Author Topic: [UFO MEGAMOD] XCR: X-COM Classic Remastered  (Read 2829 times)

Offline Coincident

  • Captain
  • ***
  • Posts: 58
    • View Profile
[UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 04, 2019, 01:04:14 am »
X-COM Classic Remastered
An OpenXcom mod that rebalances all original features of classic X-COM.
Every existing technology is situational, and gameplay is more varied.

Download: https://github.com/Coincident/XCOMClassicRemastered/archive/master.zip
Mod portal: https://openxcom.mod.io/x-com-classic-remastered
Official manual: https://docs.google.com/document/d/1w74mm2hztQEn1fmIWZpCMQYygq-xuDaVMDJ6RyDEJ_U/edit#
(contains detailed installation instructions, research trees, balance calculations, and explanations of all the changes made)

Install:
 - download and extract to mods folder
 - start OpenXcom and go to options
 - activate X-COM Classic Remastered mod
 - set UFO Extender accuracy = YES
 - set Explosion Height = 2

Works with a nightly build of vanilla OpenXcom, or OXCE.



A complete rebalance of all the features in the classic game to sharpen the gameplay experience variety. Designed for people who want to experience only the original content of the game, without the severe balance problems and with enhanced quality. This mod addresses the blatant balance problems of the original, for example: late-game psionics, the blaster launcher, and the plasma beam’s long range making every interception a cake-walk.
No new content is added, and no old content is removed. There are no new weapons*, alien races, crafts or UFOs. There’s some recoloring & new graphics for original content to increase the quality, and the LukesExtraUFOs + Terrain Pack for some more battlescape scenario variety.
The game is a lot harder - if you want to win the war, be prepared to lose a few battles. Each battle is much more important, and has a greater impact on the entire course of the game. Each choice you take is much more important, because there is much less margin for error. As a result, each victory is so much more satisfying - you won’t win just because you have 10 über-soldiers with flying armor and imba heavy plasmas (there is no such thing now).
Make the wrong decisions, and you will lose.
Make the right decisions, and you might win…








So... this has been in the making, off-line, for about 4 years. There were many pauses and interruptions, but I finally took care of the final details and decided to publish it, since I'm taking another break from the game, and will probably not return for another 2 years.
Not sure if this qualifies as a "megamod" or not, but it's a complete remake of the game. I copied literally every ruleset available into spreadsheet formulas to compare and correlate data, and rebalance everything as accurately as possible.
The mod is fully functional and was heavily tested.
« Last Edit: July 14, 2019, 10:21:35 pm by Coincident »

Offline efrenespartano

  • Commander
  • *****
  • Posts: 501
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #1 on: June 04, 2019, 01:34:17 am »
I love long descriptions. :)

I'm interested in your mod! You just have a new download.

Question: is this mod in it's final release, right? So... There will be no more updates?

Kudos for the official manual. I love manuals too.

Enviado desde mi LG-M400 mediante Tapatalk


Offline Coincident

  • Captain
  • ***
  • Posts: 58
    • View Profile
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #2 on: June 04, 2019, 09:48:43 am »
Hello.

Hope you enjoy it  ;)

is this mod in it's final release, right? So... There will be no more updates?
Yes, this is a final release. I'm providing support for the mod, but there are no plans to make more content. The mod is limited to the original content of the game, which has all been reworked already, so there is really nothing else to add.

However, I will pay attention to posts here, so if someone finds a bug or any problem that needs to be fixed, I can work on it and release a hotfix.

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 575
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #3 on: June 10, 2019, 11:33:42 am »
Make the wrong decisions, and you will lose.
Make the right decisions, and you might win…[/font][/size]
Why does this always turn me on? I hate losing in any game, but X-COM makes losing feel rewarding... As long as I also win a few to stay in the fight.

