RELEASE: SageXCOM Mod b.0041

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sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RELEASE: SageXCOM Mod b.0041

Post by sage »

Download HERE

Update b.0041 -- Fixed crash bug.


*b.0041 Change*
Fixed a typo that was keeping the mod from loading.

*b.004 Changes*
Fixed crash when firing hospitalized soldiers.
Integrated stand/kneel buttons mod.
All soldiers on a mission will receive 4xp for particpating.
Fixed more typos and grammar in game texts.
All shots on tactical maps move more quickly.


SagerX-COM
V.b0041

Sage and PhoenixD's UFO:ET mod, from the maker of SagerBLIV and SagerSTALK.

The goal of this mod is to improve the game balance of UFO: ET, and make the game much more like X-COM UFO Defense. The guiding principal behind this mod is to increase the complexity of the tactical and operational choices that users must make, without making the game significantly more difficult. Additional character and polish has been added, whereever possible, to improve immersion.

*This game is meant to be played, "Ironman" style, with no reloads in tactical combat*

Support, updates and bug reports here: tt.asp?forumid=446

*Special Thanks To:*
Edswor,for his hotkey mod.
OVNI, for his inventory cost mod.
Spaz, for help increasing the soldier limit.
Wrongusername, for finally solving soldier mortality.
TyWiggins for his hire/fire mod and stand/kneel mod.
Deck for his Ufopedia mod.
Rick for his unpacker.

Anyone I forgot, please let me know!

*Installation Instructions*
1) Back up all files in your data directory.
2) Unzip over your data directory. Overwrite any files promped to.

There are no guarantees that this will work properly with a save game -- you may need to start a new game. Your call.

*Known Bugs*
Saving and restoring in tactical combat will bring dead soldiers back to life.
Firing a soldier recoving in the hospital will result in a crash.

*b.0041 Change*
Fixed a typo that was keeping the mod from loading.

*b.004 Changes*
Fixed crash when firing hospitalized soldiers.
Integrated stand/kneel buttons mod.
All soldiers on a mission will receive 4xp for particpating.
Fixed more typos and grammar in game texts.

*b.003 Changes*
See bottom.

*b.002 Changes*
See bottom.

*Major Changes*
Soldiers reduced to 0 hp have a chance to be killed. This chance is 75% - their vitality / 4. So, tougher soldiers are less likely to be killed when reduced to 0 hit points. You will receive a message describing what has happened to your soldier.
Soldier recruitment rate is now about 1 per month, however you may now hire mercenaries and fire underperforming soldiers from the soldier screen. Mercenary troops require a $40k signing bonus.
In rpgvalues.cfg, increased rate at which characters heal from 3 to 5; the max stay length has been decreased from 45 to 30.
In const.xscr, change sight angles from 3.5 to 2.5, both vert and horiz.
Accessing your inventory now costs Action Points. Different locations cost more or less action points:
1.0 , // LINK_INV_HAND = move form hand to hand
12.0 , // LINK_INV_BACKPACK = move from bag to hand, or hand to bag
5.0 , // LINK_INV_BELT = move from belt to hand, or hant to belt
3.0 , // LINK_INV_SHOULDER = shoulder to hand or hand to shoulderder
All rifle-sized weapons require two hands to fire. A future feature will be some sub-machinegun sized weapons which can be fired single-handedly. If you want to throw a grenade, place your rifle on the ground, throw your grenade, and then pick the rifle back up.
Weapons now have ranges based on types (all weapons use game default at 1-3 square):
Pistols (Pistols allow a soldier to carry a grenade in their off hand)
Range 4-7 / - 2%
Range 8-13 / -3%
Range 14+ / -4% <-- quickly becomes ineffective

Shotgun
Range 4-6 / - 1% <- more accurate
Range 8-13 / -4% <- fast drop
Range 14+ / -6%

Rifles
Range 4-10 / - 2%
Range 11-20 / -3%
Range 20+ / -4%

Heavy Weapons
Range 4-20 / - 2% <- effective at longer rangers
Range 20+ / -4%


*Minor Balance Changes*
All new soldiers are slightly more accurate. This is because many other changes in this mod favor the aliens.
It is now possible to shoot at alients behind objects; previously you could not shoot aliens behind destroyable objects, even though they could shoot at you.
Increased chance for aliens to use grenades, even if it means hitting their own guys.
Increased exp for wounding, decreased for killing.
Panicked_bravery_coeff 0.15 from 0.1; soldiers will now become less accurate as they begin to panic.
Changed exp to go up levels. Lower levels increase faster, higher increase slower. Very experienced soldiers should be cherished and protected.
Improved the quality of base defenses; they may be useful now.
Added in Edswor's hotkey mod.
Weapons and armor now have consistent strength requirements, regardless of tech level. This may be fine-tuned. Generally, this is 20 for pistols, 30 for rifles and 40 for heavy weapons.
All soldiers on a mission will receive 4xp for particpating.

