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Post new topic   Reply to topic    ufo-extraterrestrials.com Forum Index -> Game system//Engl.version// View previous topic :: View next topic  
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Moriarty
Colonel
Colonel


Joined: 06 Jan 2006
Posts: 1728

PostPosted: Tue May 08, 2007 1:12 pm    Post subject: Mod List Reply with quote
 
The only posts to this thread are to be ones containing a link.

Try and include the following:

Code:

Mod Name (if any)
The link itself (well duh ;-) )
General details.



No need to go into great detail as that's most likely in the linked thread.



Below is a compiled list of mod packs.

-------------------------------------

-------------------------------------

Recommended
Iskandar's Mod aka FrankenMod

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=2512

Includes a merging of both the MIAB and Bmans mod packs, so essentiall a Super Mod Pack. Also includes some extra features unique to this mod.

-------------------------------------


SagerXCOM

Large number of changes, including a chance for soldiers to die instead of being hospitalized, ability to hire and fire soldiers, battle-map tweaks,,etc. Full list on the first post of the thread:

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1656&postdays=0&postorder=asc&start=0

-------------------------------------

Bman's Ease of Use Mod

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=2310

Huge number of changes, fixes, improvements and new features. Includes options screen to allow customisation. Primarily centred around the Tactical portion of the game.


-------------------------------------

Moriarty's Interface And Balance mod (MIAB)

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1948

Another large mod that includes balance fixes, many interface improvements, and new features, mostly for the geoscape part of the game.



Last edited by Moriarty on Tue Jun 19, 2007 2:14 pm; edited 2 times in total
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Edswor
Corporal first class
Corporal first class


Joined: 26 Apr 2007
Posts: 74
Location: Madrid, Spain

PostPosted: Tue May 08, 2007 2:08 pm    Post subject: Reply with quote
 
Hotkey Combat Mod

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1573

This mod adds hotkey for different actions during the tactical combat.
Visit the link for more information.


_________________
www.mundowar.com - www.supcomes.com
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tywiggins
Sergeant first class
Sergeant first class


Joined: 07 May 2007
Posts: 140

PostPosted: Tue May 08, 2007 2:28 pm    Post subject: Reply with quote
 
Hire/Fire Soldiers Mod

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?p=11833#11833

This mod adds two new functional buttons to the "Troopers" screen: "Hire New Soldier", and "Fire Soldier".

modified file:
base\sectiontroopers.xscr



Last edited by tywiggins on Sat May 12, 2007 11:16 am; edited 2 times in total
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ChoArrim
Corporal
Corporal


Joined: 25 Nov 2006
Posts: 37

PostPosted: Tue May 08, 2007 2:40 pm    Post subject: Reply with quote
 
Faster Bullet Mod

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1632

Its not really a mod but an easy way for you to change the speed of all bullets.

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Moriarty
Colonel
Colonel


Joined: 06 Jan 2006
Posts: 1728

PostPosted: Tue May 08, 2007 2:51 pm    Post subject: Reply with quote
 
Randomise State Starting Cash Mod


http://www.ufo-extraterrestrials.com/forum/viewtopic.php?p=11991

Rather than having each state starting by donating $300,000 to your funds, this mod will randomise it (you'll still only get 2.7mil total though).

This Mod in the Public Domain.

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Moriarty
Colonel
Colonel


Joined: 06 Jan 2006
Posts: 1728

PostPosted: Tue May 08, 2007 6:00 pm    Post subject: Reply with quote
 
2nd mod:

Show currency properly mod

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1674

Allows you to change the currency of the game, plus re-formats numbers so they are US/UK standard.
Before: - 12 932 $
With mod: - $12,932

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Deck
Private
Private


Joined: 08 May 2007
Posts: 9

PostPosted: Tue May 08, 2007 6:59 pm    Post subject: Reply with quote
 
Ufopedia fix mod

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1676

Adds information about weapon firemodes and strength requirements to Ufopedia (like in original X-COM).

