Author Topic: [TOTAL CONVERSION][OXCE] UFO: Alien Takeover  (Read 8765 times)

Offline Aldorn

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Re: [TOTAL CONVERSION][OXCE] UFO: Alien Takeover
« Reply #15 on: March 23, 2025, 05:28:05 pm »
OMG what an overhaul mod  ::)

I'm working on my Hell mod since more than 10 years, and it's not finished, and will never be, because too complex and too big

But when I see what you propose, OMG... Congratulations !!!

I will perhaps get yours and adapt it for me haha

My aim on my side was to make it:
- more RPG
- more difficult
- more micro management
- using lots of available mod resources (as the 100+ ufos, 100+ maps, etc)
but some features you use here seem to be wonderful

I will probably download your mod and investigate it

Offline Cooper

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Re: [TOTAL CONVERSION][OXCE] UFO: Alien Takeover
« Reply #16 on: March 30, 2025, 01:31:55 am »
New version is up!
-New mission partially inspired by Resident Evil: https://video.hardlimit.com/w/dyMeHeU2meAAyP8BtCxPeX
-New base facility: Iron House (for training)
-New base facility: Operation Hub (gives room for 10 more operators, maximum one per base)
-Day/night indicator


OMG what an overhaul mod  ::)

I'm working on my Hell mod since more than 10 years, and it's not finished, and will never be, because too complex and too big

But when I see what you propose, OMG... Congratulations !!!

I will perhaps get yours and adapt it for me haha

My aim on my side was to make it:
- more RPG
- more difficult
- more micro management
- using lots of available mod resources (as the 100+ ufos, 100+ maps, etc)
but some features you use here seem to be wonderful

I will probably download your mod and investigate it

It sure is a ton of work!
Sounds like a fun mod. I'm not sure if using Alien Takeover as a base is that much faster, its pretty complex, and its pretty easy to mess up the balance without knowing the mod well. Depends how far you got with the Hell mod i guess.

Offline Cooper

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Re: [TOTAL CONVERSION][OXCE] UFO: Alien Takeover
« Reply #17 on: May 13, 2025, 09:56:28 pm »
Version 0.7.11 is released, with mostly balancing but also some bug-fixes and minor improvements.
I also improved/replaced a lot of the ugliest graphics in the previous update, mainly for items but also a base facility.

Offline vilion

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Re: [TOTAL CONVERSION][OXCE] UFO: Alien Takeover
« Reply #18 on: May 22, 2025, 12:25:18 am »
Hi, I encountered bug(Height of map, 6 expeted 5) with map generation for ALIEN HIDEOUT.

Save file before landing in attachement.

Edit: I tried to change height settings in AlienDeployments_UAT.rul, line 5260 from 5 to 6, and mission loads now.
« Last Edit: May 23, 2025, 12:45:29 am by vilion »

Offline Cooper

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Re: [TOTAL CONVERSION][OXCE] UFO: Alien Takeover
« Reply #19 on: May 23, 2025, 11:15:42 pm »
Thanks for the bug report!
Apparently when improving the Alien Base terrain in version 0.7.8 I forgot that the Alien Hideout uses the same mapblocks (for now).

I've now released a version with this bug fixed + some other stuff:
-New: First Aid Wrap item
-New: Added two new world news updates, around the middle of year two
-Fix: Removed incorrect statement in UFOpedia that bandages cannot be used on oneself

I had a look at your save too, did you turn of the "Alien Weapons Self-Destruct" option? Just curious to know, for balancing purposes.

Offline vilion

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Re: [TOTAL CONVERSION][OXCE] UFO: Alien Takeover
« Reply #20 on: May 24, 2025, 02:52:40 am »
Nope.

Most weapons are from raiding alien supply bases. If I remeber correctly, I got 3 rifles and one heavy in one mission.

Half of the blades and daggers are from one large(not sure) UFO I saved scumed a lot, cause I needed score, those are from panicked aliens I bealive.