aliens

Author Topic: [WIP][TOTAL CONVERSION] UFO: Alien Takeover  (Read 35139 times)

Online Meridian

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #60 on: December 15, 2016, 05:39:27 pm »
I'm still working on this mod, but the progress has unfortunately been pretty slow for a few months now. So since I don't want to wait forever with publishing a WIP of this mod I was thinking to just release what I have today.
Just a question: I'm still on a old nightly, has there been any updates lately (last few months) that will make this mod incompatible in some way?

A high-level vanilla changelog from January 2016 to November 2016 can be found here: https://openxcom.org/forum/index.php/topic,2915.msg75701.html#msg75701

Check if you're using any of the features that were changed.

And is the mod portal working now?

No, unfortunately the mod portal is still completely broken.

Online Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #61 on: December 16, 2016, 08:02:53 pm »
A high-level vanilla changelog from January 2016 to November 2016 can be found here: https://openxcom.org/forum/index.php/topic,2915.msg75701.html#msg75701

Check if you're using any of the features that were changed.
Awesome, thank you. Seems like the mod is updated enough.


Finally, here’s version 0.1 of my strange little mod! Maybe its not so small, but its definitively a bit weird, especially in early game.


What is UFO: Alien Takeover?

UFO: Alien Takeover is a mod for openXCom that I have been working on for over a year on my free time. It adds a new storyline, new weapons, items, aliens, missions, UFOs, terrains, music and more. A lot of the vanilla stuff is also removed, but the game is still a lot longer and larger than vanilla x-com.


Warnings


-The mod is far from completed, so expect some bugs and unfinished stuff (especially ufopaedia articles and some graphics). However it should be possible to play trough the whole mod from start to finish. End game is still very unbalanced, but early and mid game should be fine. (You might want to wait until the mod is more completed)

-The mod is pretty difficult and the two hardest difficulties are not really recommended unless you are insane. Its recommended to use the easiest difficulty unless you are a x-com veteran.

-The music is a bit messed up. Not sure if its because of my computer/installation or something else. Let me know if you experience problems and I’ll fix it ASAP.


! IMPORTANT !

Options that MUST be turned on/off:
-Aggressive retaliation: NO
-Storage limits for recovered items: YES
-UFO extender accuracy: YES
-Alien weapon self-destruction: YES

Other highly recommended options for this mod:
-Autosave: YES (in case of bugs/crashes)
-Live alien sale: NO
-Instant grenades: NO
-Alternate movement methods: YES
-Alien bleeding: YES

It is not recommended to combine this mod with other mods, unless you know what you are doing.


How to install

Simply copy the folder inside the zip file to OpenXCom's /mods folder.  Then go to Options --> Mods and select "UFO: Alien Takeover"

CLICK HERE TO DOWNLOAD


Hints

-In the first few missions you don’t have any good weapons. Use smoke and stay in groups of at least 3 people to survive.



Credits for included mods


This should be a complete list, but please let me know if something is missing!

Cirix, Luke83 - Alien Inventory Mod
Civilian - Tranquilizer device & KiryuKai (Laser Cannon & Guided Laser Cannon sprites)
Choasshade & Bloax - Plasma Shotgun
Clownagent - Grav module
Dioxine - Flamethrower, shovel & ax
Duke Falcon & Noel Buddy - Alien graphics for Altoids, Probe, Pincher, Venomtoad, Belcher, Aerial, Strider, Armored Floater + some Ufopedia images
Emong & Solarius Scorch - Alien Hybrid Soldiers
Fatrat - Elerium Bomb
Hellrazor, Civilian, Chaosshade - Civilian medi-kit & Ultimate Medi Kit sprites
Ivan Dogovich - Improved HandObs
Jackstraw2323 - Stims
Luke83 - Chryssalid Elder sprites
Mari - All the awesome music
MickTheMage - Raven
pWWWa - Plasma Melee Weapons (Plasma Blade & Plasma Sword)
Ran - Fusion Torch
Redv - AWACS Aircraft
Robin - Armored vest, Gazer, Waspite, Anthropod
Robin & Ryskeliini - Combat armor graphics
Rockfish - Plasma Cannon sprites
Solarius Scorch - Gauss mod (Gauss & Rail weapons, GFX by GrandSirThebus), Alien Armoury Expanded (4 new UFOs & 4 new alien weapons), Shambler and Spikeboar alien sprites
Solarius Scorch & Civilian - Recycled Alien Collection (Chtonite, Reptoid, Cerebreal) & Skymarshall
Solarius Scorch & Dioxine - Dart Rifle
Trollworkout - Weapons Melee Tech (ripper, grinder & auto-axe), Chemical Thrower & Toxi-Suit
Tyran_nick - Stormrider, Skyrider
Warboy1982 - Combat knife
Warboy1982 & Dioxine - Shotgun sprites


License information

For the stuff I have made myself – Copyleft: you have the right to freely use, modify, copy, and share on the condition that these rights be granted to all subsequent users or owners. For for non-commercial purposes only. (I would however appreciate if you let me know if you use something, because its fun to see other people use my stuff in their mods :) )

For other included mods: Ask the creator of the mod. You might also find license information for these mods on www.openxcom.com. If you want to use something and don’t know who created it, just ask :)
« Last Edit: December 16, 2016, 11:26:31 pm by Cooper »

Offline Yataka Shimaoka

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #62 on: August 04, 2017, 08:27:33 pm »
Hey! Nice mod IF it can work.
I tried it and it continually crashes due to incorrect typos,so cooper, if you are still alive in the forums, you should check your ruleset more properly, or I can help you by correcting such errors.

