Author Topic: [submod] X-Com Files: Air Raids (2.0.0)  (Read 2787 times)

Offline Kozinsky

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[submod] X-Com Files: Air Raids (2.0.0)
« on: August 08, 2023, 01:06:43 pm »
With some chance, each of the alien retaliation missions will end not with a troop landing on the player's base, but with a bomb or missile strike on the base, during which the base modules may be destroyed. Of course, as with a normal retaliation mission, the aliens must first locate the player's base.
During the bombing mission, the player's base is attacked by a UFO of the usual kind. Depending on its type, the strength of the bomb will vary.
During a missile strike, the player's base is attacked by a very fast missile, a new type of UFO that is almost impossible to shoot down. It also has several variations in the strength of the damage it inflicts on the player's base.
Defense with air defense systems will now become more relevant.

Requires:
    - OpenXcom Extended version 7.11.1 or higher
      OR Brutal-OXCE version 8.0.2 or higher.
    - The X-Com Files mod version 3.2 or higher.

Recommended for use with:
    - X-Com Files: Damaged Facilities submod any version, which adds destroyed versions of all base modules.
    - X-Com Files: Realistic Air Defence Systems submod any version, which adds new firing and reloading mechanics to air defense systems.

Compatibility:
    - There may be problems with submods modifying alien retaliation missions.

Notes:
    - You can activate this submod at any stage of your game.

Download link:
   - https://mod.io/g/openxcom/m/x-com-files-air-raids

Languages:
    - english (en-US)
    - russian (ru)

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (08.08.2023):
Spoiler:
      - Initial release.
    2.0.0 (08.02.2024):
Spoiler:
      - Added a new retaliation mission option where any UFO in the mission can attack the player's base (even small scouts), not just battleships.
      - Added many new missile attacks on player bases from space.
      - Added several new missile attacks launched from existing alien bases.
      - Added new item "Alien Bomb" for UFO bombing variants.
      - Added "missileAttraction" parameter for all base objects - a weight (i.e. not a percentage) of how likely alien missiles/bombs are to hit this type of object. This parameter was moved from the "X-Com Files: Damaged Facilities" submod.
      - Added two new retaliation options for late and very late game, with an increased number of UFOs and their more frequent attacks on player bases.
      - Bomber variants of UFOs now have alien bombs on board (watch out, they are VERY explosive!).
      - Rebalancing the odds of generating retaliation missions based on the current month of play.
      - Crew compositions for the bomber variants of UFOs have been changed: fewer soldiers and terrorists, more navigators.
      - Removed bombing missions for MiB, Hybrids, Syndicate and cultists.
      - Removed bombing versions for the Sentry and Airbiter UFOs.
      - Removed instant missile strike missions because the new missile strike missions can generate missiles almost instantly at the player base.
      - Removed the "big" missiles, as the new mechanics make it possible to attack player bases with multiple single missiles at once.
« Last Edit: February 27, 2024, 12:07:27 pm by Kozinsky »

Offline varajo411

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Re: [submod] X-Com Files: Air Raids
« Reply #1 on: August 08, 2023, 02:46:07 pm »
Cool! Will this mod break my playthough adding this mid game?

Offline Kozinsky

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Re: [submod] X-Com Files: Air Raids
« Reply #2 on: August 08, 2023, 02:50:15 pm »
Cool! Will this mod break my playthough adding this mid game?
No.

Offline Kozinsky

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Re: [submod] X-Com Files: Air Raids (2.0.0)
« Reply #3 on: February 27, 2024, 12:08:55 pm »
New version!

Changelog:
    2.0.0 (08.02.2024):
      - Added a new retaliation mission option where any UFO in the mission can attack the player's base (even small scouts), not just battleships.
      - Added many new missile attacks on player bases from space.
      - Added several new missile attacks launched from existing alien bases.
      - Added new item "Alien Bomb" for UFO bombing variants.
      - Added "missileAttraction" parameter for all base objects - a weight (i.e. not a percentage) of how likely alien missiles/bombs are to hit this type of object. This parameter was moved from the "X-Com Files: Damaged Facilities" submod.
      - Added two new retaliation options for late and very late game, with an increased number of UFOs and their more frequent attacks on player bases.
      - Bomber variants of UFOs now have alien bombs on board (watch out, they are VERY explosive!).
      - Rebalancing the odds of generating retaliation missions based on the current month of play.
      - Crew compositions for the bomber variants of UFOs have been changed: fewer soldiers and terrorists, more navigators.
      - Removed bombing missions for MiB, Hybrids, Syndicate and cultists.
      - Removed bombing versions for the Sentry and Airbiter UFOs.
      - Removed instant missile strike missions because the new missile strike missions can generate missiles almost instantly at the player base.
      - Removed the "big" missiles, as the new mechanics make it possible to attack player bases with multiple single missiles at once.

Offline zee_ra

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Re: [submod] X-Com Files: Air Raids (2.0.0)
« Reply #4 on: August 19, 2024, 08:00:43 am »
With a good enough air defense, is it possible to prevent any damage from occurring to the base?  Would it make a difference if the air defense is based on kinetic cannons, lasers, plasma, or blaster rockets?

Offline psavola

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Re: [submod] X-Com Files: Air Raids (2.0.0)
« Reply #5 on: August 19, 2024, 08:22:59 am »
With a good enough air defense, is it possible to prevent any damage from occurring to the base?  Would it make a difference if the air defense is based on kinetic cannons, lasers, plasma, or blaster rockets?

I have not played this mod, but with other mods with missile strikes, the answer is yes. The crucial thing, however, is the hit-ratio of your defenses. How many defenses you want depends mostly on how certain you want to be that one of the defenses will not miss. This depends on what defenses you have and I suppose whether you have grav shield or not. I did not check if some missiles/bombs in this mod have so many hit points that you need multiple hits with some of the defenses.

This is an interesting submod because in vanilla XCF you don't need to bother (or fill the bases) with any air defenses at all.

Offline Kozinsky

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Re: [submod] X-Com Files: Air Raids (2.0.0)
« Reply #6 on: August 19, 2024, 09:46:03 am »
With a good enough air defense, is it possible to prevent any damage from occurring to the base?  Would it make a difference if the air defense is based on kinetic cannons, lasers, plasma, or blaster rockets?

It doesn't matter what type of air defense system tries to intercept the missile - each missile has 50 health, so it can be shot down by any air defense system, the important thing is to hit it.