My mod makes changes for balance purposes and filling in gaps in the progression. It does make a lot of changes, but preserving the original feel is central to the design of my mod. If you're interested in playing it, I'd love to hear from you about it! It gets quiet in here, I can't find hardly anybody to play my mod.
Hi Reaver,
thanks for your reply! I admire and salute you for the lot of time you invested in order to create such a
big mod! Unfortunately.... thats exactly the reason I´m not going to try it out - at least not yet. It really looks good, but I mainly want to again dive mostly into the "old" game, that I played a lot in younger years. Therefore I`m looking mainly for rather
small changes / improvements. And certainly not for something that intensly changes the research tree for example.
That ist - BTW - also the reason, I´m no longer interested in the awsome guns mod! I thought at first, that it will only add some more human weapons right from the start (MP, Shotgun, heavy MG etc. maybe also a grenade launcher?). But after reading the description a second time more closely, I found out that in this mod the laser can be researched only later and after some alien research first - AND it has no longer the ability for auto-shots! And this is an absolut no-go for me, because I LOVE the original laser rifle!!! And want to have it rather soon. Maybe I´m a bit biased (even "romantic"?
about this wunderful piece of human-made killing hardware, but I used to use it even all the way to Cydonia in my previous games of the past!!! In addition to the PSI amplifier and Blaster Launchers of course.....
So far I have choosen to use those small mods: Extra Pockets for the troopers, improved optics for handheld small objects (like different typs of grenades), a smaller replacement for the stun rod, AWACS planes (although I`m not sure, if they are worth the monthly rental cost and the trouble to build an additional hangar...), a rather "cool" looking HAZMAT protection suit and an Airsoft Pistol with NO damage, in order to train my troopers reaction ability by "shooting" at unarmed aliens without killing them. At least not for some time, of course...
I also tried two mods to include a stun grenade and a dart rifle. Unfortunately both don`t seem to work. Neither can I buy those "new" items, nor is there a new option to research it. As you seem to be very knowledgable with modifications of this game: Any idea what`s wrong? Are those mods defective, did I make a mistake to install it (I copied both folders into the "user/mods" sub-folder of the game) or is there a prerequisite for getting those additional items that I´m not aware of? In the options menu I can activate both mods, but in the game I don`t see any effect.
The mod is supposed to go into its own folder in C:\Users\<your computer username>\My Documents\OpenXcom\mods\. Once you get used to that, the new file structure is much easier to work with. The 1.0 Milestone is very old and out of date in many ways, many bugs have been fixed since then and many features have been added. Nearly all mods you'll find work with the new file structure.
I have decided to install the game as a "movable" Version, so I can easily copy it to another computer. So the file structure is slightly different in my case: OpenXcom/user/mods (plus the savegame folder here also). But thanks again, I´ll try it that way! The only problem is, that I can never be sure, that it does work, because it only adds an additional BirdOfPrey UFO (if it works correctly...). So I have to wait and see, if one day I come across this "new" enemy craft....
Kind regards
Thunder
---posts merged ---oops! I`m sorry! I have already found out myself, what`s "wrong" with the "missing Dart Rifle and the stun grenade....! I should have read the description more closely: The first needs an alien autopsy first, before it can be researched....! And the second can´t be researched before an alien stun bomb (ammo for small launchers) was researched before. (Shame on me for not reading thoroughly....)