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[MOD] Bman's UFO Ease of Use Mod 2.11 - Many Bug Fixes
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[MOD] Bman's UFO Ease of Use Mod 2.11 - Many Bug Fixes

What improved AI level do you play at?
Mod Disabled - Normal Game AI is tough enough
19%
 19%  [ 23 ]
Improved
42%
 42%  [ 49 ]
Tough
8%
 8%  [ 10 ]
Devious
7%
 7%  [ 9 ]
Vicious
4%
 4%  [ 5 ]
Pure Evil
7%
 7%  [ 9 ]
Pure Evil, but I wish there were a harder option. aliens are still weak.
9%
 9%  [ 11 ]
Total Votes : 116

Author Message
bman654
Lietunant
Lietunant


Joined: 09 May 2007
Posts: 451

PostPosted: Mon Jun 04, 2007 5:47 am    Post subject: [MOD] Bman's UFO Ease of Use Mod 2.11 - Many Bug Fixes Reply with quote
 
Hi there,

I've put together a group of mods that I wanted for myself. A few bugfixes to the game. Track # kills your soldiers make. A few balance changes. Improved tactical AI. Other stuff.

This mod now comes with an Easy Install Version. If you are not comfortable messing with computers and just want to play the game, then installation instructions are thus:

1. Please make a backup of your original system.xbg which can be found in
UFO Extraterrestrials\data folder where you installed the game. In windows, you can make a backup copy by right-clicking the file, select Copy. Then click in the folder and right-click, paste. A copy of the file should be made.
2. Download the Easy Install version at the download link below
3. It is a zip file. So just extract the 2 files inside to your
UFO Extraterrestrials\data and replace the existing system.xbg (you made a backup copy right?)
4. Play the game and enjoy


For those of you comfortable installing mods or that have to merge it with something else or mod this mod, here are detailed instructions on installing the normal version of the mod:

Install this mod like the others: Unpack system.xbg then replace it with a blank xbg file. Then download my zip and extract the files into the data dir, overwriting the files already there. Read the first post in this thread for specific instructions. This thread has instructions also which might be easier to understand for the less-computer-savvy people.

Once installed, you can run the game and tweak the mod settings from the game's main menu.

Current version is 2.11.

THIS MOD IS ONLY FOR THE 20070530 PATCHED GAME. IT IS NOT COMPATIBLE WITH THE UNPATCHED GAME If you want a version of the mod for the original unpatched game, then look in this thread

=======CLICK TO DOWNLOAD=======

Changes in 2.11
* Fixed more windows to be transparent. Thanks to OVNI for a list of transparent game objects.
* Fixed LOS Circles mod not working correctly on base missions
* Tweaked Advanced AI's grenade use in certain situations slightly
* Modified AI to make use of the LOS Circles Mod also to improve their decision making.
* Modified Advanced AI so that aliens without burst-capable weapons can still shoot through walls to get at you.
* Modified Show Popup Delay setting so you can go below x1 to "very very slow" which effectively removes the unit menu popup during combat.
* Some other stuff I am sure I have forgotten

Changes in 2.10
* Fixed bug which prevented reserved AP's from being loaded/saved with your savegame. I did a bad job with my zipping last version
* Fixed bug with LOS Circles when you have the cursor on the edge of the map.
* Added "Last Alien Hides" mod which if enabled makes it so the last aliens on the map don't come charging your position. Instead they continue to hide. I added this b/c I never got to explore the UFO's because the aliens always came at me and got killed long before I reached a UFO. You can change this during combat so that if you can't find the last alien, just goto settings and turn off the mod and the next turn, the last alien will come out of hiding.
* improved the Transparent windows code so that now all "small" objects are transparent. I defined small to be objects that were either less than a half meter wide or less than 1 meter tall. Spefically, this made the smaller sized gas pipes in the desert levels transparent so they do not block LOS.


