first kill they then gain their class with skills, class name change, and stat increases, such as: more health, strength, or accuracy bonus or lower certain skills based on their new class? Or even restricting items or weapons to class specific (perhaps another mod menu option)?

Keep up the amazing work!!

Looking forward to what V1.0 has to offer.

-LR
« Last Edit: September 01, 2024, 04:06:11 pm by LeftoverRemains »

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #52 on: September 01, 2024, 10:04:43 pm »
Tried the latest version 0.9.9, but get attached error message.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #53 on: September 01, 2024, 10:18:46 pm »
just delete the file `alienSkills.rul`
it doesn't do anything