Author Topic: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th  (Read 17191 times)

Offline Hobbes

  • Commander
  • *****
  • Posts: 3339
  • Infiltration subroutine in progress
    • View Profile
Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
« Reply #285 on: December 06, 2018, 05:19:29 pm »
Version 0.34 uploaded to the modportal!

Alternate download link - http://www.mediafire.com/file/z5bqt27exrh74nb/TechComAlpha_v0.34.zip/file

Requires OXCE 5.1 - https://lxnt.wtf/oxem/builds//Extended/Extended-5.1-9f658a76c-2018-12-04-win32.7z

This upgrade contains several new features and Tech-Comm base terrain is now nearly finished (only thing missing are the base icons for BaseSpace). There are also a number of new features that are unfinished, such as missions/research/manufacture but those will be included in the next update, I chose to release 0.34 meanwhile since it's been a long time since the last release. So expect, bugs, crashes, etc., and please report them.

Change Log V0.34

* Change: Tech-Comm base terrain complete: new maps for Command Center and Hangar, added stairs to Housing and Stores buildings, fixed routes to prevent terminators becoming stuck on roofs, and a rework of all existing maps
* Add: Infirmary, heals 5% health per day of injured soldiers, can host 25 personnel
* Add: Barracks, up to 10 soldiers can be assigned, can host 25 personnel
* Add: Pilot Training, requires base funcionalities pilot_training and craft_housing, uses 1 manufacturing space, takes 5-15 days to complete
* Add: Craft Production, requires base funcionalities craft_housing and craft_production and the corresponding craft research project
* Change: Shelter and Hangar give craft_housing base funcionalities, Hangar and Tech Station give craft_production, and Hangar/Training Station give pilot_training
* Add: destroyBaseFacilities as a global variable, set to true. This makes enemy units to focus more on destroying base facilities during a base defense mission
* Add: all facilities now have a missileAttraction value assigned, representing the odds of getting hit by a bombardment. Surface buildings and radar/missile facilities have higher values, while underground facilities have lower ones
* Crafts can be acquired according through 3 ways: purchase (most already existing craft), research & manufacturing (recovering blueprints on missions) and recovery (winning tactical missions). Research unlocks the existing advanced craft, while the newer models added can only be recovered from missions
* Change: mission sites will always despawn when their timer runs out, even when targeted by craft
* Change: craft Intelpedia articles now display range instead of fuel
* Change: additional options are now fixed, specifically storageLimitsEnforced (false), drawEnemyRadarCircles (false), removeWoundedFromTraining (true), techTreeViewerSpoilerProtection (true) and strafe (false)
* Add: destroyed base facilities are replaced with 'Rubble' (allows to keep connected facilities); if facility is 2x2 or 3x3, then it is damaged (works at 50% and loses special abilities) and can be repaired by rebuilding the original facility (at half the time with a refund), if damaged facility is hit again it is destroyed and removed all together
* Change: several craft removed/changed/added to simplify and balance
* Change: fixed Intelpedia articles on craft
« Last Edit: December 06, 2018, 05:24:23 pm by Hobbes »

Online efrenespartano

  • Captain
  • ***
  • Posts: 375
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
« Reply #286 on: December 07, 2018, 08:14:01 am »
Awesome! Downloading right now!

Offline Hobbes

  • Commander
  • *****
  • Posts: 3339
  • Infiltration subroutine in progress
    • View Profile
Re: [TC][OXCE] Terminator: Tech-Comm - version 0.34 released December 6th
« Reply #287 on: December 07, 2018, 07:34:22 pm »
Awesome! Downloading right now!

:)

One of the features of the next update is Nuclear/Biological/Chemical conditions to the battlefield that will affect negatively the health/stun/stamina/morale of your soldiers each turn, so the longer the mission lasts, the worst it will get. I'll also add NBC suits as armor to help mitigate those effects.



And here's a pic of Tech-Comm Base terrain, now finished


Online efrenespartano

  • Captain
  • ***
  • Posts: 375
  • I know a lot about the law and other lawyerings.
    • View Profile
:)

One of the features of the next update is Nuclear/Biological/Chemical conditions to the battlefield that will affect negatively the health/stun/stamina/morale of your soldiers each turn, so the longer the mission lasts, the worst it will get. I'll also add NBC suits as armor to help mitigate those effects.

I loved the new Base terrain.}

After a lot of searching inside my Google Drive account and my Hard Drive, I've found an old ripoff of the HEC Armor from XenOperations by XOps. Is old, but you can use the sprites if you prefer. It matchs perfectly for the Resistance's NBQ Suit.