Author Topic: Area 51 Version 0.9  (Read 21727 times)

Offline Hobbes

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Re: Version 0.9
« Reply #15 on: January 14, 2016, 08:20:45 pm »
By the way, I've noticed that there is no alloy ammo for tanks. Maybe with improved tanks armour there should also be better bullets / rockets ?

That's a good idea since the Gauss weapons will be upgraded to the Laser stats. I previously didn't add any new weapons for the tanks because the I didn't think the differences between conventional/alloy ammo/gauss made it worthwhile to have a HWP with that weaponry.

Offline Hobbes

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Re: Version 0.9
« Reply #16 on: January 18, 2016, 03:41:23 pm »
Work on 0.9 is progressing, I'm aiming to finish it before XCOM 2 comes out on February 5th, since afterwards I should be completely hijacked by that game from what I've seen so far.

Here's a list of what's coming for 0.9 in addition to the new missions described above:
* Varied UFO waves for each mission - DONE
* Reworked Geoscape with additional textures to try to make the world a bit closer to reality (although it is really impossible to make a real life globe with getting rid of the bright greens) - DONE
* Reworked regions, taking into account the new tactical missions and also removing some cities to make it look better. The Pacific Ocean is also to be divided into North and South regions - DONE
* Simplified research - data disks will work differently and Lasers will be available for research right after Gauss tech research is completed
* Gauss weapon stats increased to Laser ones - DONE
* Gauss HWP will be added
* Skyrider will be replaced with the Blackbird (designed by Roxis123)
* Add the no helmets for power suits mod
* Add Labship and additional UFO internal configurations
* Rebalance to Phasers/Stalkers - DONE
* Overlord rebalance
* Add Acid and Elerium rounds to HC/AC?

I hope I haven't missed anything mentioned before.
« Last Edit: April 03, 2016, 03:18:35 pm by Hobbes »

Offline Hobbes

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Re: Version 0.9
« Reply #17 on: February 02, 2016, 05:52:17 pm »
Well, I got bad news and good news.

Good news is that a new feature (mission timers - read about those here) got added yesterday by Warboy1982 to the Nightly which just expanded the type of missions possible.

Bad news is that I was working for a release of 0.9 before February 5th, since on that day XCOM 2 will be released and I'm completely hyped about it, but with the new features announced before I'll need to rethink the list of the new Council Missions. Just for a little idea, version 0.9 would have a total of 73 new missions (as alienDeployments), although only 57 will be actually used on Redux (to avoid certain mission types to appear too much). Most of these missions already exist on the early versions of Redux and I'm working on the new ones.

So, this means that 0.9 will be released but just not as I had planned and announced. Sorry about that but I can say that I've already tested the Slums escape mission with a timer and it was something completely new to play and fun, so the wait seems worthwhile :)

Offline davide

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Re: Version 0.9
« Reply #18 on: February 02, 2016, 11:13:09 pm »
It is much better wait the first patch of XCOM2 before play it....
 ::) ::) ::)
and if you wait same time you could buy GOTY edition with all DLC
and a beautifull T-shirt


 ;D ;D ;D ;D ;D

in the meantime you could work on Redux 2.0 full time

 :P :P :P :P :P


Offline Hobbes

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Re: Version 0.9
« Reply #19 on: February 02, 2016, 11:24:32 pm »
It is much better wait the first patch of XCOM2 before play it....
 ::) ::) ::)
and if you wait same time you could buy GOTY edition with all DLC
and a beautifull T-shirt


 ;D ;D ;D ;D ;D

in the meantime you could work on Redux 2.0 full time

 :P :P :P :P :P

I played Enemy Unknown from the first day it came out and I wasn't bothered with the bugs at all. And I'm already too hyped for XCOM2, specially since I spent the last 6 months thinking of it while working on Redux.  8)

In any case, I suspect I'll get some ideas for new terrains and missions from XCOM2. And then I'm going to start thinking about Phase 3 (Phase 1 = Terrain Pack, Phase 2 = Redux, Phase 3 = ????)

Offline davide

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Re: Version 0.9
« Reply #20 on: February 03, 2016, 12:13:17 am »
I joke  ;)

I bought on steam a cheaper complete package of new  XCOM games but I do not install any of them for now

Offline davide

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Re: Version 0.9
« Reply #21 on: February 09, 2016, 10:42:28 am »
Is Redux contains already Hellrazor Expanded Terror (Luke's mod heavy reworked) ?

I would like that Redux 0.9 will include Hellrazor's UBase reworked too

bye



« Last Edit: February 09, 2016, 10:29:09 pm by davide »

Offline Hobbes

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Re: Version 0.9
« Reply #22 on: February 10, 2016, 12:58:48 am »
Is Redux contains already Hellrazor Expanded Terror (Luke's mod heavy reworked) ?

Yes, it already includes it.

Quote
I would like that Redux 0.9 will include Hellrazor's UBase reworked too

bye

I haven't seen those but 0.9 will have Alien Colony and Hive as additional terrains for Alien Base Assault missions.

