Author Topic: [OXCE][BETA][MAJOR] Vigilo Confido  (Read 31032 times)

Offline Meridian

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Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #45 on: March 07, 2021, 04:42:45 pm »
That is intended since I do not want the player to hire scientists at all via buying.

Since OXCE v7.0, it is possible to disable hiring scientists and/or engineers via research gates.

Attributes `hireScientistsUnlockResearch` and `hireEngineersUnlockResearch`

Offline eclecticbibliophile

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Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #46 on: June 07, 2021, 08:34:49 pm »
Any idea how I would go about getting this working on OXCE v7.0?

Offline Varana

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small patch
« Reply #47 on: July 18, 2021, 11:10:56 am »
Here is a small patch mod to make Vigilo Confido 0.9.8.1 run in oxce 7.0. Must be placed after (below) the Vigilo Confido mod and must be activated together with Vigilo Confido.

edit: I played it now on an easy level and lost after a good and very successful July with a ridiculous score of -11224 points. Found many bugs in the Ruleset, but not the one leading to this score.
I think this mod has some good and interesting ideas, but it is far from being playable. It is not beta, it is alpha.
« Last Edit: July 20, 2021, 04:45:54 pm by Varana »

Offline eclecticbibliophile

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Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #48 on: July 22, 2021, 03:08:06 pm »
Thank you very much! Shame about the bug, but I really appreciate the effort

Offline efrenespartano

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Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #49 on: August 24, 2023, 09:55:11 am »
The mod is impossible to play on the most recent OXCE build, so I made a quick update. Added a couple of new things, like the latest CMP release and a slightly Mechtoid sprite I tweaked for my mods (closer to the nuCom dude)

:)

Offline efrenespartano

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Re: [OXCE][BETA][MAJOR] Vigilo Confido
« Reply #50 on: December 17, 2023, 06:01:41 am »
Greetings, fellow XCOM rookies! I've been helping memmaker with new update, patching the reported issues to work with the latest OXCE version plus a lot of new goodies as well. A major visual overhaul and balance pass will make this mod closer to the XCOM 2012 and XCOM 2 experience!

Go get it on https://mod.io/g/openxcom/m/vigilo-confido

Code: [Select]
=== Changelog ===

=== Changes in v.0.9.9 ===
- Armors now recover Battle Focus (No armor gets 3 points, all the rest 2 points per turn)
- Delayed missionScripts for alien bases to 12 and 16 months (solving the July game breaking issue)
- Increased Blademaster flat damage from 20 to 30
- Decreased TU cost for T1, T2 and T3 Swords, Machine Guns and Pistols
- Decreased Battle Focus cost for Slash (from 6 to 4)
- Increased damage from 10 to 15 on T1 shotgun shells, added 15% spread
- Enabled layered paperdolls (code by b1ackwolf, sprites by XCom Files devs)
- Replaced vanilla Personal Armor sprites with custom Kevlar Vest (sprites by XOps)
- Replaced Tier 1 sprites and sounds with XOps sprites
- Replaced Sword, Fusion Blade, vanilla Plasmas sprite with Hans Woofington sprite
- Replaced vanilla (alien) laser weapons with sprites by Drages
- Added XROSS overhaul mod, modified and expanded by efrenespartano
- Replaced vanilla interceptor sprites with EU2012 ones (Raven by MickTheMage, Firestom by Tyran_Nick)
- Reworked Skyranger craft-less deployments and research topics with custom Skyrangers (maps by Aldorn), removed needItem dependency
- Improved Thin Man assets, sprites by efrenespartano, The Martian and NeoWorm
- Improved Sectoid assets, sprites by efrenespartano, b1ackwolf and NeoWorm
- Added XCOM Base Security NPCs to Base Defense