Changes in 2.09
* Increased volume on alert/pain sounds--the game was playing them too quietly. I had trouble hearing even with my headphones
* Added unique sounds for commanders so they sound different than regular aliens.
* Modified Burst Fire Reactions so that units will consider the chance of hitting and if it is too low, will use snapshot or aimed shot instead of burst fire.
* Fixed hang/crash bug with LOS Circles Mod and certain tanks during base defense missions.
* Fixed AI bug which was preventing aliens from switching to snapshot when burst shot chance to hit was too low. Instead, aliens would always walk around in front of you to look for a better shot.
* Improved AI shot-type selection for commanders when playing on lower Advanced AI levels.

Changes in 2.08
* Fixed typo in settings screen
* Modified True Night Mod so that it does not have a performance penalty in bright daylight (night time is still slower with the mod enabled though)
* Modified Reserved AP buttons so that they are remembered for each soldier between battles so you only need to set them once.

Changes in 2.07
* Added option to enable Burst Mode Reaction Fire for both you and aliens (only with advanced AI though)
* Added default ship aggression setting in the settings screen
* Finally made an easy-to-install version. The download link has the old-style install and the new easy install. For the easy install, just unzip the system.xbg file into your UFO:ET\data folder.

Changes in 2.06
* Fixed crash bug with Combat Sounds during Terror missions
* Fixed Advanced AI bug with Hallucinoids during Terror missions
* Fixed bug which caused advanced AI to sometimes have aliens shoot each other. I think the 4-square aliens would think they had line-of-sight past their buddy and instead were shooting them in the back.
* Swapped Destroyer & Preacher sounds. I had them backwards
* Added Increased UFO Crew Variety Mod
* Added Increased Commander Frequency Mod
* Added Transparent Windows Mod


Changes in 2.05
* Fixed typo with some of the sound names
* Fixed scroll direction in combat log (tywiggins suggestion)

Changes in 2.04
* Re-enabled LOS Circles for tanks. It is not quite 100% accurate but it is usable.
* Fixed bug with Lightly Wounded Soldiers Heal Faster mod
* Changed selectUnit() to move camera instantly to new unit instead of scrolling camera slowly
* Added Combat Sounds mod. Plays sounds when aliens are spotted. Plays sounds when units are injured. The louder the sound, the harder the hit. If you do not hear anything then most likely the hit was really weak. Added new soldier death sounds for variety

Changes in 2.03
* Turned off the LOS Circles for tanks. They aren't working yet.

Changes in 2.02
* Added Roszczu's Show Movement Path mod. Can be configured from the settings screen
* Added LOS Circles Mod - gives graphical cues whether or not you will have Line Of Sight to any known aliens if you move your soldier. Also allows you to disable the No Line Of Sight warning in the game.

Changes in 2.01
* Forgot to include the patched Resourcebundle.dat Embarassed

Changes in 2.00
* Made compatible with the 20070529 patch Very Happy
* Removed the stuff that is now part of the game (hotkeys, UFOPedia mod etc)
* Made visual improvements to the True Night Mod
* Modified Geoscape to make the night-side of the planet darker if you have the True Night Mod enabled. I found that in the stock game I couldn't tell the difference between night and day.
* Modified the True Night Mod so you can enable it only for outdoors if you do not like alien bases and mines to be dark.

Changes in 1.9.5
* Fixed: occasional crash bug if you load a combat savegame and are using the advanced AI mod
* Fixed: Added check in the "fix walkthrough walls" code to ensure I do not "fix" a door tile so you can't get through open doors.

Changes in 1.9.4
* Fixed: Bug in game which made it almost impossible for aliens to spawn on upper levels of the map.
* Fixed: RMB-Open Door mod now works correctly on upper levels of the map.
* Tweaked AI shot type selection a little bit.