Hotkeys:
SPACE -- This will stop a unit from moving, as a 'panic' button.
Esc - Game menu panel
I - Inventory panel
H - Healing panel
Return - End turn
F1 - F12 - Select unit 1-12
N - Previous unit
M - Next unit
A - Kneel/Stand unit
Z - Select Left hand
X - Select Right hand
Up arrow - Go up lift
Down arrow - Go up lift
+ - Zoom in
- - Zoom out
* - Reset Camera
/ - Top down view


*Aesthetic Changes*
Some weapon and armor names more military sounding. Some more still to do.
Many strings improved or changed to give the game more flavor.
Corrected a few typos, i.e. "Aircrafts" now "Aircraft"

Ranks now mirror USMC; this may change.
SOLDIER_RANK1=Private
SOLDIER_RANK2=Private First Class
SOLDIER_RANK3=Lance Corporal
SOLDIER_RANK4=Corporal
SOLDIER_RANK5=Sergeant
SOLDIER_RANK6=Staff Sergeant
SOLDIER_RANK7=Gunnery Sergeant
SOLDIER_RANK8=Master Sergeant
SOLDIER_RANK9=Sergeant Major
SOLDIER_RANK10=2nd Lieutenant
SOLDIER_RANK11=1st Lieutenant
SOLDIER_RANK12=Captain

Need to:
* Add more soldier names.
* Allow rifles to be fired 1 handed, but at a loss in accuracy.
* Add AP cost for accessing inventory.
* More string changes.
* Add a dialog before shooting at blocked targets.
* Shorter view distances at night. (And flares!)
* Add more weapons, especially starting weapons. I would like to add X-COM's autocannon, heavycannon, rocket sizes, SMG's and an assault shotgun.
... and much, much more.

*b.003 Changes*
Updated version of AP Inventory mod.
Weapons now have ranges based on weapon type. See below for details.
Shotguns require both hands.
Deck's UFOpedia mod, to improve usefulness of information.
Updated hire/fire mod version. Now adds a confirmation for firing a soldier.
Many new soldier names available.
Numpad + and - keys will now zoom the tactical map in and out.
Armor and weapons now have consistent Strength requirements regardless of tech level.
Some ufopedia improvements, more to come.
The LOS check for intervening trees etc... has been re-instated to solve a bug. We may may add it back in for a future version.

*.b002 Changes*
Added hire/fire (more below).
Reduced alien strat. aggression on normal difficulty, back to default.
Reduced the bonus to new soldier accuracy from +5 to +2.
Temple
Posts: 529
Joined: Wed Jul 31, 2002 8:21 pm

RE: RELEASE: SageXCOM Mod b.001

Post by Temple »

Wow! Great stuff&nbsp;[&o]

Will give it a look once I finish getting my butt kicked in my first game (can't be long now [;)] )
crm114
Posts: 17
Joined: Mon May 29, 2006 7:39 pm

RE: RELEASE: SageXCOM Mod b.001

Post by crm114 »

This is just outstanding. I'm downloading as we speak. We're lucky to have such a determined (and quick!) group of modders.
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: RELEASE: SageXCOM Mod b.001

Post by PhoenixD »

Well, a big chunk of that goes to Rick for getting his extractor out so quickly! We couldn't have done a thing if not for that. :)
crm114
Posts: 17
Joined: Mon May 29, 2006 7:39 pm

RE: RELEASE: SageXCOM Mod b.002

Post by crm114 »

Just played a new game with the mod installed and I can't tell you how impressed I am. This has increased my enjoyment of the game threefold.
JHAYES3489
Posts: 23
Joined: Mon May 07, 2007 8:01 pm

RE: RELEASE: SageXCOM Mod b.001

Post by JHAYES3489 »

I AM GOING TO GIVE IT A SHOT TONIGHT TOO. GLAD TO SEE SO MANY PEOPLE INVOLVED IN THE MODDING. I COULDN'T CODE TO SAVE MY LIFE... BUT I AM A CAD DRAFTSMAN / 3D ARTIST IF YOU CAN USE ME IN ANY WAY PLEASE EMAIL ME AT JHAYES3489@YAHOO.COM (I'D BE HAPPY TO WORK FOR FREE IN MY SPARE TIME ON THIS PROJECT)

I'D LOVE TO SUBMIT CONCEPT ART FOR ANY ADDITIONAL WEAPONS/ARMOR/ETC. I THINK MY SKILLS ARE ON PAR WITH THE DEVELOPERS OF THIS GAME. I'VE BEEN DREAMING OF THIS TIME SINCE I WAS 15 PLAYING TFTD.

