Author Topic: [WIP][OXCE] United Nations Extraterrestrial Combat Command | v0.2e release!  (Read 2603 times)

Online efrenespartano

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First I wanted to thank all the modders and Efren for all their amazing work.

As a seasoned Xcom player I wanted to introduce my GF to Xcom but also spice things up for me.

I found this mod's theme, time and features to be the exact right mix for both introducing new players to the Xcom formula while also making it more interesting for veteran players such as myself.

Thank you so much, Valmont! It's always nice to heard some nice words. ;D

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Now to the important feedback part:

The mod needs to work on balancing a few things:

- Interceptor planes' fuel is WAY WAY WAY too low. Looking at the files I found them to be around 120-220 for the most part and it was making the game a chore to play. On out first 40 min run we only managed to down 1 (one) single small scout UFO with two bases!


I know, it is supposed to be low for the Tier 1 planes. I even made some maths to calculate the most realistic fuel capacity. The Phantom had the worst combat range, some 84~ fuel units. It was almost imposible to use, so I increased it a little.

Try to engage in squadrons of two planes, the MiG-25 Foxbat and the F.6 Lightning are useful to pick up small UFOs. Or you can wait until the UFO slows down to send some bombers/fighters. Be careful, some UFOs actually hunt your crafts.

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- I suggest at least doubling each of the planes' current fuel capacity.

- Increase fuel consumption when crafts are flying over hostile countries while reduce fuel consumption when flying over NATO/RUS countries.

Yes, I'm taking this in account. Maybe even  decrease a little the speed of the Scouts, to give Tier 1 UNEXCOM fighters a chance to fight back. Mostly because, their speed it's their real one.

The first researchable planes (after some Alloy research) are an important boost to UNEXCOM air forces, both in terms of combat range and fighting capacity. They are almost done. ;)

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The fuel tank increase addon that you can buy only gives 50 additional fuel capacity which is nothing and barely even noticeable. It should give at least 150 or more fuel capacity specially considering it takes one weapon slot. Right now there is no logical reason to get one over a weapon. 

Got it, i'm going to increase that too.

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Everything else seems quite balanced but I will be posting more feedback as we play more.

Thanks and keep this UP! Can't wait for version 0.2

Thank you too for playing! Any more feedback and/or suggestions are always welcome. ;D

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Online efrenespartano

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Hello! Your ideas are great! But the problem is that no such feature exist. Sorry.
I'm thinking to ask later Meridian for some kind of "Refuel plane" behavior, I think it would be useful. ???

I hope that he consider it useful enough to add it to OXCE+. *cross fingers*

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Offline Valmont

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Thank you so much, Valmont! It's always nice to heard some nice words. ;D

I know, it is supposed to be low for the Tier 1 planes. I even made some maths to calculate the most realistic fuel capacity. The Phantom had the worst combat range, some 84~ fuel units. It was almost imposible to use, so I increased it a little.

Try to engage in squadrons of two planes, the MiG-25 Foxbat and the F.6 Lightning are useful to pick up small UFOs. Or you can wait until the UFO slows down to send some bombers/fighters. Be careful, some UFOs actually hunt your crafts.

Yes, I'm taking this in account. Maybe even  decrease a little the speed of the Scouts, to give Tier 1 UNEXCOM fighters a chance to fight back. Mostly because, their speed it's their real one.

The first researchable planes (after some Alloy research) are an important boost to UNEXCOM air forces, both in terms of combat range and fighting capacity. They are almost done. ;)

Got it, i'm going to increase that too.

Thank you too for playing! Any more feedback and/or suggestions are always welcome. ;D

Thanks for the tips Spartan and we the fans should be the ones thanking you devs and modders for many many hours of not only entertainment and fun but also tactical and management thinking that Xcom tough so many of us.

I tried engaging with two or more planes but the game would not allow me for some reason. (Clicking the top left square icon to minimize the pursuit did not work).

Also, on one ocation I sent my hercules to a landed medium scout and when the hercules was about 50km from the site the UFO went airborne and attacked my Hercules. (It was amazing and scary to realize how reactive and human like the aliens are now!)

I guess it was my fault for not sending an armed escort jet with the Hercules but the bad part was that when the UFO engaged the Hercules I was not able to minimize the interception window (again clicking the top left icon did nothing) so I could not send help and had to just watch for a minute or two how my Hercules was slowly destroyed by the UFO.

