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Bman's UFO Ease of Use Mod

 
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Bman's UFO Ease of Use Mod - 5/12/2007 2:33:56 AM   
LarkinVB

 

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For those who want to play a good mod compilation which does add better functionalty but does not change game mechanics as much as SageXCOM mod does.

Latest version does add an additional ingame option menu so you can set what to use and what not. I think SageXCOM should add such a feature.

Check it out here

< Message edited by LarkinVB -- 6/10/2007 9:16:44 AM >
Post #: 1
RE: Bman's UFO Ease of Use Mod - 5/12/2007 2:59:15 AM   
PhoenixD

 

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Ingame options menu?

...yeah, we'll have to ste- borrow that. :D

(in reply to LarkinVB)
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RE: Bman's UFO Ease of Use Mod - 5/15/2007 1:10:41 AM   
NefariousKoel


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Gonna give it a shot, thanks for the link.

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RE: Bman's UFO Ease of Use Mod - 5/16/2007 11:33:38 PM   
Wolf Woof

 

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quote:

ORIGINAL: LarkinVB

For those who want to play a good mod compilation which does add better functionalty but does not change game mechanics as much as SageXCOM mod does.

Latest version does add an additional ingame option menu so you can set what to use and what not. I think SageXCOM should add such a feature.

Check it out here


This is a very nice mod....highly recommended.

(in reply to LarkinVB)
Post #: 4
RE: Bman's UFO Ease of Use Mod - 5/17/2007 6:09:14 PM   
Temple

 

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Can this mod be used without starting a new game? 

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RE: Bman's UFO Ease of Use Mod - 5/17/2007 8:38:19 PM   
Wolf Woof

 

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Yes I had a game going and installed the mod and kept right on going with my latest saved game. No problems.

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RE: Bman's UFO Ease of Use Mod - 5/18/2007 1:03:26 AM   
JHAYES3489

 

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I love this mod, it gives you the flexibility to adjust the game to your liking. GREAT WORK

the lastest version even puts a glow around commanders

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RE: Bman's UFO Ease of Use Mod - 5/18/2007 1:31:37 AM   
Temple

 

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quote:

ORIGINAL: JHAYES3489

the lastest version even puts a glow around commanders

Now *that's* something that will make this a must have mod

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Post #: 8
RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/18/2007 6:03:53 PM   
JHAYES3489

 

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Indeed, although I was confused how it would be displayed. I was kicking the doors down in a vipon base last night looking for commanders, expecting to see one that looked like he'd received a high dose of radiation, not the case. The icon appears with a yellow border, as pictured. Still very handy, and thank you Bman

I love this mod, and check daily for updates. To me, it's made this game a true X-COM experience.

Here is a what you'll see when you find a commander using BMan's 1.7 mod




Personally, I think I'd be cool if you could scale the model up a bit (25%). So when you see a big ass alien, you know he's the one with the goods.

The alien bounty option is nice too.... helps the cashflow, I have mine set to 20k like the old days

Attachment (1)

< Message edited by JHAYES3489 -- 5/18/2007 7:21:16 PM >

(in reply to Temple)
Post #: 9
RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/19/2007 9:49:09 AM   
Da_Junka


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If you start playing with Bmans mod you will never return to vanilla, it adds so much juicy stuff and everything is optional to.  v1.8 is out with screaming tarts and civilians that poo themselves.

_____________________________


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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/21/2007 3:45:33 PM   
jonpfl

 

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Can anyone tell me how I install this mod or point me in the right direction (another post or a readme)? I read that you unpack a file but am not sure what that means.

Thx
jonpfl

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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/21/2007 3:55:25 PM   
PDiFolco

 

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quote:

ORIGINAL: jonpfl

Can anyone tell me how I install this mod or point me in the right direction (another post or a readme)? I read that you unpack a file but am not sure what that means.

Thx
jonpfl

Look here : http://www.matrixgames.com/forums/tm.asp?m=1459915

Basically you have to get a small proggie (xbig.exe) to unpack a game file (system.xbg), then you change the extracted basic files (they are just plain code editable with notepad) with modded ones. Only tricks are :
- the proggie works in console mode (like MS DOS) !
- you have to replace the original packed file with a blank dummy cause else the game still loads it in priority
- and there's no tool to repack things !

It took me 2 minutes to make it right on first try, it ain't that complicated

(in reply to jonpfl)
Post #: 12
RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/23/2007 12:09:32 AM   
GalacticOrigins

 

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I just want to confirm before I try and install.

1. Old Save game files work, Bman said yes, I will take this as Yes.

2. I can turn off all the tweaks? Such as ...
_____  A. I like the slow weapons fire and alien movement and want that vanilla.
_____  B. I like the cost of ammo 'as is' since it makes money tighter (as it should be)
_____  C. I like the use of ammo 'as is' since that, too, makes money tighter.
_____  D. Vanilla use of ammo gives a reason for workers to be busy, which is a problem that is integral to the game imho.