Offline Coincident

  • Captain
  • ***
  • Posts: 58
    • View Profile
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #4 on: June 12, 2019, 05:54:50 pm »
I hate losing in any game, but X-COM makes losing feel rewarding...
Yeah, it's the same for me. Recovering from non-fatal losses and planning to get back on track feels very rewarding - even when you lose an entire Skyranger to a difficult terror mission.
In the original X-COM (without mods) this only happens in the early-game. After a while you have heavy plasmas, psi-amps, and lots of money; and that feeling is lost. You just proceed to win everything without need for any strategy. The difficulty decreases with time.
This is precisely the issue that I've tried to address with this mod - to keep the game challenging for longer, and make that feeling last into the late-game.
« Last Edit: June 13, 2019, 02:46:26 am by Coincident »

Offline yetiisyou

  • Sergeant
  • **
  • Posts: 27
    • View Profile
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #5 on: June 22, 2019, 06:48:45 pm »
So, mod was installed on last version Openxcom and can't start

Spoiler:

 [22-06-2019_18-35-57]   [ERROR]   failed to load 'X-COM Classic Remastered'; mod disabled
Error for 'STR_MUTON_MELEE_WEAPON': offset '-5' have incorrect value in set 'BIGOBS.PCK'


my version https://yadi.sk/d/wrTg4Iu21enlew
« Last Edit: June 22, 2019, 07:07:24 pm by yetiisyou »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8588
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #6 on: June 22, 2019, 06:54:08 pm »
Yes, recently OXC stopped allowing negative indices for bigobs. This needs to be updated in the mod.

Offline efrenespartano

  • Commander
  • *****
  • Posts: 501
  • I know a lot about the law and other lawyerings.
    • View Profile
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #7 on: June 22, 2019, 06:58:17 pm »
Yes, recently OXC stopped allowing negative indices for bigobs. This needs to be updated in the mod.
Oh, really? D:

What about some vanilla items with negative indices? IIRC, many terrorist units use them.

Enviado desde mi LG-M400 mediante Tapatalk


Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8588
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #8 on: June 22, 2019, 07:08:02 pm »
Oh, really? D:

What about some vanilla items with negative indices? IIRC, many terrorist units use them.

Recently OXC stopped allowing negative indices for bigobs. This needs to be updated in the mod.

Enviado desde mi LG-M400 mediante Tapatalk

Gracias por el mensaje esclarecedor!

Offline yetiisyou

  • Sergeant
  • **
  • Posts: 27
    • View Profile
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #9 on: June 22, 2019, 07:39:39 pm »
last build that work with this mod "openxcom_git_master_2019_06_05_1233.exe"
« Last Edit: June 22, 2019, 07:48:55 pm by yetiisyou »

Offline Coincident

  • Captain
  • ***
  • Posts: 58
    • View Profile
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #10 on: June 22, 2019, 08:23:17 pm »
Not sure what's the meaning of "STR_MUTON_MELEE_WEAPON" having a -5 value  :o
I will look into this asap.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 5062
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #11 on: June 22, 2019, 08:26:33 pm »
Not sure what's the meaning of "STR_MUTON_MELEE_WEAPON" having a -5 value  :o
I will look into this asap.

https://github.com/Coincident/XCOMClassicRemastered/blob/master/Ruleset/XCR-Aliens.rul#L801

Offline Coincident

  • Captain
  • ***
  • Posts: 58
    • View Profile
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #12 on: June 22, 2019, 08:38:00 pm »
Yeah, I had just ran into that ruleset, thank you :)

I will try to remove the bigsprite value altogether, and test.
I believe it should work since those are fixed weapons anyway, so they cant be seen in inventory or ufopaedia.

Offline Coincident

  • Captain
  • ***
  • Posts: 58
    • View Profile
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #13 on: June 22, 2019, 09:03:30 pm »
I've just updated the master version with the fix, download it here: https://github.com/Coincident/XCOMClassicRemastered/archive/master.zip

The game no longer crashes on startup and launches correctly with the latest nightly build of OpenXcom.

Please try it with your save-games and let me know if everything is ok; so I can tag this with version 1.1 and update the download in the mod portal.
« Last Edit: June 22, 2019, 09:05:01 pm by Coincident »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 5062
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« Reply #14 on: June 22, 2019, 09:42:22 pm »
I believe it should work since those are fixed weapons anyway, so they cant be seen in inventory or ufopaedia.

They can be seen when aliens are mind-controlled.