Author Topic: [OXCE][WIP][DLC] UNEXCOM: Bureau 11  (Read 5292 times)

Offline efrenespartano

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[OXCE][WIP][DLC] UNEXCOM: Bureau 11
« on: April 08, 2021, 02:51:14 am »
UNEXCOM: Bureau 11

The year is 1961. The Cold War between the United States and the Soviet Union is at its heist. The espionage and counter-espionage has become a common activity for the intelligence services of both world powers. But... there is something that is different. Recent strange phenomena, missing persons, crop circles... there is an increase in unknown activities, carried by unknown individuals. The intelligence agencies scramble to investigate them and try to find if the enemy is behind. A branch of the CIA is tasked to find the truth. This group is known as Bureau 11.

This DLC is a prequel of the mod for OpenXcom, UNEXCOM. Set in the same timeline, but a decade before, this story is full of secrets and unknown dangers. We have been working on this since November, the progress is slow and steady (mostly due real life work). Our plan is make a release as soon as the Act 1 missions are done. 

Based on the original ideas of Ace009, made by Brother^2 and efrenespartano.


Code: [Select]
Credits by name:
*Ace009: original background idea
*Alex_D: Cadillac El Dorado sprites and ruleset
*Andr: original creator of F-104 Starfighter, Beretta M12, AR-15, Sawed-off Shotgun, Winchester M1897, Flask, Field Dressing, Cigarettes, Medical Pouch
*Brother^2: lead design, ruleset creator
*efrenespartano: lead design, sprite & ruleset creator
*Dioxine: M79 Thumper sprites
*RamoZ: D17, B11 and US Army rulesets
*Hans Woofington: B11 and US Army unit sprites
*The Martian: D17 unit sprites
*wolwerin: Alien Lasers, Model 1900, sprite creator

Offline HT

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #1 on: April 08, 2021, 03:18:53 pm »
Looks good! Although your main mod is nowhere done yet though...
Will this be kinda like the start of XCF then, as in, regular guys going against aliens, cultists and such?

Offline efrenespartano

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #2 on: April 09, 2021, 05:16:33 am »
Looks good! Although your main mod is nowhere done yet though...
Will this be kinda like the start of XCF then, as in, regular guys going against aliens, cultists and such?

Haha yeah, the main mod is still WIP. Not far from being finished, tho.

This is more like a standalone prologue, split apart to avoid cluttering too much the main mod (also because there are 10 years between both campaigns). You could expect more XCF/Spy-ish vibes from here than UNEXCOM, more action-focused

Offline efrenespartano

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #3 on: August 18, 2021, 09:10:53 am »
A new update is ready.

UNEXCOM: Bureau 11 is alive!


What's new in this update?

Code: [Select]
30-May-2020 v0.1 Proving Grounds
Changes made:
*Removed vanilla content
*Added Act 1 weapons, ruleset by Brother^2, sprites by efrenespartano
*Added Act 2 weapons, ruleset by Brother^2, sprites by efrenespartano
*Added Act 3 weapons, ruleset by Brother^2, sprites by efrenespartano
*Added initial research, by Brother^2
*Added ammo resprite script, wrote by Filip-H
*Added new backgrounds for all the base screens, by efrenespartano
*Added new crafts
    - Cadillac El Dorado, by Alex_D
    - U-2 Dragon Lady, by efrenespartano
    - Mudranger, by the XCF team
    - UH-1A Iroquois, by Alex_D, Nord & efrenespartano
    - F-104 Starfighter, by Andr
    - X-62 Skyranger, by efrenespartano
*Added new craft weapons, by efrenespartano
    - Sidewinder Missile
    - M61 Vulcan Cannon
    - Fuel Tank
    - Flare Dispenser
    - Improved Spy Camera
    - Experimental Jet Thruster
*Added item categories
*Added custom difficulty names
*Added Alien Laser Weapons, ruleset by Brother^2, sprites by wolwerin
*Added food and medical items, by Brother^2
*Added Laser Devil Axe, ruleset by Brother^2, sprites by wolwerin
*Added new soldierTypes, by RamoZ
    - Bureau 11 Agent
    - US Army Veteran
    - Directorate 17 Agent
*Added D17 unit, ruleset by Brother^2, sprites by The Martian & efrenespartano
*Added US Army unit ruleset by Brother^2, sprites by Hans Woofington & efrenespartano
*Added Hybrid Thin Man, ruleset by Brother^2, sprites by efrenespartano
*Added CMP Vanilla
*Added IDT_RED_FARM terrain, Experimental

The main focus on this first update is to try and test the weapons (and the enemies) on the mission simulator. This is also the second IDT mod to use Filip-H's ammo resprite script (the first one is Counter-Terrorism Operations), which allows to dynamically change the bigOb sprite based on the ammo loaded. Our goal is to have this feature on all our mods.

Our next goal is to add the campaign with both Act 1 story missions and side missions. The work is slow but steady!
« Last Edit: January 12, 2022, 05:37:25 pm by efrenespartano »

Offline efrenespartano

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #4 on: January 12, 2022, 05:42:58 pm »
We have restarted progress on the Bureau 11 mod! A new UI was created, to better fit the 1960 aesthetics! The idea was to create a bureaucratic vibe, "folder-like". We're using the serif font made by lizin5ths, we suggest it along the mod!

Offline efrenespartano

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #5 on: June 04, 2022, 09:46:24 pm »
A new update is ready.