Offline luke83

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #63 on: December 27, 2018, 02:38:29 am »
Some interesting items in this mod, i may need to download and see what i can use from it, thanks for bringing this zombie post back to life as i would never of find it otherwise.

Online Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #64 on: January 20, 2019, 02:41:08 pm »
Wow, this topic actually have several new posts, would never have thought so two years later.

About the crashes Yataka mentioned:
It was probably due to incompatibility with the nightly version. When I worked on the mod I always made sure to fix the most severe bugs.

And about the mod: Due to a computer crash, and the Media Fire download not working for a long time, the mod is most probably lost :( It's sad as I spent hundreds of hours working on it, and it got at least 80% completed. A friend of me also created music for the mod that was very, very good and fit x-com perfectly. At least there are still pictures!  :-\

But please feel free to copy any ideas from the mod: UFO designs, gameplay ideas, item names, graphics, anything.
And if someone have any other questions about the mod I'd love to answer.  :D

Offline Solarius Scorch

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #65 on: January 21, 2019, 12:48:24 am »
I have a copy of this mod, dated to 16.12.2016. I allowed myself to upload it here:
https://www.mediafire.com/file/0fuvxfqsfh3saev/UFO_Alien_Takeover_by_Cooper.zip/file

Cooper, please let me know if you want it removed or something.

Offline efrenespartano

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #66 on: January 22, 2019, 03:26:21 am »
I still have this mod on my old PC too, I like it very much. I hope it gets an upgrade soon.

It is great to have news of you, Cooper!

Offline luke83

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #67 on: January 22, 2019, 03:29:18 am »
Several of his aliens look like they may find there way into my mod, glad thid recourse is available again.


Online Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover
« Reply #68 on: January 25, 2019, 05:16:09 pm »
Welcome back, Cooper. 8)
I salute you! :)
Thank you!  :D

I have a copy of this mod, dated to 16.12.2016. I allowed myself to upload it here:
https://www.mediafire.com/file/0fuvxfqsfh3saev/UFO_Alien_Takeover_by_Cooper.zip/file

Cooper, please let me know if you want it removed or something.
Thats really awesome!  :D It's even the latest version most likely, or at least very close to it. No need to remove it! :D

I still have this mod on my old PC too, I like it very much. I hope it gets an upgrade soon.

It is great to have news of you, Cooper!
Cool! I might complete it some day, but at the moment it's just not possible for various reasons :( But who knows what might happen in the future..

Several of his aliens look like they may find there way into my mod, glad thid recourse is available again.
I'm really glad that the resources I spent hundreds of hours making can be used in more up to date mods!


So for those who have played this, how far did you get? Was it too difficult in the beginning playing with melee only?

Online Meridian

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Re: [WIP][EXPANSION]UFO: Alien Takeover v.0.1.1
« Reply #69 on: July 26, 2019, 10:11:05 pm »
Updated the ruleset to be able to run on the latest nightly and on OXCE.

Download attached.

PS: big chunks seem to be unfinished or temporarily disabled, definitely a WIP mod
« Last Edit: July 26, 2019, 10:14:45 pm by Meridian »

Online Cooper

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Re: [WIP][EXPANSION]UFO: Alien Takeover v0.1.1
« Reply #70 on: November 10, 2022, 09:44:30 pm »
Hello everyone!

So I have finally started working on this again! :D Its really fun having progress on this after so long.

The goal now is to at least make the mod decent enough, meaning no crashes or serious bugs, no unwritten Ufopedia articles, finish all unfinished terrain including final mission, completing other important unfinished stuff, and actually playing trough the whole mod so the mid and end game can get a minimum of balancing.

There is still a LOT left and its not complete enough that I recommend playing it yet, but here is whats new in this new update if you still wanna give it a try:
-Compatibility with the latest nightly
-Bug fixes (that crashed the game)
-Bug fixes (misc)
-Completed Alien Settlement mission (part 1)
-Some new music
-Some balancing
-Misc completing a few things (UFO inner walls for Large Bomber, some Ufopedia text, etc)
-Improved and completed my farm terrain additions
-Finally created proper Warship turrent sprites
-Made the end game research three a little more diverse/interesting
-And a bunch more

Newest version is attached!

About OXCE: The goal is to make this mod compatible with OXCE, as the mod is certainly for experienced players. But before anything I want to complete everything that is game-breaking, such as the end game being almost completely untested. I tried the OXCE compatible version from Meridian, but could not get it working, probably its not compatible anymore with the latest OXCE version.


