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Knight Sergeant first class


Joined: 04 Jun 2007 Posts: 153 Location: Germany
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Posted: Wed Jun 20, 2007 5:56 pm Post subject: |
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Then put them back to era 3
Since other aliens are more demanding it will come as a relief when it comes to face vipons/chasers.
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_________________ Eddy. You just can´t kill someone because the way he looks at you
http://www.youtube.com/watch?v=tysvNGGFN3M |
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Iskandar Warrant officer


Joined: 03 May 2007 Posts: 330
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Posted: Wed Jun 20, 2007 6:09 pm Post subject: |
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yeah, I'm definitely leaning that way. it'd be the most trivial of fixes to re-add chasers to era 3.
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Moriarty Colonel

Joined: 06 Jan 2006 Posts: 1728
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illegal youth Sergeant first class

Joined: 16 May 2007 Posts: 179 Location: baltimore, usa
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Posted: Wed Jun 20, 2007 8:46 pm Post subject: |
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| Moriarty wrote: illegal youth - your layout is made for the spawn point stuff, which is an invalid premise unfortuantely.
My layout is designed so that you have instant and constant access to 5 slots able to fit adv base facilities in (the 2*1 buildings), as well as giving the option of using 2 of those slots for a fourth hangar. |
that is quite unfortunate. after finding out that the empty sections have corridors (i guess i never bothered to look in my empty sections before...), i realize that even with all alien spawn points moved to the hangers, there's no way to force a choke point.
your layout does make a lot more sense in this context. thanks for the improvement!
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MaximKat Corporal

Joined: 15 Jun 2007 Posts: 44
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Posted: Thu Jun 21, 2007 8:55 pm Post subject: |
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what about some quick fix for impatient ones for stasis grenade problems?
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Moriarty Colonel

Joined: 06 Jan 2006 Posts: 1728
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owl208 Colonel


Joined: 22 Feb 2007 Posts: 751 Location: Waaay back in the Holler
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Moriarty Colonel

Joined: 06 Jan 2006 Posts: 1728
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Posted: Fri Jun 22, 2007 5:54 pm Post subject: |
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Ok, I've uploaded a copy of MIAB version 1.
Main features:
Tank experience.
Placeable first base.
Minor tank re-balancing
Bug fixes
Full list below.
Note: Requires Patch #1.
This is a BETA version. Probably best not to include it in the FM just yet.
Due to the number of changes I've made to things that could easily corrupt a game, I've decided to to make this a beta version. So you should maybe expect a couple more bugs than usual. Whilst it should be safe to load your saves with this mod, I advise that you don't save over any games you want to keep with it. It works fine for me, but just in case.
Warning - this mod will make savegames slightly incompatible with vanilla. This is a result of the "place first base" and "multiple bases in a state" mods. It won't crash if you try and load with vanilla, but you may see some odd base behaviour. Sorry, nothing I can do about this.
But now I've scared you all off with my disclaimers, it should be relatively safe.
Download it here:
http://www.savefile.com/files/831580
Changelog from 0.9 to v1 beta for those interested:
| Quote: The "20mins" time now runs slower - makes for easier watching/participating of geoscape combat.
re-ordered UFOpedia buildings - there is now some sort of logic behind it.
re-ordered ufopedia race listing
re-ordered centaurus parts.
Added the UFOpedia mod
UFOPedia now shows armour info for researched aliens.
Courtesy of Iskandar - will update scanner range to cover possibility of selling radar.
Increased max speed difference for bullet speed and scroll speed.
Mini-map re-implemented. End key or numpad Divide key will trigger it on and off.
All CAFTanks now have a rank of 1. (hammer was 9, cyclops was 6).
No longer possible to rename tank drivers (result of tank experience mod).
Removed destroyer as era 3 main race. New era main race setup:
era 1 - chasers, vipons
era 2 - vipons, destroyers
era 3 - chasers, preachers
era 4 - phantoms (unchanged).
Changed layout of main base.
Changed for base placement in the bases array. Was done by stateid. now just incremental.
Now possible to place multiple bases in any state.
remove "repeating" function of promotion buttons - it was slightly buggy anyway.
All tank weapons now have 50% more ammo.
Minor changes to some tank balance
- Cyclops has more movement (still the slowest) but slightly increased perception and shooting, making it one of the best sharp-shooter tanks.
- Proper tanks given higher perception and slightly higher vitality. Accuracy also increase a little.
Now asks you to confirm whether you want to quit without spending all promotion points first. |
Feel free to try it and report any bugs.
Edit - couple of known bugs on the promotion screen, purely visual. Rather than spend hours tryng to fix them (i've already spent hours come to think of it), I figured I'd release and get back to them later. 
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SyDaemon Sergeant

Joined: 09 Jun 2007 Posts: 119
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Posted: Sat Jun 23, 2007 12:57 am Post subject: |
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This feels almost as if a UFO:ET Expansion pack has just been released! Thank you so much. Most of the changes sound terrific.
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SyDaemon Sergeant

Joined: 09 Jun 2007 Posts: 119
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Moriarty Colonel

Joined: 06 Jan 2006 Posts: 1728
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Posted: Sat Jun 23, 2007 9:47 am Post subject: |
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Yep, that's the line SyDaemon.
Anyone encountering problems? Heck, anyone trying it after my dire warnings? 
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MaximKat Corporal

Joined: 15 Jun 2007 Posts: 44
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Posted: Sat Jun 23, 2007 8:24 pm Post subject: |
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Can anybody upload version 0.9 to some hosting? I wan't to look for changes between those versions and maybe try to incorporate them into frankenmod 
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Moriarty Colonel

Joined: 06 Jan 2006 Posts: 1728
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MaximKat Corporal

Joined: 15 Jun 2007 Posts: 44
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Moriarty Colonel

Joined: 06 Jan 2006 Posts: 1728
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Posted: Sun Jun 24, 2007 9:08 pm Post subject: |
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Very wicked. But I'm in no hurry. They're the ones missing out on the tank mod. 
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