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RE: RELEASE: SageXCOM Mod b.004

 
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RE: RELEASE: SageXCOM Mod b.004 - 5/13/2007 8:29:58 PM   
nirvana

 

Posts: 39
Joined: 4/2/2005
From: Leeds, England
Status: offline
Love the mod, makes the game really more polished.

HATE how you handled grenades and 2h weapons however.

(in reply to Bolka)
Post #: 61
RE: RELEASE: SageXCOM Mod b.0041 - 5/16/2007 3:20:19 AM   
Herrbear


Posts: 859
Joined: 7/26/2004
From: Glendora, CA
Status: offline
If I wanted to change the rank names, what file would I find them in. Thank you.

(in reply to sage)
Post #: 62
RE: RELEASE: SageXCOM Mod b.0041 - 5/16/2007 3:24:47 AM   
PhoenixD

 

Posts: 72
Joined: 5/7/2007
Status: offline
resourcebundle.dat

(in reply to Herrbear)
Post #: 63
Killing Loop? - 5/16/2007 8:29:35 PM   
Decepticons

 

Posts: 13
Joined: 5/14/2007
Status: offline
I've been using your (very nice) mod for about three days now and recently ran into an issue where every time one of my guys goes down, they get killed. 7 of 7 people who have gone down over the last few missions have died. Am I experiencing an anomoly or is there a chance that the mod locks in "kill" mode?

(in reply to nirvana)
Post #: 64
RE: Killing Loop? - 5/17/2007 1:37:37 AM   
PhoenixD

 

Posts: 72
Joined: 5/7/2007
Status: offline
Probably just bad luck. I haven't seen any bug to that effect yet.

(in reply to Decepticons)
Post #: 65
Awesome mod - 5/17/2007 8:42:57 AM   
Nowheredan

 

Posts: 2
Joined: 5/17/2007
Status: offline
Fantastic mod guys - I was getting ready to abandon this game in disgust at yet another bafflingly failed attempt to clone X-COM (seriously, it can't be THAT hard) when I found it, and now the gameplay is getting very close to making up for the graphics :). Nice save!

What are your plans for the next release? As in, what features are you planning to add and when can I get my hands on it?


(in reply to PhoenixD)
Post #: 66
RE: Killing Loop? - 5/17/2007 9:24:08 AM   
Hertston


Posts: 3476
Joined: 8/17/2002
From: Plymouth, UK
Status: offline
quote:

ORIGINAL: Decepticons

I've been using your (very nice) mod for about three days now and recently ran into an issue where every time one of my guys goes down, they get killed. 7 of 7 people who have gone down over the last few missions have died. Am I experiencing an anomoly or is there a chance that the mod locks in "kill" mode?


That was one of the reasons I stopped using the mod, it seems far too 'fatal', nobody seems to end up just injured at all. I actually prefer the vanilla ET system regarding grunt casualties and replacements; it's more challenging as you progress, but doesn't leave you totally screwed having nothing but green troops as the difficulty of the missions gets harder - and has more of that 'my guys' feeling. When you lose a whole squad it really hurts, which really hikes up the tension during a desperate bid to 'flee' if the whole mission goes pear shaped - it's actually great game design.

Talking of which, is there any chance that the mod could include an installer to let you pick and choose what you want? The zoom in/out is great but most of the rest I don't want.


< Message edited by Hertston -- 5/17/2007 9:34:13 AM >

(in reply to Decepticons)
Post #: 67
RE: Killing Loop? - 5/17/2007 9:31:01 AM   
LarkinVB

 

Posts: 1857
Joined: 10/9/2001
From: Germany
Status: offline
Try Bmans mod instead. You can pick what you want ingame.

(in reply to Hertston)
Post #: 68
RE: Killing Loop? - 5/19/2007 11:20:45 PM   
Decepticons

 

Posts: 13
Joined: 5/14/2007
Status: offline
Looks like it was just a run of bad luck.

(in reply to PhoenixD)
Post #: 69
RE: Killing Loop? - 6/5/2007 12:25:56 AM   
pad152

 

Posts: 2829
Joined: 4/23/2000
Status: offline
Does anyone know if this mod works with the new patch?

(in reply to Decepticons)
Post #: 70
RE: RELEASE: SageXCOM Mod b.004 - 6/5/2007 7:34:42 PM   
Nowheredan

 

Posts: 2
Joined: 5/17/2007
Status: offline
So is this mod dead? On hold? Merging with Bman/Frankenmod? Give us an update!

(in reply to nirvana)
Post #: 71
RE: RELEASE: SageXCOM Mod b.004 - 6/14/2007 11:24:39 AM   
Iskandar

 

Posts: 156
Joined: 5/21/2003
Status: offline
dead, apparantly.  i'd merge what was useful into my mod, but nothing really useful is left that Bman and Mori has not already covered.  I'm really sortry, too, as this mod was the first mod I tried, and the first that got me exited about the game again.  

(in reply to Nowheredan)
Post #: 72
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