A THOUSAND THANK YOUs TO THE CODE POETS OUT THERE [&o]


EXAMPLE: A SPIDEY 3 INSPIRED SKETCH (WIP)....



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sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.002

Post by sage »

ORIGINAL: crm114

Just played a new game with the mod installed and I can't tell you how impressed I am. This has increased my enjoyment of the game threefold.

What do you think about the cost to hire new soldiers? Phoenix and I were discussing setting it to $40k from it's current $100k.
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Erik Rutins
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RE: RELEASE: SageXCOM Mod b.002

Post by Erik Rutins »

I think it's fine where it is - major kudos on this mod, I'm definitely enjoying it from the time I've had to try it out so far.
Erik Rutins
CEO, Matrix Games LLC


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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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PhoenixD
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RE: RELEASE: SageXCOM Mod b.002

Post by PhoenixD »

We should have an updated version out tonight, hopefully. My debugging of tonight's additions took a long time. :)
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.002

Post by sage »

ORIGINAL: PhoenixD

We should have an updated version out tonight, hopefully. My debugging of tonight's additions took a long time. :)

I'm working on it.
SpharV2
Posts: 141
Joined: Sun Jun 13, 2004 8:37 am

RE: RELEASE: SageXCOM Mod b.002

Post by SpharV2 »

Is it possible to mod the sale/production costs?&nbsp; It would be nice to be able to produce some of these high tech weapons and sell them for a bit of profit since money is always so dang tight.
"I started out this morning with the determination to be a hell of a man. I've been a hell of a fellow long enough. If anybody else wants to be a hell of a fellow, I've no objections. But it's too damned risky."-Lt. Nicholas Day-Seige of Port Hudson
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.002

Post by sage »

ORIGINAL: SpharV2

Is it possible to mod the sale/production costs?  It would be nice to be able to produce some of these high tech weapons and sell them for a bit of profit since money is always so dang tight.

That's on the list.
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.002

Post by sage »

Updated to b.003.
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Erik Rutins
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RE: RELEASE: SageXCOM Mod b.002

Post by Erik Rutins »

Outstanding, is this compatible with b.002 saves?
Erik Rutins
CEO, Matrix Games LLC


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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
PhoenixD
Posts: 72
Joined: Sun May 06, 2007 11:00 pm

RE: RELEASE: SageXCOM Mod b.002

Post by PhoenixD »

It should be. There's a possible crash with new faces, but it only seems to show up if you go to the soldier screen while a transport is in-flight.
Jaranath
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Joined: Wed May 09, 2007 12:44 am

RE: RELEASE: SageXCOM Mod b.002

Post by Jaranath »

Great stuff! I think I'll wait to try it until I've played through once, so it'll be a whole different game...[8D] I wholeheartedly agree about bringing back the autocannon. That thing was just too much fun!

Minor suggestion: Not sure how the inventory-accessing AP cost works, but I've always thought the cost should only be for reloading weapons, and possibly for rearranging items (dropping, picking up, putting in hand slots). I wouldn't like a penalty just for opening the inventory screen--seems to me the soldier knows what he has, and wouldn't need to rummage around in his pack.
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.002

Post by sage »

ORIGINAL: Jaranath

Minor suggestion: Not sure how the inventory-accessing AP cost works, but I've always thought the cost should only be for reloading weapons, and possibly for rearranging items (dropping, picking up, putting in hand slots). I wouldn't like a penalty just for opening the inventory screen--seems to me the soldier knows what he has, and wouldn't need to rummage around in his pack.

The penalty is only for moving items. There is no AP deduction just for opening inventory.
Jaranath
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Joined: Wed May 09, 2007 12:44 am

RE: RELEASE: SageXCOM Mod b.002

Post by Jaranath »

Hehe...I should've known. Cool, thanks. Great work! Can't wait to finish the game so I can try your version. Wonder what cool extras you'll have worked in by then...[8D]
sage
Posts: 204
Joined: Wed Aug 04, 2004 11:57 pm

RE: RELEASE: SageXCOM Mod b.002

Post by sage »

ORIGINAL: PhoenixD

It should be. There's a possible crash with new faces, but it only seems to show up if you go to the soldier screen while a transport is in-flight.

Some just posted the same crash we saw (fly.tga) in the support section. I think this may be a game, not a mod, bug.
PhoenixD
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Joined: Sun May 06, 2007 11:00 pm

RE: RELEASE: SageXCOM Mod b.002

Post by PhoenixD »

heh. That would fit with the grenade crash I was trying to track down last night.
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