Author Topic: [OXCE][Compilation] Area 51 submods  (Read 31696 times)

Offline Hobbes

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[OXCE][Compilation] Area 51 submods
« on: May 14, 2019, 06:53:49 pm »


This is a collection of modular mods created to add new starting options to the vanilla UFO game, using OXCE features that were originally developed for the larger megamods available. Once the planned mods are completed, this collection is being considered to be the prerelease of the Area 51 mod.

List of submods (*italics under development/consideration*)

Alien Hives (https://openxcom.mod.io/alien-hives)
Alien bases will launch UFOs against incoming XCom craft and upgrade their interceptors as time advances.

Armed Civilians (https://openxcom.mod.io/armed-civilians)
Adds paramedics, firefighters, police officers and military soldiers to terror sites.

Beaches Of Cydonia
Replaces the Mars Cydonia Landing mission with a new terrain.

Close Encounters (https://openxcom.mod.io/close-encounters)
Alien spotters/snipers added. Alien melee units will charge more aggressively.

Council Betrayal ((https://openxcom.mod.io/council-betrayal)
Several countries start already infiltrated. 4 additional countries. Pacts can be reverted by destroying bases.

Early Invasion (https://openxcom.mod.io/early-invasion)
The aliens' invasion timetable is advanced by six months.

First Class (https://openxcom.mod.io/first-class)
Only the eight starting soldiers can be promoted to Commander rank.

Galactic Fantasia
Adds the Spacefarer, Waspite, Phaser, Overlord and Gazer races, Muton Berserker/Elite/Leader/Commander units, Armored Sectopod and Hybrid terrorists.


Hunter-Killer UFOs (https://openxcom.mod.io/hunter-killers)
Medium/Large scouts, Terror Ships and Battleships have increased radar sight and can attack XCom craft.

Immediate Evac
Terror sites have a 33% chance of being generated as escape missions, where XCom units need to reach an exit area to win.


Mudranger APC craft
Adds the Mudranger APC craft, and uses it  to replace the starting Skyranger.


Muton Warlords (https://openxcom.mod.io/muton-warlords)
Muton UFOs can bombard XCom bases to destroy facilities or even destroy the entire base. Adds Muton Leader/Commander.

Night Terrors (https://openxcom.mod.io/night-terrors)
Alien bases can also generate terror missions. Mission sites will despawn even when targeted by XCom craft.

Outside Context Problem
Captured aliens are required to unlock all major alien tech. Adds Alien Scientist Rank.


Outworldly Physics (https://openxcom.mod.io/outerworldly-physics)
Smoke is 25% less effective blocking alien vision. Electroflare light power reduced by 25%.

Spacemen Remix (https://openxcom.mod.io/spacemen-remix)
Adds mixed crews of the vanilla aliens.

Terrain Pack
New terrains for landed/crashed UFOs, terror sites (include new civilian units) and alien base missions. Includes Geoscape redesign. *Being adapted from latest version*


Top Gun (https://openxcom.mod.io/top-gun)
Adds pilots to XCom, required to pilot all craft.

Ununpentium Unlocked
Elerium research is a prerequisite for all major alien techs.


Xenophobia (https://openxcom.mod.io/xenophobia)
Human soldiers may suffer additional morale losses during combat.

Each of the mods present in this collection is independent from the others and can be installed and played separately, allowing for granular difficulty settings.
« Last Edit: July 14, 2022, 06:31:27 am by Hobbes »

Offline efrenespartano

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Re: [OXCE][Compilation] Earth Invasion
« Reply #1 on: May 14, 2019, 11:23:10 pm »



Armed Civilians (https://openxcom.mod.io/armed-civilians)
Adds police officers and allied military personnel to terror sites.


Hunter-Killer UFOs (https://openxcom.mod.io/hunter-killers)
Medium/Large scouts, Terror Ships and Battleships have increased radar sight and can attack XCom craft.


Late Members
Mexico, Argentina, Kenya, Pakistan, Mongolia, Saudi Arabia, South Korea and New Zealand added to the Council.

I like a lot this modular mods! Definitely my favorite is the Armed Civilians. It was always my dream to have allied support in the original game. And the HKs make air war even more interesting.

The new countries are a nice idea, I hope you release it soon.

Thanks for sharing, Hobbes. :)

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Offline Hobbes

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Re: [OXCE][Compilation] Earth Invasion
« Reply #2 on: May 14, 2019, 11:35:09 pm »
The new countries are a nice idea, I hope you release it soon.

I've added some extra countries to the Council Betrayal mod, and yes, it includes Mexico :)

Offline efrenespartano

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Re: [OXCE][Compilation] Earth Invasion
« Reply #3 on: May 14, 2019, 11:46:12 pm »
I've added some extra countries to the Council Betrayal mod, and yes, it includes Mexico :)
Thank you so much! :'D

*Gets happy in mariachi*

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Offline Solarius Scorch

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Re: [OXCE][Compilation] Earth Invasion
« Reply #4 on: May 16, 2019, 08:09:58 pm »
I've added some extra countries to the Council Betrayal mod, and yes, it includes Mexico :)

Did you draw the borders too? If yes, kudos.

Offline Hobbes

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Re: [OXCE][Compilation] Earth Invasion
« Reply #5 on: May 16, 2019, 08:31:36 pm »
Did you draw the borders too? If yes, kudos.

It's on the 'todo' list, I've already drawn Mexico's borders.

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Re: [OXCE][Compilation] Earth Invasion
« Reply #6 on: May 16, 2019, 08:36:04 pm »
It's on the 'todo' list, I've already drawn Mexico's borders.