UNEXCOM: Bureau 11 is alive!


What's new in this update?

Code: [Select]
May-2022 v0.2 The Work of a Nation
Changes made:
*Added all the Story missions
*Added Act 1 Side missions
- Cattle Mutilation
- Crop Circles
- Counter-Intelligence
*Added Act 2 Side missions
- Major Cattle Mutilation
- Abduction
- Counter-Intelligence, Europe
*Major rebalance on weapons and mission conditions, by Brother^2
*Modified and expanded tech tree, by Brother^2 & efrenespartano
*Added new faction: GLADIO
*Added new weapons:
- Welrod
- DeLise Paratrooper Carbine
- DeLise Sniper Carbine
*Added 30 Geoscape events, written by efrenespartano, Brother^2 and Kael Schwabauer
*Added new craft
- A-12 Oxcart, sprites by Filip-H
*Added Faceless Shapeshifter unit, sprites by efrenespartano & Gifty, rulesets by efrenespartano, Brother^2 & Filip-H
*New UI and GlobeMarkers, by efrenespartano

Finally, the campaign is fully playable from beginning to end! To spice up things a bit, there are several side missions you can play to get more bits of the lore of the game (and profits!). Or you could ignore them, if you want, as they are completely optional. 30 Geoscape events will immerse you into the early 60s geopolitical tensions here and there.

Offline BlackStaff

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #6 on: June 05, 2022, 03:05:50 pm »
Good !
Thanks to this Mod I got interested in the great Mod UNEXCOM!  ;)
Thank you very much !

Offline BlackStaff

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #7 on: June 06, 2022, 11:46:58 pm »
There are some alarms in the log!
Nothing serious apparently.

   [ERROR]   Image Resources/Gadgets/Devil_Axe/Gadget_Floor.png lodepng failed:incorrect PNG signature, it's no PNG or corrupted
   [ERROR]   Image Resources/Gadgets/Devil_Axe/Gadget_Big.png lodepng failed:incorrect PNG signature, it's no PNG or corrupted


[ERROR]   Sound::load(Resources/Weapons/Heart Attack Gun/reload.wav): mix error=Unrecognized sound file type
[ERROR]   Sound::load(Resources/Weapons/M3 Greasegun/reload.wav): mix error=Unrecognized sound file type
[ERROR]   Sound::load(Resources/Weapons/M60 Hog/reload.wav): mix error=Unrecognized sound file type
[ERROR]   Sound::load(Resources/Weapons/Ithaca 37/reload.wav): mix error=Unrecognized sound file type


Code: [Select]
[INFO] Supressed Error for 'ALIEN_SAMPLE_FLASK_EVIDENCE_UNIT_1': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'ALIEN_SAMPLE_FLASK_EVIDENCE_UNIT_2': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'ALIEN_SAMPLE_FLASK_EVIDENCE_UNIT_3': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_BLOOD_EVIDENCE_UNIT_1': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_BLOOD_EVIDENCE_UNIT_2': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_BLOOD_EVIDENCE_UNIT_3': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_ORGAN_EVIDENCE_UNIT_1': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_ORGAN_EVIDENCE_UNIT_2': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'CATTLE_ORGAN_EVIDENCE_UNIT_3': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'COMATOSE_ABDUCTEE_EVIDENCE_UNIT_1': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'COMATOSE_ABDUCTEE_EVIDENCE_UNIT_2': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'COMATOSE_ABDUCTEE_EVIDENCE_UNIT_3': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'PLASMA_RESIDUE_EVIDENCE_UNIT_1': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'PLASMA_RESIDUE_EVIDENCE_UNIT_2': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'PLASMA_RESIDUE_EVIDENCE_UNIT_3': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'STR_D17_SCIENTIST': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'STR_GLADIO_OPERATIVE_F': This unit can be recovered (in theory), but there is no corresponding item to recover.
[INFO] Supressed Error for 'STR_GLADIO_OPERATIVE_M': This unit can be recovered (in theory), but there is no corresponding item to recover.
« Last Edit: June 06, 2022, 11:49:58 pm by BlackStaff »

Offline BlackStaff

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #8 on: June 07, 2022, 10:28:16 pm »
Crash...

[FATAL]   A fatal error has occurred: Error processing mission script named: AbductionInvestigationSitesScript, mission type: STR_ABDUCTION_INVESTIGATION_SITES has no available races

Offline efrenespartano

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #9 on: June 12, 2022, 11:19:34 am »
Thanks for the report, BlackStaff! We'll take care of this and it will be fixed next update  ;D

Offline BlackStaff

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #10 on: June 30, 2022, 07:47:34 pm »
The game starts on 01/01/1961 !
It is a SUNDAY !
So in the "Vars" file you need :
startingTime:
  weekday: 1

 ;)
« Last Edit: June 30, 2022, 07:53:02 pm by BlackStaff »

Offline efrenespartano

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #11 on: June 30, 2022, 09:19:05 pm »
Lots of useful feedback! Thanks for taking the time to report them, mate.


Offline Finnik

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #12 on: July 01, 2022, 09:18:52 am »
IMO every true xcom game should start at Friday)

Offline efrenespartano

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #13 on: July 03, 2022, 02:47:46 am »
There's no better day than Friday!  ;D

Offline BlackStaff

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Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« Reply #14 on: July 03, 2022, 11:04:22 am »
And waste a good weekend fishing or barbecuing with friends?
No, it's best to start on Monday!  ;)   ;D