Edits:

My computer is acting a bit strange, so juuuust in case of a crash I will be putting backups of the most recent version of the mod here regularly. 
Version 0.1.3: Some research balancing, more and better UFOpedia entries, fixed alien animations, added some missing graphics, some graphics improved, and other improvements.
Version 0.1.4: Fixed three terrains where it was sometimes impossible to go places, added Light Homemade Explosives, misc. Testplaying: until 6th of april.
Version 0.1.5: Had a lot of progress on the Aliens Settlement part 2 terrain, improved some UFOpedia entries, balancing, testing, fixed a bug. Testplaying: until 24th of april
Version 0.2.0:  Big smoke rebalancing: Removed vanilla smoke grenade, added Alien Smoke Grenade with limited availability, RCV/Smoke requires Alien Smoke Grenade as ammo. Moved Time Looper to early game and no longer possible to manufacture. Added «Battle Briefing» project topic and a few alien artifacts as starting items in the base. Improved Alien Medkit and Guard Tower sprite. Added going to Mars cutscene. Slightly increased numbers of aliens with melee in early game. Fixed two small terrain bugs. Converted Proxy Cocktail into Homemade Grenade. Difficulty balancing. Removed all proxy grenades from the game. Reduced amount of stun bombs in alien deployments. Improved some strings. Made stuff unique to the mod appear more frequently. Balancing. Misc. Testplaying: until 26th of april.
Version 0.2.1: Completed Alien Settlement part 2 terrain, and almost done with the routes. Improved some strings. Testplaying: until 8th of may.
Version 0.2.2: Completed the Alien Settlement part 2 routes, some improvements to mid game research three, some progress on Mars part 1 terrain, completed Mars part 2, Motion Scanner is now Alien Scanner. Testplaying: until 12th of may.
Version 0.2.3: Some balancing, improved some strings. Testplaying: still until 12th of may.
Version 0.2.4 Fixed fatal bug: broken elerium recovery, improved sprites and strings, some progress on Mars part 1 terrain, Homemade Grenade is now Homemade Explosive Box, balancing, added custom music for Mars, fixed another bug, misc. Testplaying: until 21th of may.
Version 0.2.5: Added new Alien Storage Facility mission+terrain! + Balancing items and deployment and aliens and research, removed Tranquilizer and Landmine because it could be used for cheating, redused likelyhood of Abductor UFOs in jan&feb, changed Warship marker icon, improved several strings, fixed UFO map bug, added Grav-Module extraction also from Waspites, made some of the most powerful alien weapons unusable for humans. Testplaying: until 21th of june
Version 0.2.6: The mod is now accessible for non-veteran players! (but still not beginners) This is done mainly by adding helpful items in the Alien Storage Facility on the easiest difficulty.  Also new: a lot of balancing, improved strings, polished the Alien Storage Facility mission, and fixed semi-fatal bug where items could get lost in some missions. Testplaying: until 3rd of july
Version 0.2.7: Improved some strings, balancing, Settlement Part 1 is no longer almost impossible, fixed a mapbug, misc. Testplaying: until 9th of july
Version 0.2.8: Reduced Storage Facility missions amount from 2 to 1 on easiest difficulty, less ugly Alien Blueprint sprite, removed ufopedia article for abandoned item. Testplaying: until 14th of july
Version 0.2.9: Some nice difficulty balancing, improved strings, created missing UFOpedia images, and a few other misc improvements and completions. Testplaying: until 16th of july
Version 0.2.10: Improved strings, balancing, inventories redone, small changes to research three, added X-Com rifle, misc. Testplaying: until 5th of august
Version 0.2.11: Making above ground Alien Base tiles a lot prettier, created unique marker icons for Alien Settlement, Warship, Assaulted X-Com Base and Alien Storage Facility, making it easier to understand what some of the early game research leads to, adding helpful information in some UFOpedia articles, fixed bugs, balancing, misc. Testplaying: until 11th of august (mid game)
Version 0.2.12: Added new music for loose game, win game, memorial, and new main menu music. Small map improvements, lot of balancing, some bugfixing, added missing UFOpedia articles and text, increased income from varoius sources so the player has more money, made part of the projects (research) easier to understand,  removed most week aliens after around +- september, completed Assaultship UFO. Testplaying: until 14th of september (mid game)


If you have been playing version 0.1.X, do the following after upgrading to 0.2.X:
Add the following items to your base by editing the save-file:
STR_TIME_MACHINE: 1
STR_TIME_MACHINE_CLIP: 3
STR_ALIEN_SMOKE_GRENADE: 4
Do the «Battle Briefing» project ASAP, and after that sell all your vanilla smoke grenades
« Last Edit: December 04, 2022, 03:31:01 am by Cooper »

Online Cooper

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Re: [WIP][TOTAL CONVERSION] UFO: Alien Takeover
« Reply #71 on: Today at 08:01:47 pm »
It's just more fun to play when things don't look like crap:)
« Last Edit: Today at 08:07:28 pm by Cooper »