Author Topic: [WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)  (Read 102110 times)

Offline Ethereal

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[WIP][OXCE][UFO] X-Com: Terror From the Unknown (TFTU)
« on: September 24, 2017, 10:03:29 pm »
X-Com: Terror From the Unknown (TFTU)

The main purpose of the modification is to combine UFO and TFTD, realizing the potential of OXCE+.

There are no plot deviations from the original, except for traitor-earthlings fighting on the side of aliens. The game features all races, technologies and ships of the original UFO and TFTD, with the addition of a lot of new features.

- The war takes place both on land and under water.
- 3 technological levels.
- Manned fighter aircraft.
- Manned tanks and cyborgs.
- Cargo aviation for faster and cheaper rotation of cargo and personnel.
- The characteristics of UFOs strongly depend on race.
- The characteristics of the aliens strongly depend on the level of difficulty.
- Aggressive UFOs that can attack X-COM aircraft themselves.
- Several monthly missions, the number of which increases with time.
- The damage of the weapon depends on the characteristics of the soldiers.
- Some types of weapons have an accuracy bonus depending on the type of infantry.
- The ships have power shields. Power shields on the battlefield.
- Some aliens are immune to various forms of psionic attacks.
- Used "Hybrid Globe - Vanilla" from luke83, for which many thanks to him!

Submods

 - Voices RA - Voice-over of global events.
 - Sound - A set of musical arrangements of different themes.
 - TFTD ICONS - An interface close to TFTD.

The translation into English is not professional, machine-made. Therefore, I apologize in advance for possible mistakes, but English is not my native language and I have never learned it and am not going to yet.

Mod added only what I thought was appropriate. That is consistent with the logic and atmosphere of Ufo and TFTD. Used a variety of mods to extract useful information. To list them will not undertake, because they do not remember where took. Because the authorship of build mods can be considered collective.

To compensate for the lack of titles and not to be impolite, I also do not specify myself as the author. Any resources of this modification can be freely used by anyone and as they want, without any notifications.

The modification has not been fully tested and will be finalized, but this does not mean that I will be able to provide technical support on a regular basis. I am not able to maintain a constant online and promptly respond to notifications.

Author - Open X-COM Community.

Mod.io Page: X-Com TFTU.               
« Last Edit: July 24, 2022, 11:05:01 am by Ethereal »

Offline Dr.Crowley

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Re: Build mods from Ethereal.
« Reply #1 on: September 29, 2017, 10:08:36 pm »
A correct name for this thread is "Ethereal's mod pack".
И таки да, не советую пользоваться гуглопереводчиком - получается чёрт знает что.
« Last Edit: September 29, 2017, 10:18:31 pm by Dr.Crowley »

Offline Ethereal

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Re: Build mods from Ethereal.
« Reply #2 on: September 30, 2017, 04:14:33 pm »
A correct name for this thread is "Ethereal's mod pack".
И таки да, не советую пользоваться гуглопереводчиком - получается чёрт знает что.

Just volunteers who know English have not yet been found.

« Last Edit: October 02, 2017, 09:46:09 am by Ethereal »

Offline Yataka Shimaoka

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Re: Build mods from Ethereal.
« Reply #3 on: October 05, 2017, 06:03:01 am »
Is this Russian language?

Offline Ethereal

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Re: Build mods from Ethereal.
« Reply #4 on: October 05, 2017, 08:20:47 am »
Yes. In a translated English version of the play the game, in principle, possible, but a bad translation.

Offline Yataka Shimaoka

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Re: Build mods from Ethereal.
« Reply #5 on: October 05, 2017, 08:42:52 am »
Cool! I'll take a look, and maybe try to translate some.

Edit: can't download it atm, internet is a bust
« Last Edit: October 05, 2017, 08:58:05 am by Yataka Shimaoka »

Offline Ethereal

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Re: Build mods from Ethereal.
« Reply #6 on: October 05, 2017, 10:06:03 am »
Cool! I'll take a look, and maybe try to translate some.