Changes in 1.9.3
* Fixed UFO Crash Damage when you are using the Devil Fish.
* Aliens that come across each other will now form into squads during combat.
* Alien squads hunt for your soldiers as a single group.
* Higher AI settings allow for bigger squads.
* On the higher AI settings, aliens are much better at deciding which direction to face when they end their turn.
* Note: the alien squads introduce a slight incompatibility in any savegames during combat. If you have advanced AI enabled and save a game during combat, then that combat can only be loaded while using Bman's Ease of Use Mod. Once combat is over the incompatibility is gone. If you wish to remove my mod while in combat, then turn off the advanced AI and let the aliens play at least 1 turn. Then you can safely save the game without and load it without the mod

Changes in 1.9.2
* Fixed a crash problem in the advanced AI mod that would sometimes happen when checking for commanders
* The only file changed since 1.9.1 is bmaneaseofuse.xscr

Changes in 1.9.1
* Made New Soldiers in Back Mod togglable from the settings screen
* Fixed standard game bug that allowed you and aliens to sometimes walk through walls
* Fixed standard game bug that allowed dead aliens to see your troops and report your locations to the living aliens.
* Made Improved AI Mod have 5 levels of difficulty. Lower difficulties use less grenades and are less likely to use the advanced tactics.
* Twisted Evil Added new dastardly AI tactics, improving the aliens' ability to work as a team and improving their ability to find you when you run out of their line-of-sight. Never let your guard down.
* For those of you that need to merge this with other mods, these are the changed files since v1.9:
ai.xscr
turnmanager.xscr
man.xscr
globe\mission.xscr
bmaneaseofuse.xscr
gui.xscr


Changes in 1.9
* Fixed bug with Soldiers losing experience when they have 100+ kills. IMPORTANT: After updating to v1.9 from an earlier version, you should open the soldier screen or inventory screen and click on each of your soldiers. This will "upgrade" the game data to fix this bug. You won't see anything special happen. The bug should just go away from then on for any soldiers you do this to. New soldiers of course won't have the problem.
* Fixed a couple of crash bugs in the stock game related to loading savegames or bad UFO missions.
* Improved the combat AI a bit to make it more challenging.
* Made it so inexperienced soldiers are at the back of the troop transport so they can go out and draw the alien fire without risk to your experienced troops.
* ALOT of the files changed due to the the bugfix for kill counts. Sorry to any post-mod modders out there.

Changes in 1.8
* Female soldiers now sound like women when they die
* Civilians move faster and farther. They look properly scared now.

Changes in 1.7
* Added Rick's Name Mod - more names for your soldiers
* Added True Night Mod - based upon Mephistoex's Line of Sight Mod
* Added Commanders have gold borders

Changes in 1.6.2
* Fixed: Crash when loading a combat savegame and you had a dead soldier.

Changes in 1.6.1
* Fixed: a game crash bug that was occurring during combat.
* Fixed: UFO Crash Damage was not working if you were flying in the Thunder.

Changes in 1.6
* All sorts of new features are in this jam-packed version.
* Show Alien Kill Count is now toggle-able and can be use to "restore" a savegame to normal format.
* Soldiers gain XP for surviving missions
* Moriarty's Improved Base Defense Mod
* Speed up or slow down your soldier rank advancement.
* Corrected Akew pistol production times
* Soldiers can die. XCOM style. Different from other soldier-death mods out there. Adds a new gameplay element to combat.
* UFO Crash Missions now model damage to the UFO and surrounding areas
* Alien Bounty Rewards - earn cash by killing aliens
* Hire/Fire Soldiers Mod based on TyWiggin's mod.
* Combat interface mod by TyWiggins.

Changes in 1.5
* Fixed small bug in the Open Doors Mod.
* Added Dash's UFOPedia Mod
* Added a modified version of OVNI's Inventory Cost Mod
* Completely retooled the entire mod package so that many of the mods can be tweaked from the menu within the game. Those of you that want the interface changes but do not like the gameplay changes can now go into the game menu and turn off the things you do not like.

Changes in 1.4
* Fixed all problems with the HotKey mod. It definately works now. Also fixed a hang bug in the mod if you try to use Next or Prev and do not have a soldier selected.
* Added Roszczu’s Open doors on RMB click

Changes in 1.3
* Updated the HotKey Mod to 0.4 and I think I had some crash bugs related to the 0.3 mod which I think are gone now.
* Minor fixes in the Show Production Time as Days/Hours mod.

