Author Topic: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha  (Read 95424 times)

wcho035

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Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
« Reply #315 on: March 01, 2020, 07:13:39 pm »
One shall reap the harvest from what one had sowed.

Offline Roslij

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Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
« Reply #316 on: March 23, 2021, 01:38:11 pm »
Can someone throw a link to the mod file?

Offline Meridian

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Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
« Reply #317 on: March 23, 2021, 01:55:18 pm »
Can someone throw a link to the mod file?

There is no link, the project was terminated.

Offline gijoe

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Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
« Reply #318 on: March 23, 2021, 04:05:32 pm »
Very latest version is o.34, if someone might want to try out of curiosity it is here.

Offline Hobbes

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Re: [TC][OXCE] Terminator: Tech-Comm - Terminated
« Reply #319 on: February 09, 2022, 03:18:07 am »
And we're back!

Development of Tech-Comm has restarted.

Offline Hobbes

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Re: [TC][OXCE][I.D.T] Terminator: Tech-Comm - Alpha
« Reply #320 on: February 11, 2022, 03:13:58 am »
New version 0.4.2 released at the mod portal.

John Connor is now a playable character that starts with the original base. Two new base facilities added: Tech-Comm HQ and Mine Field.
« Last Edit: February 11, 2022, 03:27:28 am by Hobbes »

Offline Hobbes

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Re: [TC][OXCE][I.D.T] Terminator: Tech-Comm - Alpha
« Reply #321 on: February 21, 2022, 04:00:37 am »
Version 0.4.8 released at the mod portal

This is a change log of everything that has been added since the project was restarted:
* Added: Sector Comms research, which unlock resource missions on a specific country (sector)
* Added: Added Sector Comm resource missions: Destroy, Recovery, Defense and Extraction
* Added: Area 51, Complex, Biolab, Siberia, Cold Isle, Storm Mountain terrains for the resource missions
* Added: Sector events triggered by the sector research, can provide additional resources or nothing at all
* Added: Skyranger Factory, HWP Factory, Factory and Bunker terrains for story missions
* Changed: reorganizated the entire Intelpedia
* Changed: all base facilities larger than 10x10 now use verticalLevels to spawn
* Changed: TechComm base defense now 80x80, runways added to surface
* Changed: redone all the route nodes in TechComm base terrain
* Added: Synthetic Fuels, unlock Fuel Pods which give 500 fuel to craft equipping them
* Added: Archangel, Aurora and Valkyrie crafts to be unlocked later in the campaign
* Replaced: Dynavert craft with Senior Citizen (Dragonfly from War Of The Shadows mod)
* Removed: Super Osprey craft
* Added: Genie and Falcon craft weapons (good old nukes)
* Added: several missing entries to the Intelpedia
* Added: Tech-Comm HQ, Storage, Infirmary, Housing, Mine Field and Craft Pen base facilities
* Added: John Connor, Kyle Reese and other Terminator human characters
* Added: new introduction cutscene
* Added: new starting events
* Added: Officer and Pilot suits
* Added: proximity grenade and medi kit items
* Added: event system to replace previous system based on mission alerts
* Added: arc script system to replace previous system based on research
* Added: several craft weapons now available for manufacture
* Added: craft fuselage system for manufacturing and missions
* Added: base facility repair
* Added: damaged base facilities

Offline Hobbes

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Re: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
« Reply #322 on: February 22, 2022, 10:22:36 pm »
Tech-Comm new features:
* Sector Comms - once Tech-Comm is fully operational, it is possible to reestablish communications with each individual sector (country). Conducting research on each country spawns a resource site on the region of the coutnry during the next month that needs to be spotted by craft before it can be assaulted.
** Each resource site can have four types of possible missions: destroy a Skynet site, Defend a resistance team, recover a specific facility or extract from a Skynet ambush. Success gives automatic recovery of supplies, weapons or craft fuselages.
** There are six possible terrains for the four missions: Area 51, Biolab, Cold Isle, Complex, Siberia and Storm Mountain
** In addition, during the month after research in a sector is completed, there is an additional chance of recovering supplies or weapons from non-combat events.
* Acquiring new crafts require recovering fuselages from Sector Comms missions, or manufacture by recovering their blueprints (1 automatically given each month). There will later be a story mission that will give all the blueprints.
* Soldiers, basic firearms and ammo will always be available for purchase. The research data for most of everything else was lost to the Skynet worm, so Tech-Comm needs to recover the research to regain the ability to manufacture it again.
* Council gives bare funding but essential just to keep the starting base running
* At game start, John Connor is placed as a playable soldier on the Tech-Comm HQ. He has hero armor and buffed stats but his survival is not required to win the game, although he will be mentioned a number of times during the story.
* Once the comms system is operational, Skynet will hack the network to transmit propaganda and fake Resistance messages to lure Tech-Comm into ambushes. Not all the comms received will be reliable messages, although a number will be actual sites with a 72 hour window to respond.
* Resistance sites can Rescue, Protect and Escape missions. The first two will eventually give new recruits from the civilian survivors.
* New UI buttons, added by efrenespartano

Upcoming features:
* New Prison map for the Breakout story mission.
* New Skynet Workcamp, Research Lab, Outpost and Factory to complement the already existing terrains.
* New story missions (5-7) to complement the several Skynet base missions that are also required to assault to advance on research.
* Completing the new economy system.
« Last Edit: February 22, 2022, 10:30:41 pm by Hobbes »

Offline ontherun

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Re: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
« Reply #323 on: February 23, 2022, 12:17:45 am »
Sweet! Do you have an YouTube channel for showcasing your mods? Some terminator gameplay video would be nice to see/have...

Offline Hobbes

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Re: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
« Reply #324 on: February 23, 2022, 11:01:35 pm »
Sweet! Do you have an YouTube channel for showcasing your mods? Some terminator gameplay video would be nice to see/have...

Hi. No, we're not there yet since it's still an Alpha and there's a lot of work to be done. But I'm sure something will come up later in the future.

Offline Hobbes

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Re: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
« Reply #325 on: March 05, 2022, 04:33:25 am »
Version 0.5.2 released today at the mod portal.

* Skynet Pacification missions will spawn 1-3 Resistance sites, anywhere on the world, which consist of either Rescue, Protect or Escape missions. Successful completion of those missions will give additional soldiers joining Tech-Comm.
* When research is completed in a sector, on the next month it will spawn an abandoned base on the region of the sector. Detecting and assaulting that base will result in a Defense, Destroy, Recovery or Extraction missions. Successful completion of those missions will give aircraft fuselages (can be converted to craft), weapons caches or additional supplies.
* In addition, every time research is completed in a sector, there's also a chance to get non-combat random rewards on that month as events.
* It's not possible to buy craft weapons anymore, only manufacture them.
* Completing Sector Comms, Tech Systems and Resistance Aircraft will randomly give each month one or more Intelpedia articles related to weapons, Terminators, HKs, etc.

Offline Hobbes

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Re: [TC][OXCE][I.D.T.] Terminator: Tech-Comm - Alpha
« Reply #326 on: March 17, 2022, 03:56:05 am »
New version released.

The soundtrack adapted by Human Kthulu is now available as a separate mod here: https://openxcom.mod.io/terminator-tech-comm-music