Offline davide

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Re: Version 0.9
« Reply #23 on: February 10, 2016, 02:24:40 pm »
I haven't seen those but 0.9 will have Alien Colony and Hive as additional terrains for Alien Base Assault missions.

Hellrazor's ubase maps are new maps with vanilla style,  terrain tilset is compatible, but them use an additional MCD

https://www.openxcom.com/mod/expanded-ubase-rework

https://openxcom.org/forum/index.php/topic,3580.0.html
Here you have criticized some purple floor tiles, but them are vanilla and are used as light source.
In mine opinion, It is a waste of time heavy refactoring a vanilla and peculiar XCom terrain
because with same efforts, Modder could create completely new original terrain such as your Alien Colony and Hive, or XOp's Alien base
Therefore I respectfully suggest you to consider to integrate those complementary maps.

If I can ease you watch them: :-[

you can append this line into MapView settings Images.dat:

Code: [Select]
${expandedUBaseImg}:C:\game\ox\OpenXCom\user\mods\Expanded_UBase_Reworked\TERRAIN\

U_BASE2:${expandedUBaseImg}

and you can append this line into MapView settings  MapEdit.dat:

Code: [Select]
${expandedUBasePath}:C:\game\ox\OpenXCom\user\mods\Expanded_UBase_Reworked
${rootPathexpandedUBase}:${expandedUBasePath}\MAPS\
${rmpPathexpandedUBase}:${expandedUBasePath}\ROUTES\

Tileset:Expanded Helllrazor UBase terrain
type:1
rootpath:${rootPathexpandedUBase}
rmpPath:${rmpPathexpandedUBase}
blankPath:${blankUFO}
palette:UFO

files:Expanded Ufo Base
${dep}:U_BASE U_WALL02 U_PODS BRAIN U_BASE2 U_DISEC2 U_OPER2
UBASE_07:${dep}
UBASE_07b:${dep}
UBASE_10:${dep}
UBASE_04:${dep}
UBASE_04b:${dep}
UBASE_00:${dep}
UBASE_00b:${dep}
UBASE_15:${dep}
UBASE_18:${dep}
UBASE_18:${dep}
UBASE_21:${dep}
UBASE_03:${dep}
UBASE_20:${dep}
UBASE_06:${dep}
UBASE_06b:${dep}
UBASE_06c:${dep}
UBASE_16:${dep}
UBASE_12:${dep}
UBASE_12b:${dep}
UBASE_11:${dep}
UBASE_11b:${dep}
UBASE_11c:${dep}
UBASE_08:${dep}
UBASE_08b:${dep}
UBASE_05:${dep}
UBASE_05b:${dep}
UBASE_13:${dep}
UBASE_17:${dep}
UBASE_17b:${dep}
UBASE_02:${dep}
UBASE_02b:${dep}
UBASE_02c:${dep}
UBASE_14:${dep}
UBASE_09:${dep}
UBASE_09b:${dep}
UBASE_09c:${dep}
UBASE_09d:${dep}
UBASE_01:${dep}
UBASE_01b:${dep}
UBASE_01c:${dep}
UBASE_19:${dep}
end
end

(obviously mod path has to be changed to respect your installation  :-[)
« Last Edit: February 10, 2016, 02:44:42 pm by davide »

Offline Hobbes

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Re: Version 0.9
« Reply #24 on: April 03, 2016, 05:07:03 pm »
After two months of playing XCOM 2 I've gone back to finishing version 0.9 and the new missions. Still got some work before I present the new version but here's what I've already finished in the last days:

New Downtown terrain:



New Escape mission (will have 12 different terrains, here's the 3 I've finished so far):







The Escape mission can appear instead of a Terror Site - you won't get any previous warning since the alert is the same, but each city on Geoscape only generates either a Terror Site OR an Escape mission, so if you use a cheat sheet you'll be able to know what you'll get.

And to finish, Geoscape has been further improved, with additional textures:



There's also a ton of new missions coming through later on.

Offline harre

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Re: Version 0.9
« Reply #25 on: April 03, 2016, 11:55:55 pm »
Looks lovely, is anything working for TFTD?

Offline Hobbes

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Re: Version 0.9
« Reply #26 on: April 04, 2016, 12:38:19 am »
Looks lovely, is anything working for TFTD?

No, this mod is for UFO only

Offline davide

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Re: Version 0.9
« Reply #27 on: April 04, 2016, 01:33:15 am »
Welcome back,
I was afraid you not survive xcom2!!! :'(


 ;D ;D ;D

Offline Hobbes

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Re: Version 0.9
« Reply #28 on: April 04, 2016, 01:50:07 am »
Welcome back,
I was afraid you not survive xcom2!!! :'(


 ;D ;D ;D

Thanks. :)

Those 2000 hours of playing XCOM: Enemy Unknown sure did help - XCOM 2 didn't felt as difficult as EU at the beginning, although I still haven't tried Legendary difficulty.

Offline hellrazor

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Re: Version 0.9
« Reply #29 on: April 04, 2016, 07:04:04 pm »
OMFG!!!

This improved Globe looks awesome.
You wouldn't mind me stealing it as soon as it becomes avaible right?