Here is a list of changes this mod enables:

Each mod lists the files changed for that mod. You can search the modified files for “BMAN” to find where all my edits are.
5/8/2007
2. BUGFIX: Fixed bug with Research/Production time calculations
• The game is rounding times to the nearest hour which causes problems if you have a lot of workers working on something and then go back and change the number of workers. The game ends up getting the work time wrong by many hours. I modified the game to do the calculations to the nearest second. Sadly this was still not fixed with the patch so this fix remains.
• base\sectionproduction.xscr
• base\sectionresearch.xscr
• base\objecthandeling.xscr

3. BALANCE CHANGE: % Faster Production
• I personally think it takes WAY too long to manufacture stuff. This mod allows you to change the speed at which everything is produced. You can make it slower or faster. Just edit the option in the Setting screen inside the game. The default is to make things take 50% normal time to produce. Change this setting to 100% to play normal.
• base\objecthandeling.xscr
• base\sectionproduction.xscr

4. BALANCE CHANGE: Wounded soldiers that did not fall unconscious heal in hospital faster.
• Right now if a trooper takes at least 30 pts of damage during combat they get sent to the hospital for 10-45 days. It does not matter if you heal them in combat with medkits or if it was a critical wound. I found this aggravating. With this mod, if the soldier never went down to 0 health and fainted then his hospital stay is reduced based on the setting in the game settings. Change it to suit your play-style. Change this setting to 1x to play normal.
• globe\globe.xscr
• man.xscr

5. BALANCE CHANGE: Save your ammo after battle
• After battle, the game normally throws away any ammo clip that was used even once. Even if you just shot one round the entire clip is tossed. All those bullets just lost…This mod changes it. Rather than combining clips and then just throwing away the leftovers, this mod just assigns a percent chance to keep the clip == how full the clip is. This means that on average over the course of several combats, you will find that all remaining bullets are conserved. None are thrown away. Sure if you look at a single battle you may find you have more or less clips than you should but over the course of a game it will all even out to the right amount. You can enable/disable this mod from the game settings screen.
• man.xscr

6. ENHANCEMENT: Production Window displays days and hours left to produce instead of Percentage Remaining. I had hoped this would make it into the patch but alas...
• base\sectionproduction.xscr

7. ENHANCEMENT: Soldiers now track alien kill counts.
• The kill count is shown next to the experience. This is compatible with existing savegames, though once your soldiers acquire some kills, your savegames are no longer compatible with non-modded versions. Can now be disabled in the settings screen. Once disabled if you visit the Soldiers screen and examine each of your units, you can then save your game and it will be compatible with non-modded versions again. Note: this will wipe out your kill count.
• turnmanager.xscr
• inv.xscr
• premissioninventory.xscr
• base\sectiontroopers.xscr
• globe\defendbase.xscr
• globe\mission.xscr
• globe\promotiondialog.xscr

8. ENHANCEMENT: Faster Popup Menu Delay.
The speeds can be adjusted from the game settings screen.
• Crouch/Stand/Up/Down unit popup menu displays almost immediately when you place your mouse over selected unit (gui.xscr)

10
10. ENHANCEMENT: Implemented a very tiny piece of Edswor’s HotKey Mod Version 0.04 that for some reason did not make it into the patch.
• Esc - Game menu panel , cancel menu/inventory screen

11. ENHANCEMENT: Implemented Roszczu’s Open doors on RMB click
• If your soldier is standing next to a door and facing it, you can rclick on the door to open it without entering the room. This action cost 6AP. Watch out, the aliens on the other side of the door will still shoot you.
• man.xscr
• common.xscr

12. ENHANCEMENT: In Game Settings Window
• Now most of the changes can be configured from the in-game options menu. This is particularly useful for people that want some of the interface changes but do not want the balance changes.
• Bmaneaseofuse.xscr
• Gamedialogs.xscr
• Gamecommon.xscr
• bmaneaseofuse_settingsbg.png

13. ENHANCEMENT: Implemented very tiny piece of Deck’s UFOPedia Mod that for some reason did not make it into the patch.
• Shows strength reqs for equipment.

