Author Topic: [WIP] Xeno Operations LEGACY  (Read 855 times)

Offline blackwolf

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[WIP] Xeno Operations LEGACY
« on: December 10, 2021, 07:20:52 pm »
New updated V5 uploaded now!


As many of you might now, the original mod of XENO Operations has been in a semi retired , XOps himself is dedicating a lot of time to his youtube channel( (you should follow him, has quite good content ).
Up to this moment Meridian is the only one updating it so it can run on the OXCE updates so in part the mod is not dead completely, A LOT OF THANKS TO HIM for that!.
At first this started as just tweaking and handling some changes here and there to my personal use, and after i while i ended added stuff over stuff and increased in size features. So maybe i wanted to publish it and hope you might enjoy it. Its currently compatible with OXCE 7.1.4(and its needed to run without any possible issues or crashes, some features are based on it. THANKS AGAIN to meridian for it amazing work with it) . It adds content from others very talented people from this forum (efrenespartano and solarius scorch being the main that comes to my head now, but there are many more im working to give correct credit as they deserve).

Its still needs a lot of balancing, at its as it barebones, but im planing to keep doing improvements if i can. Hope you like it and i'll appreciate any comments (specially about balancing, i did a little bit in the early game but im sure it needs hella lot of work, there are tons of missing text on ufopaedia but thats because english is not my main language and my grammar sucks TBH).

This is with the intention of keeping all the hard work XOps put originally in the mod and trying to finish what he started, and in the road adding some stuff into the blender and see what comes out of it. My original plan was to post it on the original thread but for some reason i wasnt able to post it, but maybe its better this way as this might be seen as a derivate or an ""overhaul"" of the original mod, so you can keep having them separated.

Currently there are some planning to keep adding and improving stuff, mostly adding new paperdolls and sprites for soldiers, but that might take some time. Ill try to keep this updated the best i can tho.

I tried adding some screenshot of some of the changes i did (in the Xcom base buildings and some of the new soldiers types and stuff).

The mod is attached on the description.
To properly run the mod you'll need a OXCE installation. (currently 7.1.4 , IIRC)


Changelog, or at least the best i could manage to track:
Spoiler:

Changelog:

vO.96.V5:
   -Some fixes, tweaks and changes to SPRITES:
    °Taser pistol fliped (so itsnt the only weapon facing the other way around)
   °Basic heavy cannon replaced and centered (it was too mucho into a side and ended cliping in some situations)
    °compac tpistol, auto pistol , X1a pistol and x2 auto pistol got the magazines sprites reduced in size so it look compatible between each other (used the clip for the auto before, was too long compared to compact pistol for example)
    °hybrid compact and auto hybrid pistols had the same change as above. it should fits better now.
   °the basic smg and the x5 smg now has a "straighter" mag on the sprite (it shares ammo with the uzi and it looked weird having a banana curved in the main sprite yet straight mags on the pockets)
    °PDW and x5a PDW got their mags size increased (only graphically) same as above, its suposed it used 5.56 ammo yet had a tiny mag attached, it looks like a bullpup now (as intended)
    °Pilots basic flight suit changed from moss green into a purplish blue, every tier has this purple blueish color so i thought it would be cool if this was to identify pilots.
   ° Nerve Armors got their sprites slighty modified, until i retouch it further, it doesnt share the exact same sprite with personal armors (googles were changed from GREEN to PURPLE)
   -Power armors lost their ability to FLOAT (they were too op, maybe i'll add an upgraded version of the skystrike later)
   -Every armor got another tweak pass:
    °Every armor class has different pocket configurations, therefore adding an extra tradeoff for them (ex: alloy armor has increased defenses, but has around half the pockets of the personal armour, therefore the first would better be used for vanguards or frontline troopers)
   °Different atributes added in terms of vision for some armors:
    *XOps armors has slighty better night vision
    *personal armors has slighty better night vision and basic thermal vision (ignores smoke)
    *alloy armors has improved night vision and basic thermals
    *skystrike and power armors has improved night vision and advanced thermals
    *nerve armors has PsiVision (they "sense" units even through walls)