I felt desperate and helpless during those minutes and I don't know if that was intended or a miss installation on my part? My GF almost started crying because her soldier was about to die and there was nothing we could do but then I told her about saved games and she got better.  ;)

Also, during the engagement the only options I had were to engage the UFO in long/short range, and since my Hercules had no weapons it would be nice if I had the option to try to Outrun or let go of the UFO like regular interceptors have. This might've been pointless since the Hercules could never really outrun a UFO but at least I would have felt better like I did everything I could. ;D

The only other suggestion I have is that the Sherman Tank looks kinda bad compared to the other units so maybe it could be improved just a little. It looks stretched and kinda out of proportion.

Looking forward the tier 2 jets!

Valmont out!

Offline Dr.Crowley

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Well, it looks very promising. Keep working, comrade!

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Thanks for the tips Spartan and we the fans should be the ones thanking you devs and modders for many many hours of not only entertainment and fun but also tactical and management thinking that Xcom tough so many of us.

I tried engaging with two or more planes but the game would not allow me for some reason. (Clicking the top left square icon to minimize the pursuit did not work).

That's weird. This happens more than once?

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Also, on one ocation I sent my hercules to a landed medium scout and when the hercules was about 50km from the site the UFO went airborne and attacked my Hercules. (It was amazing and scary to realize how reactive and human like the aliens are now!)

I guess it was my fault for not sending an armed escort jet with the Hercules but the bad part was that when the UFO engaged the Hercules I was not able to minimize the interception window (again clicking the top left icon did nothing) so I could not send help and had to just watch for a minute or two how my Hercules was slowly destroyed by the UFO.

Yep, that were the famous Hunter-Killers. They are already scripted into the campaign, so you will face them since november-december, with more difficult HKs appearing later in the campaign. But sometimes, a loner UFO can turn HK.

When a HK catches you, you can't leave the screen to wait for reinforcements. Most of them, leave the fight when you hurt them about the 50% of their HP.

In my initial test, a single UFO, the feared UFO-13, shooted down all of my squadron: 1 Hercules, 1 Huey, 2 Thunderchief and 1 F.6 Lightning. They are rude.

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I felt desperate and helpless during those minutes and I don't know if that was intended or a miss installation on my part? My GF almost started crying because her soldier was about to die and there was nothing we could do but then I told her about saved games and she got better.  ;)

Also, during the engagement the only options I had were to engage the UFO in long/short range, and since my Hercules had no weapons it would be nice if I had the option to try to Outrun or let go of the UFO like regular interceptors have. This might've been pointless since the Hercules could never really outrun a UFO but at least I would have felt better like I did everything I could. ;D

Actually, I think it's possible to out-run a HK, but you need to be faster than the UFO.

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The only other suggestion I have is that the Sherman Tank looks kinda bad compared to the other units so maybe it could be improved just a little. It looks stretched and kinda out of proportion.


Yeeeeep, i'm not the best at making sprites haha. I'm working on that. ;)

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Looking forward the tier 2 jets!

Valmont out!

I've finished them yesterday. I'm going to release them today or tomorrow. They nearly double the average Tier I stats, are very beautiful. :')

Also expect to find some new guns and a reskin to others. :D


Well, it looks very promising. Keep working, comrade!

Thank you, comrade!

Feel free to give your suggestions. If it fits into the mod, I will (try to) add it. :D

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« Last Edit: July 16, 2018, 04:03:07 pm by efrenespartano »

Offline Mitra Lightbringer

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Just letting you know...

Online efrenespartano

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Just letting you know...
Yes! This bug was reported earlier, thank you, Mitra Lightbringer! Now it's fixed, along some other errors. I'm going to upload the new version today or tomorrow, i'm solving some issues with the new guns. ;D

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Offline Valmont

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That's weird. This happens more than once?

Yep, that were the famous Hunter-Killers. They are already scripted into the campaign, so you will face them since november-december, with more difficult HKs appearing later in the campaign. But sometimes, a loner UFO can turn HK.

When a HK catches you, you can't leave the screen to wait for reinforcements. Most of them, leave the fight when you hurt them about the 50% of their HP.

Actually, I think it's possible to out-run a HK, but you need to be faster than the UFO.