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Phoenix-D
Sergeant first class
Sergeant first class


Joined: 07 May 2007
Posts: 145

PostPosted: Tue May 08, 2007 7:05 pm    Post subject: Reply with quote
 
SagerXCOM

Large number of changes, including a chance for soldiers to die instead of being hospitalized, ability to hire and fire soldiers, battle-map tweaks,,etc. Full list on the first post of the thread:

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1656&postdays=0&postorder=asc&start=0

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tywiggins
Sergeant first class
Sergeant first class


Joined: 07 May 2007
Posts: 140

PostPosted: Tue May 08, 2007 7:30 pm    Post subject: Reply with quote
 
Combat Interface Mod

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1678

Old: This mod has a functional Stand/Kneel button on the interface.
Also, the Up button was replaced with a "Move Up" button, and the Down button was replaced with a "Move Down" button.

New: Now includes 4 new buttons for reserving Action Points.
Also included is a combat log with buttons for scrolling up and down, and a minimize button

modified file:
gui.xscr
man.xscr (1 chunk of code which is clearly marked)

also included:
background image for the combat log
20 images for the reserve AP buttons (5 for each button)



Last edited by tywiggins on Sun May 13, 2007 7:57 am; edited 2 times in total
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OVNI
Corporal first class
Corporal first class


Joined: 25 May 2006
Posts: 68

PostPosted: Tue May 08, 2007 8:26 pm    Post subject: Reply with quote
 
Action points cost when moving items in inventory :
http://www.ufo-extraterrestrials.com/forum/viewtopic.php?p=11784

modified files :
- man.xscr
- inv.xscr
- consts.xscr

ps : it would be fine if everybody put what files are modified by their mods, it would help to know witch ones are nativelly compatibles



Last edited by OVNI on Wed May 09, 2007 7:43 pm; edited 1 time in total
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Deck
Private
Private


Joined: 08 May 2007
Posts: 9

PostPosted: Wed May 09, 2007 9:44 am    Post subject: Reply with quote
 
Ammo saving mod

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1696

Joins several partially used clips into full ones, so they aren't wasted.

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Falesh
Staff Sergeant
Staff Sergeant


Joined: 18 Dec 2006
Posts: 233

PostPosted: Wed May 09, 2007 2:41 pm    Post subject: Reply with quote
 
Open door without going inside

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1705

This mod allows you to either stop a unit after it opens a door without it going in, or to only stop the unit if it spots an alien. Any aliens inside get a chance to reaction fire at you as normal.



Last edited by Falesh on Wed May 09, 2007 4:03 pm; edited 1 time in total
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bman654
Lietunant
Lietunant


Joined: 09 May 2007
Posts: 451

PostPosted: Wed May 09, 2007 3:57 pm    Post subject: Reply with quote
 
Bman's Ease of Use Mod

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1691

corrected heavery laser ammo cost
corected production time calcs
display production time as hours instead of %
50% production time
reduced hospital time for damaged but not unconcious solders
save partial clips after combat
soldiers keep track of # kills
faster combat animations
combat camera controls
includes Edswor's Hotkey mod.

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Moriarty
Colonel
Colonel


Joined: 06 Jan 2006
Posts: 1728

PostPosted: Wed May 09, 2007 4:00 pm    Post subject: Reply with quote
 
Graphical fixes mod.

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?p=12515#12515

Fixes missing walls and large dark areas in tactical combat.
Most likely useful for people with under-spec / integrated graphics cards.

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Falesh
Staff Sergeant
Staff Sergeant


Joined: 18 Dec 2006
Posts: 233

PostPosted: Wed May 09, 2007 5:14 pm    Post subject: Reply with quote
 
Change default ship aggression level

http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1710

Change the default aggression of your interceptors to either aggressive or cautious.



Last edited by Falesh on Wed May 09, 2007 7:13 pm; edited 1 time in total
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