v0.96.v4 LE:
   -correctly remplaced some wrong RUL files compressed by mistake from a very old build (sorry :C) (some tweaks to base facilities for example)
   -finally managed to make doggos unable to equip human clothing   
   -streamlined shock (stun weapons), reduced to just two ammo types (three if you count your first taser pistol into this category tho):
    °pistol and rifle uses the same battery (you must pick between the accuracy/reliabilty of the rifle or portability and swiftness of the pistol)
   °added missing shock weapons ufopedia entries (tried my best to translate my ideas, will prolly change later for better grammar)
   °tweaked and adjusted stats (grenade included, so theorethically everything should have their own identity and niche)
   -Hypervelocity and Laser weaponry didnt recieved this treatment (they already had a low count of weapon types, so reducing ammo even more seems redudant, small tweeaks made tho like removing auto[x3]shot of the hyper shotgun)
   -Terran Plasma tecnology recieved first streamline pass and overal tweaks:
    °compact plasma pistol,standard Pistol, heavy pistol and carbine losses the auto[x3] shoot.
    °Heavy Plasma pistol nerfed (it had outrageous damage with almost any reasonable drawbacks)
   °almost every gun in the tier toned down a bit (its suposed to be a copycat of alien plasma tecnology and its already stated its a "close but decent second place", shouldnt be THAT CLOSE (also incentivize to unlock alien weaponry)
   °standard pistol and the assaulter became the only weapons in this tier to share ammo (tried my best but in terms of balance and lore/inmmersion, any other merge would feel out of place IMHO)
*****THIS marks the end of the planning reunification and streamlining the ammunition of all weapon tiers ...at least for now until more tweaks are needed.
    -With this in mind, the general ammount of unique ammunition its reduced unto around half of the original number And (hopefully) mitigates the micro needed and puts some weapons under the spotlight
   (this specially on the first three tiers as these were the bigest culprits )

v0.96.v3 LE:
   -streamlined third tier of weapons (hybrid) and first balance sweept, changed the list orders and some strings to reflect this.
   -fixed some bugs regarding bullet sprites appearing invisible (x1 pistol for example).
   -added fixed user options critical for the balance of the mod (weapon self destruct,ufo extender accuracy).
   -added new feature for weapon reloading times (it adds the TUs needed to move the item from respective inventory slots into the weapon itself, needs a lot of testing, prolly imma increase time for specific weapons and stuff).
   -small tweaks and balance for some early weapons (minigun pellets and ammo reduced for example).
   -increased substantially the ammount of time you must spend to breakdown ufo components (they had only 1 hour each, you could dissasemble entire batch on less than 2 hours with a bit of micro).

v0.96v2 LE:
  -Streamlined first two tiers ammunition and stats;
   *As many other mods did before, the ammo system is changed so first two tiers (ballistics and improved ballistic) share magazine, both between tiers
    and between some weapons of the same tier thereby reducing (hopefully) the micro needed to operate and field a diverse collection of weapons, also (alledgedly) would give better oportunities to
    bring some criminally underused weapons into the spotlight.
   *X Ballistic weapons had their basic ammo replaced with standard starting ammunition thus making the upgrade less of a headache and balancing a bit so the real power spike is when you start fielding
   alloy jacketed ammunition (with the respective drawback of having to spend resources for the upgrade)
   ##example:
   °small pistol and machine pistol both uses now a 9mm magazine.
   °Their upgraded version the X1a small pistol and the X2 machine pistol uses the same 9mm magazine (from previous tier) and both uses the new 9mm alloy and 9mm tech ammunition magazine
   °The total number of ammo types needed to field(and total aviable for them) reduced from 8 to only 3
   °the same with other weapons (reducing from around 50 different ammunition to half that number aproximately)
  -Updated order list to reflect the previous change and to correct some inconsistencies
  -Updated the manufacture list to reflect the changes
  -updated ufopaedia entries to inform of this changes (still a lot of wording to do, in the pending list)
  -Fixes and minors tweaks here and there
(((next objective is to do the same with hybrid weapons and tiers 3 to 6))))
 