Edit: can't download it atm, internet is a bust

Many thanks. Here's the mod with all the latest changes.
« Last Edit: April 15, 2021, 02:09:20 pm by Ethereal »

Offline Yataka Shimaoka

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Re: Build mods from Ethereal.
« Reply #7 on: October 05, 2017, 11:06:24 am »
May I ask, is the mod scattered throughout the folder or I'm looking at the wrong place?

Edit: Nvm, found it
« Last Edit: October 05, 2017, 11:25:49 am by Yataka Shimaoka »

Offline Ethereal

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Re: Build mods from Ethereal.
« Reply #8 on: October 05, 2017, 01:28:45 pm »
All in one folder "\standard\xcom1".

To compress it in a separate mod see no possibility, as some resources from "\EtherealMods(2)\UFO" is used. This is a temporary measure and are associated with the lack of graphics for Hallucinoid and Xarquid that I had to transfer from TFTD in its original form, due to the lack of compile them under UFO.

Yes, I almost forgot, I also have the names of the soldiers translated into Russian. But this is solved by replacing on original files with names.

niculinux

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Re: Build mods from Ethereal.
« Reply #9 on: October 05, 2017, 01:45:17 pm »
Very cool! there are some minor bugs i've seen in a 10 minutes exploration, like STR_AIR_FUEL displayed in the purchase menu, and the mig in one of the hangar is dsplayed as "skyranger" while choosing the troops to put onboard. Hope to see soon  this on the mod portal, pheraphs that mod needs a name..?

Offline Yataka Shimaoka

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Re: Build mods from Ethereal.
« Reply #10 on: October 05, 2017, 02:30:14 pm »
It should be "UFO: The Last Stand" though because of the monstrocity of the difficulty

Offline Ethereal

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Re: Build mods from Ethereal.
« Reply #11 on: October 05, 2017, 03:06:51 pm »
Very cool! there are some minor bugs i've seen in a 10 minutes exploration, like STR_AIR_FUEL displayed in the purchase menu, and the mig in one of the hangar is dsplayed as "skyranger" while choosing the troops to put onboard. Hope to see soon  this on the mod portal, pheraphs that mod needs a name..?

The translator is already puffed, but there is no certainty that it is translated correctly. The hangar can accommodate 3 craft. Interceptors require pilots. Although they can't do ground missions, but to equip pilots with weapons. In case of an attack base. STR_AIR_FUEL - apparently not translated. The name of the mods? Not thought yeshe.

Do not put mod on top of something. And in compatibility with other mods there is no certainty.

Offline Yataka Shimaoka

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Re: Build mods from Ethereal.
« Reply #12 on: October 05, 2017, 04:43:18 pm »
Wow! Just looking at the strings I can imagine how many were added! But it is also a nightmare to fix, so I grabbed some help from my friends, man, I can see this mod as an another megamod. Name suggestion! X-Com: Total Invasion. Since this mod adds TFTD stuff, like almost everything TFTD has

Offline Ethereal

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Re: Build mods from Ethereal.
« Reply #13 on: October 05, 2017, 05:54:23 pm »
Since this mod adds TFTD stuff, like almost everything TFTD has

Almost all. Unfortunately I have not found the compilation for UFO some map. In particular, this second level of the missions "CARGO(CARGO_SHIP_P2)", "LINERB(SHIP_RESCUE_MISSION)" and "A_BASE(ALIEN_COLONY_P2)". But I want to. Unfortunately, poor knowledge of English greatly complicates the search.

And the name ... X-COM-Union. Suitable? To be honest, I never thought about the name.

Offline Yataka Shimaoka

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Re: Build mods from Ethereal.
« Reply #14 on: October 06, 2017, 05:06:19 pm »
So I can't sleep last night, (translating your strings, duh) I read your reply: X-Com-Union? So I tried some names based on your ideas, so here they are:
1)X-Com: Earth United
2)X-Com: The Battle for Earth
3)X-Com: Last Line
4)X-Com: The last Stand
5)X-Com: Frontier Wars

Like any of them?