I think it is kind of unfair that when we are attacked by a HK we cannot send help (minimize the interception) to prevent our personnel carrier crafts from dying helplessly.  :'( but I also know that it wasn't you the one who created the HK so its behavior is not in your hands.

I will suggest this in the HK mod post here on the forums.

I've finished them yesterday. I'm going to release them today or tomorrow. They nearly double the average Tier I stats, are very beautiful. :')

Also expect to find some new guns and a reskin to others. :D

Feel free to give your suggestions. If it fits into the mod, I will (try to) add it. :D

Can't wait! I will be one of your beta testers ;)

Offline ohartenstein23

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You can send help - attach an escort to your transport before you send it out.  Do you really think an aggressor targeting an unarmed transport will really wait the time it'd take for your interceptor to launch and arrive to help?

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You can send help - attach an escort to your transport before you send it out.  Do you really think an aggressor targeting an unarmed transport will really wait the time it'd take for your interceptor to launch and arrive to help?

The problem about attaching escorts is the tremendous fuel difference between transports and interceptor crafts making escorting not really viable in this particular mod (it works fine in vanilla because interceptors have 1500+ fuel).

Also, in this particular case the HK intercepted my Hercules/Skyranger very close to my base (~40KM) so my interceptor would have had the time to arrive before the transport was destroyed, you see:

- It was a medium scout and it took at least 60 shots to down my transport each shot taking ~ a second.

- My Hercules would have made 10 Km in those 60 seconds and the Interceptor at 1.400 KM/H would have made 24KM but since they would have been going in opposite directions the chances of arriving in time are +- 4KM.

Of course Xcom is not exactly known for being realistic so we have to factor in the fun factor here and I think many will agree that it can be more fun to have the same functionality (allow minimizing the windows) when intercepting and when being intercepted (HK).

Right now it feels like the Aliens are cheating a little bit.

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You can send help - attach an escort to your transport before you send it out.  Do you really think an aggressor targeting an unarmed transport will really wait the time it'd take for your interceptor to launch and arrive to help?

Yum, tasty un-escorted transports. :9

The problem about attaching escorts is the tremendous fuel difference between transports and interceptor crafts making escorting not really viable in this particular mod (it works fine in vanilla because interceptors have 1500+ fuel).

I think that the new Fuel Tanks (thank you for your suggestion, Valmont!) with 150 extra units will extend the escort range of the fighters/bombers.

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Also, in this particular case the HK intercepted my Hercules/Skyranger very close to my base (~40KM) so my interceptor would have had the time to arrive before the transport was destroyed, you see:

Of course Xcom is not exactly known for being realistic so we have to factor in the fun factor here and I think many will agree that it can be more fun to have the same functionality (allow minimizing the windows) when intercepting and when being intercepted (HK).

Right now it feels like the Aliens are cheating a little bit.

One of the main purposes of UNEXCOM is to represent as realistically as possible (without breaking the fun of the game) the disadvantage of the forces of humanity when facing an enemy for which they are not ready. Our airplanes, tanks and armor systems are not designed to stop plasma bolts. Our pilots and soldiers make their best effort to fight an enemy unknown.

But if it is very difficult to face the HKs so early in the game, I could delay their appearance a bit. ???

The Tier II planes will have more similar statistics to the original Interceptor, to rebalance a little the things.





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« Last Edit: July 18, 2018, 06:18:12 am by efrenespartano »

Offline Valmont

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I think that the new Fuel Tanks (thank you for your suggestion, Valmont!) with 150 extra units will extend the escort range of the fighters/bombers.

But if it is very difficult to face the HKs so early in the game, I could delay their appearance a bit. ???


We love the challenge! And with the changes you did to Fuel Tanks and Tier 2 Interceptors it is more than enough so no need to delay their appearance.

La parte que no es agradable es que cuando un HK ataca un transporte lo unico que podemos hacer los jugadores es mirar la pantalla mientras nuestra nave es destruida lentamente. Si tan solo se pudiese minimizar esta ventana y hacer otras cosas mientras la nave es destruida no seria tan desagradable perder una nave. Por ejemplo si un HK esta destruyendo mi Hercules al menos mientras eso ocurre ya puedo planear el contra ataque o la venganza y no mirando una pantallita por 60+ segundos. Es solo una cuestion de jugabilidad mas que de balance.