v0.96v1 Legacy Extended:
  -updated to newest OXCE (7.1.4)
  -improved starting base
  -updated some XCOM BASE facilities:
  *QOL to hangars, now all objects appears inside a lateral shack instead of dispersed all around the floor
  *QOL to several buildings to have items appears on more logical spots on the second floor and in some stances on the first.
  *Improved(IMHO) and updated "security station" building, reducing the exploitative situations from the earlier desing(less unfair for the aliens)
  *added new facilities (some ufopaedia entries are pending)
  -added DOGGOS!!!! (thanks a lot to SOLARIUS SCORCH for the insights), requires an initial research project (ufopaedia pending)
  -replaced the starting desing of the skyranger (so it keeps more in tune with the current sprite art made by XOps)
  -replaced starting HWP cannon tank sprite (plan to improve this further)
  -added new soldiers types:
  *regular soldiers: acording to XCOM contract by UN, every funding country should provide recruits for the organization,countries take advantages of loopholes and that explain the wild difference on stats from soldier to soldier, they come from all kind of backgrouds)
  * Elite soldiers : the navy seals, the speznatz, the SAS and all between, in order to convice funding countries to let go their specialist, xcom must pay extra bureocratic expenses(bribing basically), thats why they cost double the price....but are almost double stats wise
  * Pilots : required to operate every ship , they are combat competent but should be used as backline troops
  * Officers: PRomoted soldiers who showed to be skilled enough to take leadership responsabilities (they must be manually chosen in the SOLDIERS tab, might improve this feature later...hopefully)
  -improved GLOBE with new countries, cities, better frontiers and terrain types (needs testing, and doble checks on balancing) (all thanks to CMP hard work to create this)
  -added new terror sites missions and types (cruisers line are back, currently needs improving, some cruiser maps lacks with a retreat zone, making it a NON RETREAT kind of mission, a total HELL if facing sectoid, needs further balance)
  -small revision of early game weapons stats and general items:
   *tweaked some stats to better balance first two tiers of ballistic weapons
   *Increased total resistence of all objects (so you wont lose your beloved new toys to a random SMOKE grenade explosion, planning to tweak further so UPPER tiers have EVEN MORE resistance)
  -tons of other changes that i might not remember now but i know i did.....THANKS a lot to EFRENSPARTANO for all his insights and ungodly amount of patience.
  -Changed all the music and reeplaced it with the 2012 xcom (firaxis) version, THANKS TO Xover88 for his work.

Updated to better structurate the post., changed the file to google drive, still cant be able to attach files directly into post :s
« Last Edit: January 23, 2022, 12:03:47 am by blackwolf »

Offline Solarius Scorch

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Re: [WIP] Xeno Operations LEGACY
« Reply #1 on: December 11, 2021, 02:51:50 pm »
I really appreciate your effort. No idea what you're going to do with the mod, but I wish you best luck!

Offline blackwolf

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Re: [WIP] Xeno Operations LEGACY
« Reply #2 on: December 14, 2021, 05:35:49 am »
I really appreciate your effort. No idea what you're going to do with the mod, but I wish you best luck!

Thanks, really appreciate coming from you, To be honest, i want to keep the mod updated to the current OXCE version, and try to spice up adding new content but keeping it on the lines of the original work XOPS did, and fix some exploits and balance issues left on the original version. At least thats the plan tho

Offline efrenespartano

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Re: [WIP] Xeno Operations LEGACY
« Reply #3 on: December 22, 2021, 05:50:37 am »
I wish you the best of luck on your new project, mi amigo! Any question, feel free to ask. :D

Offline Scamps

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Re: [WIP] Xeno Operations LEGACY
« Reply #4 on: December 31, 2021, 05:11:38 pm »
Thank you for your work, Blackwolf! Streamlining amo seems the right way to go. Less micro is always good.

Would you kindly look into a crash on starting terror mission? It could be from original mod, or not.

Also, happy New Year!

[edit] correct log
« Last Edit: December 31, 2021, 05:14:49 pm by Scamps »

Offline blackwolf

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Re: [WIP] Xeno Operations LEGACY
« Reply #5 on: January 08, 2022, 07:59:23 pm »
Would you kindly look into a crash on starting terror mission? It could be from original mod, or not.

Hi fam, happy new Year for you too.

I tried your savefile and could end the terror mision without any ctds, are you using other mods? Wich version of OXCE are you using?