There may be more, but I do not mind added functionality (kill tally is a very nice feature). I DO mind changes to the stock game, as listed above.

BTW, can Mission Count also be added?
How about adding ...
___ Favorite Weapon for this soldier
___ Rounds Fired by this soldier
___ Hit Ratio for this soldier
___ Type of kills for this soldier or just for all of CAF (by alien type)
Contacts Shotdown
Total Missions flown by CAF
Worker Hours spent on tech items (hard, there are many items ...)
Longest Tech to be researched
CAPABILITY TO MAKE RESEARCH SLOWER (other than stick with one lab, ad lab really cruises thru the tree)

All I can think of atm. the last three are not that important

Anyway, I may try this. The Kill Tally alone is worth it. I stay away from most mods since they change things too much for my liking, but this one looks good.

< Message edited by GalacticOrigins -- 5/23/2007 12:10:25 AM >

(in reply to PDiFolco)
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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/23/2007 1:35:36 AM   
Wiz33

 

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  I install this mod right after I installed the game so I have never player the game without mod and I cannot imagine doing so now.

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Post #: 14
RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/23/2007 1:47:52 AM   
Son_of_Montfort


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Great mod, I can't play vanilla now because of the BMAN mod either.

Wish it was a little easier to install though, like all of the mods. Also, does anyone have a bit more graphical chugginess after installing the BMAN mod?

SoM


_____________________________

"Neca eos omnes. Deus suos agnoscet!"
(Kill them all. God will know his own.)

-- Arnaud-Armaury, the Albigensian Crusade

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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/23/2007 2:02:43 AM   
Mister B

 

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quote:

ORIGINAL: GalacticOrigins

I
2. I can turn off all the tweaks? Such as ...
_____ A. I like the slow weapons fire and alien movement and want that vanilla.
_____ B. I like the cost of ammo 'as is' since it makes money tighter (as it should be)
_____ C. I like the use of ammo 'as is' since that, too, makes money tighter.
_____ D. Vanilla use of ammo gives a reason for workers to be busy, which is a problem that is integral to the game imho.


All of the tweaks are optional with Bman's mod. The only things you cannot turn off are the bug fixes and the interface improvements.

(in reply to GalacticOrigins)
Post #: 16
RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/23/2007 6:35:32 AM   
GalacticOrigins

 

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OK, thanks Mister B! Appreciate the info.

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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/24/2007 3:50:05 AM   
GalacticOrigins

 

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Couple of notes:

1. I can no longer change levels for viewing. The level change is not available (greyed out). I have to click on someone that is on a given level to change view levels. This makes selecting soldiers harder.

2. Right clicking no longer de-selects a soldier as easily as it used to.

3. Enemy AI, these aliens are now much harder. Especially the machines. They are slow and dumb, but they retreat now, which is a great tactic for them but OUCH. Oh, and they are in groups, like 5-6 at a time. That means 50-120 hits from the weapons you have when you first meet them. Grenades, some rockets, and an advanced early tech weapon work well, but the this early tech weapon is like range 4-5, so you have to get close with enough AP to use it. When the machines retreat, it is much harder. Dunno about this. (Later on, machines are less of a problem due to a certain tech 3 weapon. You do not need many of these weapons as they are only so-so against living targets and not as accurate, but still.) Since their detect range is longer, in an open field map it is way hard. Hopefully no one will get the map I just had ...

4. Now that grenades are used by aliens, I think their range is too long.

5. The game animations are choppier on some maps, like City. Dunno why. I use standard speed animations. Maybe that has something to do with it. (I disliked even level 2 animations as it was too fast and went back to x 1 faster, normal.)

6. The Day-Hour change to production time is kinda nice. However, it makes producing large quantities of items kinda not useful.

---Example: I order 4 suits of level 2 armor. A mission is coming up and I am close to producing a suit. With the change, I have to lower the number I am building to 1 just to see if it is nearly finished in time for the mission. Then I have to readd the other 3. Or, I can only build one at a time. (YUCK, since making laser ammo would be a MESS!). Since I am on HARD difficulty, money is very tight, and so I juggle my few workers around a lot. I can no longer do so since I have NO IDEA when the next item is going to be ready. I only know when the entire order is going to be ready.

---Basically, I liked the old production percentages better. However, I would approve the DAY-HOUR settings for Research.

I do not use most of the other settings, except kill totals (YAY!). They do, however, allow certain players to fine tune to their personnal desires and that is Very Good.

I am mostly concerned with 1 and 2 as they are interface oriented.

