Thank you for all your hard work on this project. I recently discovered the X Com Files and am very much enjoying it. You definitely succeeded in providing a sense of intrigue for the player as the investigations proceed. I feel as though my agents started out probably being punished for something, e.g. "We got this crank call about some silly thing, send Jackson out there, he's not doing anything anyway," and then suspense builds as the investigations begin coming together to indicate horrible, ominous things are occurring all over the world.
Thank you!
I'm really happy this effect seems to work, at least somewhat.
I have a question. For my game I've changed the rank titles of the agents to something I like a little more, but I cannot find which file contains the definition of the "Captain" rank string. All the others are in the file en-US.yml, but I can't find "Captain" anywhere. What file has this definition?
The relevant string is:
STR_CAPTAIN: "Captain"
It is not included in the strings for the mod, because it is the same as in the vanilla game, so I did not have to add the string. If you want to use a different term, you must add this line to the en-US file and of course edit the translation as desired.
I abandoned the first playthrough I started because I felt I was doing quite poorly. I didn't quite get the importance of research, and fell behind. When starting my current (second) game, I changed the game start date to one year earlier (December 1995) and feel this has made the experience much better. Maybe veteran players cruise right through and know what needs to be done, but as a new player I've really needed that extra in-game time to make appropriate progress as I discover what's going on.
Admittedly, this mod is hard. Wasn't exactly my direct intention, but if you start making things fair for the AI, this is kinda inevitable...
Overall, I'd say I've only noticed two problems I consider serious. The first is that a lot of unique missions disappear before I can get someone to the scene. They disappear from the globe even when targeted and a vehicle full of agents is on the way. This is pretty frustrating.
I understand, but otherwise there would be no incentive to build new bases or research faster transports. The overall balance accounts for this, so it shouldn't hamper your campaign, but it surely is frustrating.
The only other design problem I see probably puts me at the other end of the spectrum from some others who have made comments. One can never please everybody, I guess. I'm sort of frustrated at what I consider all the gun porn in the mod. There are dozens of weapons that I wouldn't consider using and don't want, but I'm forced to spend time researching them anyway. It's confusing, trying to figure out trivial differences between very similar items. A better way in my opinion would be much more simplified. A set of guns you start out with filling various roles (smg, rifle, sniper rifle, etc), then an upgrage to "Black Ops" set, and so forth. I realize many players really get off on scrutinizing all the guns, but for me it's just tedious.
I wouldn't say gun porn, there definitely aren't enough guns for that.
But to the point: f you aren't interested in a particular model, you an right-click it in the purchase screen to hide it. You will never see it again, except in the "Hidden" category.
I also saw one minor bug I feel is worth reporting. On the Church of Dagon base assualt, the golden statue isn't automatically retrieved at the end of the mission. Agents actually have to pick it up and carry it around. Luckily I got 2 Church base missions and was able to get the statue in the second one, otherwise I would have missed out.
Honestly I have no idea what to say to this, as this is physically impossible.
Most likely the statue was somehow destroyed during the mission.
As I said, keep up the great work. The mod is already very impressive and lots of fun. I'll be following to see what you come up with next.
Thank you!
Expect a new version VERY soon
EDIT:
Version 0.9.5 has been released.- New weapons: Stapler (sprite by Badfella), Electric Prod (Stun Rod is now a more advanced and better weapon), Wrench (sprite by Dioxine), Crowbar.
- New armors: Work Suit (human and hybrid), Seabot (AI).
- New terrains: Rural, Native Junkfarm, Urban Dawn.
- New units: Male Tomb Guard, Female Farmer (both by Dioxine), Dragonfire Turret, X-Com Security Camera (now in all corridors!).
- New mission: Industrial Investigation.
- New Staff Input (by samuelroy21).
- New palettes for Mars, undersea missions and sewers (by Bloax and Dioxine).
- Added ambient sound to underwater locations.
- Added Dog Bark (designed by Ivan Dogovich and Starving Poet).
- Added Ufopaedia articles for most built-in weapons.
- Added an article on the Luxury Car.
- Added several missing Combat Analysis articles.
- Added a cutscene after the Dimension X Wreck mission.
- Added a Corridor to the starting base.
- Increased Terror Mission size to 60x60.
- Shogg villages are height 6.
- More exit tiles in the Vampire Castle.
- Increased Terror Ship crews.
- Added more spawn points to X-Com bases.
- All Hovertanks now require 6 Grav Modules.
- Zrbite is now buyable from Hydrospace Dynamics.
- Tanks underwater are restricted to the Seabot armor.
- Synthsuit is now a bit stealthy.
- New sprites for the UAC weapons (by Badfella).
- Added paperdoll for the Female Doctor.
- Alien Drone weapon is somewhat stronger.
- Vampires got an unarmed attack.
- Improved the EXALT Liquidation and Syndicate Assassination missions (now all civilians start inside).
- Decreased points reward on Asylum Apparitions.
- New hybrid names (cooperation with Dioxine).
- New Hooligan sprites (by Augur).
- New Gunship paperdoll (by Ivan Dogovich).
- Improved Reptoid Commando paperdoll.
- Unified text formats between craft articles.
- Fixed too bright lights on scout drones.
- Fixed incorrect Power Suit torso on female Hybrids.
- Fixed Floater Legionnaire inventory pic.
- Fixed Giant Beetle sprites (by Augur).
- Fixed Skyranger and Skymarshall sell prices.
- Fixed some desert blocks.
- Fixed incorrect terrain texture coordinates.
- Fixed premature access to the Gunship and the BlackOps Smartgun.
- Fixed some minor issues with ammo purchases.
- Many adjustments (thanks BT Axis) and fixes.
This is the first version which was released only on the new mod.io portal. If there's any trouble with the download, please let me know!
And here are some screens with the new stuff:
Worker armour:
X-Com security camera:
New underwater armour for the AI:
New village terrain:
New native "junk farm" terrain (reskinned from Hobbes' "Native" terrain):
New Urban Dawn terrain (vanilla city reskinned with Hobbes' Dawn Urban terrain):