Offline Scamps

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Re: [WIP] Xeno Operations LEGACY
« Reply #6 on: January 09, 2022, 02:31:15 pm »
Thanks for looking! Version is 7.1.4, as can be seen from log. Tried clean reinstall, tried version 7.3 - same result.
No other mods except for statstrings.
Crash is right at map generation. Looks like some map block is missing a size definition (see log).
Reliably reproduced wtih option "Enable save scumming" set to OFF. Setting it to ON allowed to start mission. (And here I was thinking it only influenced hit or miss RNG...)

Offline blackwolf

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Re: [WIP] Xeno Operations LEGACY
« Reply #7 on: January 09, 2022, 08:41:17 pm »
Yep, it seems to be something in the generation proccess, the Weird thing is i already tried to load your file and play the terror mision múltiple times . Also tried to find the culprit on quickbattle loading all the posible permutations of terror missions and maps types and it seems to Work as intended.

Really earie, i'll take a closer look also. Check your PM box

Offline blackwolf

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Re: [WIP] Xeno Operations LEGACY
« Reply #8 on: January 15, 2022, 05:22:22 am »
New Version posted again....apologies for keeping a seemingly random schedule i keep posting stuff, i'll try to save all the changes and post it on maybe a weekly period.

With V4 its finished the first sweep of weaponry , mostly to add some QoL, i'll add later some features of stuff but i want to focus on other aspects of this mod first. Thanks again to @efrenespartano , man, for real your patience is ungodly  ;D, im glad to count with your continous support and insights.

Offline blackwolf

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Re: [WIP] Xeno Operations LEGACY
« Reply #9 on: January 23, 2022, 12:02:10 am »
another week, another update, it wasnt as meaty as i intended, but caught 'Rona and yadda yadda isolation , had to stay away from Pc for some days. There are some graphical and minor features added (check changelogs) including diversified inventories per armor. Thanks a lot to  @efrenespartano for the ideas and examples of how to add this, you saved me again compadre


Spoiler:
   -Some fixes, tweaks and changes to SPRITES:
    °Taser pistol fliped (so itsnt the only weapon facing the other way around)
   °Basic heavy cannon replaced and centered (it was too mucho into a side and ended cliping in some situations)
    °compac tpistol, auto pistol , X1a pistol and x2 auto pistol got the magazines sprites reduced in size so it look compatible between each other (used the clip for the auto before, was too long compared to compact pistol for example)
    °hybrid compact and auto hybrid pistols had the same change as above. it should fits better now.
   °the basic smg and the x5 smg now has a "straighter" mag on the sprite (it shares ammo with the uzi and it looked weird having a banana curved in the main sprite yet straight mags on the pockets)
    °PDW and x5a PDW got their mags size increased (only graphically) same as above, its suposed it used 5.56 ammo yet had a tiny mag attached, it looks like a bullpup now (as intended)
    °Pilots basic flight suit changed from moss green into a purplish blue, every tier has this purple blueish color so i thought it would be cool if this was to identify pilots.
   ° Nerve Armors got their sprites slighty modified, until i retouch it further, it doesnt share the exact same sprite with personal armors (googles were changed from GREEN to PURPLE)
   -Power armors lost their ability to FLOAT (they were too op, maybe i'll add an upgraded version of the skystrike later)
   -Every armor got another tweak pass:
    °Every armor class has different pocket configurations, therefore adding an extra tradeoff for them (ex: alloy armor has increased defenses, but has around half the pockets of the personal armour, therefore the first would better be used for vanguards or frontline troopers)
   °Different atributes added in terms of vision for some armors:
    *XOps armors has slighty better night vision
    *personal armors has slighty better night vision and basic thermal vision (ignores smoke)
    *alloy armors has improved night vision and basic thermals
    *skystrike and power armors has improved night vision and advanced thermals
    *nerve armors has PsiVision (they "sense" units even through walls)

Offline efrenespartano

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Re: [WIP] Xeno Operations LEGACY
« Reply #10 on: January 23, 2022, 09:06:29 am »
another week, another update, it wasnt as meaty as i intended, but caught 'Rona and yadda yadda isolation , had to stay away from Pc for some days. There are some graphical and minor features added (check changelogs) including diversified inventories per armor. Thanks a lot to  @efrenespartano for the ideas and examples of how to add this, you saved me again compadre

Vatos locos por siempre |V|mL