< Message edited by GalacticOrigins -- 5/24/2007 4:00:03 AM >

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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/24/2007 3:56:42 AM   
Mister B

 

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Problems with the mod should probably be posted to the thread linked at the beginning of this one. I'm not sure Bman even reads this thread. In regards to changing level views, the mouse wheel works for me, and I believe there is a hotkey for it as well. Can't speak to the 2nd issue, I haven't noticed any changes there.

(in reply to GalacticOrigins)
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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/24/2007 4:01:53 AM   
GalacticOrigins

 

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From: Wolf 359
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Forgot about the wheel ... I can use that.

I was only posting some opinions, none are Major Problems. I like the mod overall and reccommend it.

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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/24/2007 4:35:19 AM   
GalacticOrigins

 

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From: Wolf 359
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Sorry, I am not signed up there yet. Maybe tomorrow.

Oh, and I just lost a second Terror mission against the mechies. They retreat and have longer range. In the open they drop a warrior each time they shoot, and now that they are grouped I lose like 2-4 during their turn. I had little problem fighting them in Terror missions last game ...


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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/24/2007 4:38:06 AM   
Mister B

 

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Have you tried toning down the AI improvement? There are 5 levels to choose from in the options.

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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/24/2007 5:14:41 AM   
GalacticOrigins

 

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From: Wolf 359
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Yeah, I am on Improved which is one step above the normal. I have not tried the normal. Hopefully the normal setting is unchanged. Personally, I think this changes the game from "somehwhat hard" to "a real challenge". Although I prefer it, and have some hints (will post in war room), I am concerned that newer, less skilled players will have a Tough Time.

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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/24/2007 7:43:16 AM   
GalacticOrigins

 

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From: Wolf 359
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Wounded Soldiers

You may use the mod as you wish. However, I think the vanilla game had long wounded times for a reason. Basically, I noted the following: If you started a month with many wounded soldiers, alien craft were less likely to visit the planet. If, however, you had a lot of active soldiers, well then, the game (guessing on this) decided you needed missions and more craft came to visit. If you have the mod activated, then your soldiers will be in the hospital less time and thus you will have more missions each month. There are times when you like a quiet month, either to take a break from the missions or to advance technology and build things. Personally, I prefer a longer war instead of mega-missions each and every month.

Now, I could be wrong on this, but after several plays through the first two years the trend where many wounded = less missions seemed to hold. If soldiers are only wounded for a few days, even if dropped, well ..

Note that each player has their own preferences as to what the game should be. If you have the soldier hire mod activated, then many soldiers will be available, and thus the game plays differently. Also, if permanent death is activated, expect some serious losses once harder-hitting aliens arrive. (I lost a trooper from ion weapons fire when I had the mod, accidently, turned on. Your milage may vary.)


(in reply to GalacticOrigins)
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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/25/2007 3:42:21 AM   
GalacticOrigins

 

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re Wounded Soldiers

by the way, casualty time in hospital seems WAY too low after Surgery is up and running ... like only 1-2 days from heavy damage to a conscious, surviving soldier. Seems too few days in the tank.

(in reply to GalacticOrigins)
Post #: 25
RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/25/2007 4:42:29 AM   
GalacticOrigins

 

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re Wounded Soldiers

Ok, dunno where to post, so here is as good as anywhere.

Lost a soldier due to weapons fire (unconscious)
Had BMan mod lethality turned off, so no chance of permamenant death
Lightly Wounded soldier mod lowest x 1 setting (off)
Soldier wounded for only 3 days.

um, not exceptable. Needs to be much longer.

< Message edited by GalacticOrigins -- 5/25/2007 4:45:23 AM >

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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 5/26/2007 2:44:29 AM   
GalacticOrigins

 

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From: Wolf 359
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ignore this

< Message edited by GalacticOrigins -- 5/26/2007 6:24:46 AM >

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RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 6/3/2007 3:33:29 PM   
hdm7k

 

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Installed B-Man's mod today but I don't see anything happening (i.e.- no change on the main menu settings). I saw somewhere that his mod doesn't work except on the un-patched version of the game. How do I tell which version I have as I bought the game June 1, 2007? Thanks in advance!

(in reply to GalacticOrigins)
Post #: 28
RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 6/6/2007 6:11:27 PM   
Mister B

 

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From the main game menu, befor you click 'play', click on the button right below it that says 'update'. This will install the patch.

Then you need to reinstall bman's mod, a good set of instructions can be found here:
http://www.matrixgames.com/forums/tm.asp?m=1464449

(in reply to hdm7k)
Post #: 29
RE: Bman's UFO Ease of Use Mod 1.7 (screenshot) - 6/7/2007 1:02:31 PM   
Mavors

 

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I installed Bman mod. I really like what I see so far. But during tactics I have some texture error. The plus sign in the upper right hand corner just says texture not found. The same with with the small 4 buttons in the ui on the left. I'm using the new mod 2.02 I think that's the one. Either way it still an improvemnet.

< Message edited by Mavors -- 6/7/2007 1:48:35 PM >

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