https://openxcom.mod.io/The fine folks at
mod.io contacted us regarding our portal issues, and after a bunch of back and forth, we decided it was just what we needed. They're the same people that have been running
Mod DB all these years, so, you know, they know their mods. The idea of mod.io is to provide similar capabilities to something like Steam Workshop without the platform restrictions. They even have an open API so you could build your own mod manager around it... wink wink nudge nudge.
Exciting New Features- Search that actually works!
- Links that go places! Wow!
- Staff that actually answer your bug reports!
- And so much more!
Salty, me? NeverNow before you go rushing to upload every old mod into the new site, I have some suggestions so we take this chance to start with a clean slate and provide the best experience for modders and players alike:
- Don't just upload any random file. Mods should all be playable and use the "2.0 mod format" (self-contained folders with metadata) so player can just extract the ZIPs into their mods folder at will (stuff like Piratez not withstanding), and in the future, have the game do it for them. No point in supporting 1.0 anymore. Yes, I said it.
- Likewise, anything that is of little use to players should probably be left to the forums. That means random resources, helpers, utilities, etc. I'm not sure where tools and forks like OXCE fit into this, let me know what you think.
- Use tags smartly. They're there to help players find the mods they want, not to get you more attention. Your total conversion could be tagged with everything, but a player that's just looking for "Craft" probably isn't interested in it. Likewise, a new item might involve new graphics, audio, research, etc, but the "Equipment" tag should suffice. Again, open to feedback.
Equipment - Battle equipment like weapons, armor, etc.
Craft - Includes crafts and craft weapons.
Base Facility - Includes X-COM bases and facilities.
X-COM Unit - Soldiers, HWPs, etc.
Alien Race - Alien units, crews, UFOs, etc.
Battlescape - Maps, terrains, deployments, etc.
Geoscape - Countries, regions, cities, etc.
R&D - Research, manufacture, Ufopaedia, etc.
Audio - Alternate music and sound effects.
Graphics - Reskins and sprite swaps.
Total Conversion - It's not about X-COM anymore.
Megamod - It's still about X-COM but so big you wouldn't wanna mix with anything else.
Balance - Focus on rebalancing existing stuff (either to make it easier or harder).
?? - Something missing? Let me know.
- Even if your mod is a total conversion, always indicate the Base Game (UFO/TFTD) required to run it, as not everyone may own both games.
- You can use the Homepage field to link to your forum thread.
Now go forth and mod away! You can even write guides, share your wisdom.