Author Topic: [FMP] Difficulty Mod-mods  (Read 459 times)

Offline Tekamthi

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[FMP] Difficulty Mod-mods
« on: August 20, 2018, 05:52:53 pm »
Been playing my way through the popular mods on these boards the past few months.. the vanilla flavor of FMP best suits my tastes for x-com nostalgia so far -- but 20+ years after first playing, being an adult now and (slightly) wiser than I was as a 10 year old, and now with more toys to choose from, the game has lost a little bit of its challenge.

Took a peak under the OXC(E+) hood.. & must acknowledge the time and commitment of the various devs and mod authors that have shared their content here.. amazing!

Anyway, as I've played, I've slapped together a few mod mods intended to work with FMP, to either draw out research a little more, make valuable gear a little more costly in some way, or activate some of the OXCE+ features that truly fill-out the vanilla experience.

Posting here, hoping others might have done the same & reciprocate.

Most/all of this is still being tested as I play -- w/ the exception of the research tree changes, though, I don't imagine anything has the potential to be game-breaking.  I'll try to fix any issues I discover

GravMod: extracting grav mod costs more corpses (they were all shot to shit, right?), and repairing damaged jump/anti-grav armor restores the grav module, rather than the armor
HK: quick attempt at making the hunter-killer UFOs in OXCE+ work, as answer to a question I always wondered as a kid ie why do the aliens bother feeding x-com all these small, useless UFOs... all small UFOs have a chance to become HK, and base might generate a HK mission if you're nearby
Item Limits: the 80 item/skyranger limit is applied, adjusted proportionally for larger/smaller craft.  The 80/skyranger ratio (roughly 6 items per soldier) seems a perfect balance to bring back the vanilla x-com constraint, w/o being too restrictive.  Expect to spend a lot more time at equip craft screen.
Research Stages: an attempt to prevent research on key weapons arriving all at once (eg gauss/laser/rail) -- I havent tested all scenarios yet to ensure research tree doesnt break in exceptional cases, but so far so good.
SniperSpotter: applies OXCE+ sniper ai to most FMP enemies
SynthRep: synthmuscles cost more corpses, and the suit itself can be repaired like other armors
pyramid base: early but working attempt at making 2-stage alien base missions.. will be updated further.  w/ item limits, above, base assault is much harder so far
active alien base: alien base generates more missions than just supply, and more often (once every ~5 days instead of once every ~20)

Offline efrenespartano

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[FMP] Difficulty Mod-mods
« Reply #1 on: August 20, 2018, 06:25:43 pm »
Nice additions, Tekamthi!

I like in particular 2 of them, the Pyramids (which I'm using them in my own mod) and the bases generating alien missions!

I'm going to use your add-ons in my FMP game:)


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« Last Edit: August 20, 2018, 06:31:45 pm by efrenespartano »

Offline Ethereal

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Re: [FMP] Difficulty Mod-mods
« Reply #2 on: August 21, 2018, 06:48:51 am »
Thanks so much. Pyramid_base - really useful. In my mod of 4 kinds of different two-level bases, but maps for the upper levels was not enough.

Offline Tekamthi

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Re: [FMP] Difficulty Mod-mods
« Reply #3 on: September 01, 2018, 03:45:01 am »
great, let me know if any ideas come up for changes.. i generally know my way around these rulesets at this point, but some are a little more theory-crafted than others.. for example, the alien base missions are a little hard to discern from other missions while playing, so i dont know really if this effect is tuned just right.  might need a tweak or two yet

« Last Edit: September 01, 2018, 03:46:39 am by Tekamthi »