Awesome. Borders are one thing that totally intimidate me.

Offline Hobbes

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Re: [OXCE][Compilation] Earth Invasion
« Reply #7 on: May 17, 2019, 01:37:49 am »
Awesome. Borders are one thing that totally intimidate me.




NZ doesn't require borders, which was one of the reasons why it get chosen :D

Yeah, border are time consuming. One of the reasons why I decided to only add 4 countries.
« Last Edit: May 17, 2019, 02:02:56 am by Hobbes »

Offline Hobbes

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Re: [OXCE][Compilation] Earth Invasion
« Reply #8 on: May 18, 2019, 02:05:06 am »
Just updated several existing mods and added 4 new mods:
* Early Invasion - The aliens' invasion timetable is advanced by six months.
* First Class - Only the eight starting soldiers can be promoted to Commander rank.
* Spacemen Remix - Adds mixed crews of the vanilla aliens.
* Top Gun - Adds pilots to XCom, required to pilot all craft.

The Resistance Base mod (to replace the XCom base) has been progressing nicely. On this image you can see a part of the starting base, and 3 minefields, a bunker and a pillbox, all new facilities.

« Last Edit: May 18, 2019, 02:06:53 am by Hobbes »

Offline efrenespartano

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Re: [OXCE][Compilation] Earth Invasion
« Reply #9 on: May 18, 2019, 02:10:27 am »
*Highway to the danger zone...*

EDIT: So... This cool surface base will be a reemplace to all of the vanilla buildings? :D

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« Last Edit: May 18, 2019, 02:15:29 am by efrenespartano »

Offline Hobbes

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Re: [OXCE][Compilation] Earth Invasion
« Reply #10 on: May 18, 2019, 04:13:55 am »
*Highway to the danger zone...*

EDIT: So... This cool surface base will be a reemplace to all of the vanilla buildings? :D

Yeah, this is the Tech-Comm base terrain fully adapted to replace the XCom base terrain. All the vanilla facilities will have equivalents of the same size, with the exception of the access lift (command center) which is 20x20. It will also be possible to build underground for better protection against attacks but at a higher cost.

Offline efrenespartano

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Re: [OXCE][Compilation] Earth Invasion
« Reply #11 on: May 18, 2019, 04:34:57 am »

Yeah, this is the Tech-Comm base terrain fully adapted to replace the XCom base terrain. All the vanilla facilities will have equivalents of the same size, with the exception of the access lift (command center) which is 20x20. It will also be possible to build underground for better protection against attacks but at a higher cost.

Thank you so much, Hobbes. I've dreamt a long time for surface buildings. :')

This project of you looks great. Nice compilation!



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« Last Edit: May 18, 2019, 04:41:51 am by efrenespartano »

Offline efrenespartano

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Re: [OXCE][Compilation] Area 51 submods
« Reply #12 on: May 20, 2019, 06:42:18 am »
Hello again!

Have some new comments and a request:

Could I use some of these submods in my compilation, UNEXCOM?  Of course, without forgetting the respective credit. :)

Now, the comments. xD

Quote
Armed Civilians (https://openxcom.mod.io/armed-civilians)
Adds paramedics, firefighters, police officers and military soldiers to terror sites.

 I liked the new update.  The emergency services were a great addition, it's nice to see them in action. :D

BTW, for UNEXCOM I made some new weapons, for citizens and farmers who simply grabbed a gun and decided to fight.  Naturally, they are weapons that you find in a sports store or a police station.  At this moment I do not have them at hand, my laptop is in the technical service and it comes back in a couple of days, but... would you be interested in adding them to your mod Armed Civilians?

Quote
Beaches Of Cydonia
Replaces the Mars Cydonia Landing mission with a new terrain.

I have a HUGE curiosity about this.  From the beginning I wanted to redesign the mission in Cydonia, so I am intrigued by this new submod. :0

Quote
Terrain Pack
New terrains for landed/crashed UFOs, terror sites (include new civilian units) and alien base missions. Includes Geoscape redesign. *Being adapted from latest version*

IIRC, Terrain Pack is already published in mod.io, is this a new version?



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Offline Hobbes

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Re: [OXCE][Compilation] Area 51 submods
« Reply #13 on: May 20, 2019, 07:02:31 am »
Hello again!

Have some new comments and a request:

Could I use some of these submods in my compilation, UNEXCOM?  Of course, without forgetting the respective credit. :)

Of course :)

Quote
BTW, for UNEXCOM I made some new weapons, for citizens and farmers who simply grabbed a gun and decided to fight.  Naturally, they are weapons that you find in a sports store or a police station.  At this moment I do not have them at hand, my laptop is in the technical service and it comes back in a couple of days, but... would you be interested in adding them to your mod Armed Civilians?

I'm going to add several additional non-armed civilians (they will be moved from the Terrain Pack to this mod) but that should be it, because I don't to include any additional weaponry.

Quote
I have a HUGE curiosity about this.  From the beginning I wanted to redesign the mission in Cydonia, so I am intrigued by this new submod. :0

D-Day style invasion for 1st part.

Quote
IIRC, Terrain Pack is already published in mod.io, is this a new version?

This will be a new version of the Terrain Pack, although the existing version at the mod portal *should* work with the new submods.

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[/quote]

Offline CyberAxe

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Re: [OXCE][Compilation] Area 51 submods
« Reply #14 on: October 31, 2020, 12:49:14 am »
OpenXcom Version: Extended 6.7.2 (v2020-10-24)

[ERROR]   failed to load 'Armed Civilians'; mod disabled
Error for 'STR_TERROR_MISSION': wrong node type, expected a map at line 4