Por cierto hubo un problema de instalacion de mi parte, habia instalado el mod sobre el Nightly+ OCE+ cuando deberia haber instalado solo OCE+.

Ahora cuando pruebe 0.2 seguro voy a tener menos problemas porque ya solucione lo de la instalacion.

Desde ya muchas gracias por tu tremendo trabajo!

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After a week and a couple of days of delay due to unexpected work, the 0.2a version of UNEXCOM is finally (almost) ready!

DOWNLOAD UNEXCOM V02.a!

This is not the correct version of 0.2, it is a preliminary version. The weapons of the Warsaw Pact and of NATO are still to be added. I had some problems with version 0.2b, so for now, I'll upload this. I hope to solve the problems tomorrow or Friday and update it to the correct version.

WHAT DOES THIS VERSION INCLUDE?
* The much needed Tier II aircraft, the XF-108 Rapier fighter and the XB-70 bomber, real aircraft of the time that were canceled due to problems with their development. Well, that was solved and they are ready for action!
* A new weapon that comes with the Valkyrie, the AR-5 rifle. Very light, not so powerful, you can equip it with a fast soldier or a pilot, in replacement of your Colt 45.
* New craft weapon: Alloy Craft Armor. Increase the resistance of your aircraft by 100 points.
* Glitches and bugs found by Alnoaht, Yataka Shimaoka, Mitra Lightbringer and Valmont already resolved. Keep going, Bug Stompers!
* Some new UFOpedia pages and a couple of initial investigations, related to Alien Alloys.

To-do:
* Repair the errors of the UFOPaedia pages, such as listOrder and texts.
* Add the other Tier I weapons
* Fix errors.
* Add new tanks.
* Add new armors
« Last Edit: July 19, 2018, 05:27:39 am by efrenespartano »

Online efrenespartano

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We love the challenge! And with the changes you did to Fuel Tanks and Tier 2 Interceptors it is more than enough so no need to delay their appearance.

The preliminary version of 0.2 is now avaliable, if you want to try the new crafts. :)

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La parte que no es agradable es que cuando un HK ataca un transporte lo unico que podemos hacer los jugadores es mirar la pantalla mientras nuestra nave es destruida lentamente. Si tan solo se pudiese minimizar esta ventana y hacer otras cosas mientras la nave es destruida no seria tan desagradable perder una nave. Por ejemplo si un HK esta destruyendo mi Hercules al menos mientras eso ocurre ya puedo planear el contra ataque o la venganza y no mirando una pantallita por 60+ segundos. Es solo una cuestion de jugabilidad mas que de balance.

Por cierto hubo un problema de instalacion de mi parte, habia instalado el mod sobre el Nightly+ OCE+ cuando deberia haber instalado solo OCE+.

Ahora cuando pruebe 0.2 seguro voy a tener menos problemas porque ya solucione lo de la instalacion.

Desde ya muchas gracias por tu tremendo trabajo!

Me parece que el motivo de que no se pueda minimizar, según recuerdo comentaba Meridian, es debido a cuestiones técnicas propias del juego. Y quizá también, por lo que comentaba ohartenstein23. Siempre lleva un escolta en zonas con presencia UFO. Otros transportes podrán llevar armas y sistemas AUX.

Es un gusto encontrar otro hispanohablante en el foro. Gracias por disfrutar mi trabajo, cualquier duda o sugerencia, no dudes en hacerla. :)



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Offline Valmont

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The preliminary version of 0.2 is now avaliable, if you want to try the new crafts. :)

Me parece que el motivo de que no se pueda minimizar, según recuerdo comentaba Meridian, es debido a cuestiones técnicas propias del juego. Y quizá también, por lo que comentaba ohartenstein23. Siempre lleva un escolta en zonas con presencia UFO. Otros transportes podrán llevar armas y sistemas AUX.

Es un gusto encontrar otro hispanohablante en el foro. Gracias por disfrutar mi trabajo, cualquier duda o sugerencia, no dudes en hacerla. :)

Descargada la nueva version, estuvimos esperandola con mi novia y entrabamos al foro todos los dias, gracias!

Will give you further feedback as always, keep it up to the to do list... I love that your mod is doable and not insane as some other mods that will probably never be really done because of their scopes.