14. BALANCE CHANGE: Implemented a modified version of OVNI’s Inventory AP Cost Mod 1.5
• During combat, moving things around in your inventory costs AP. You can configure the costs in the settings menu. To turn off the mod, just configure all the AP costs to be 0.
• Man.xscr
• Data\inv.xscr

15. BALANCE CHANGE: Soldiers now gain experience for going on missions
• If you win the mission, then every soldier that is still conscious will gain a small amount of experience. Set this amount to 0 in the options screen to disable this mod.
• Man.xscr

16. BALANCE CHANGE: Improved Base Defenses Mod By Moriarty
• Makes base defense buildings much more effective. See included readme for details.
Can be enabled/disabled from the game settings screen. Note: Can ONLY be enabled/disabled from the settings screen when you do not currently have a game loaded.
• Increased damage of all base defences.
• Gives base defences a very limited radar range.
• Particle defences now cost 350,000 (from 500,000).
• Base\createandloadvariables.xscr

17. BALANCE CHANGE: Faster/Slower Soldier Promotion
• You can change the rate at which soldiers are promoted to new ranks.
• Note: You can only change this setting from the main settings screen when you do not currently have a game loaded.
Set this to 100% to disable the mod.
• Note: Slowing down promotions will not take away any ranks your soldiers have already received. It will just make them take even long to attain the next rank.
• Base\createandloadvariables.xscr

18. BUGFIX: Akew pistols/rifles have the wrong production times when compared to other items.
• This changes Akew rifles to be 3,000 hrs instead of 7,000 and pistols to be 2,000 instead of 3,000.
• scripts\tests\config.xsv

19. BALANCE CHANGE: Soldiers can die…XCOM style
• This mod makes it so your soldiers can die in combat instead of always surviving. The following changes are made to combat:
i. When a soldier’s health is reduced to 0 or less the soldier falls unconscious.
ii. An unconscious soldier will have a red cross displayed on their face, indicating that they are unconscious and in need of medical attention.
iii. Unconscious soldiers continue to bleed from their critical wounds.
iv. Unconscious soldiers will take damage from any stray bullets or explosions or gas or whatever.
v. If an unconscious soldier’s health drops below Death Threshold (DT) then that soldier dies permanently.
vi. Dead soldiers do not show the red cross on their face. They are just darkened to indicate they are dead.
vii. While unconscious, you can select the soldier by clicking on their face. This will allow you to easily find them on the map. You cannot access the soldier’s inventory or see his health status or even see his current health or critical wounds.
viii. To see the health status of an unconscious soldier, you need to have another soldier use a healing device on him.
ix. It is important that you heal any critical wounds as soon as possible to prevent the soldier from dying.
x. To heal an unconscious soldier, just have another soldier stand next to the unconscious soldier and use a healing device on him like normal.
xi. Keep in mind that even after you “stop the bleeding”, the downed soldier might get more critical wounds if he gets hit by more damage (ie from an explosion or something).
xii. If two or more unconscious soldiers are lying in the same spot, then when you use a healing device on the spot, one of the soldiers that actually needs healing will be chosen at random. If neither soldier needs healing, then one of the soldiers will be chosen at random for you to view.
xiii. Sometimes a healthy soldier will take so much damage from one shot they will die out right. Don’t be surprised when it happens.
• After combat is over, there is still a chance that unconscious soldiers will die from their wounds before they can reach the hospital. Factors that affect this are:
i. Soldier’s Vitality. The higher the vitality, the better chance the soldier will survive.
ii. Soldier’s Wounds: The closer the soldier came to DT the less chance they have to survive. This means it is very important to heal a down soldier as soon as possible and/or end the mission as soon as possible to prevent lots of bleeding.
iii. Soldier’s Bravery: The higher the bravery, the better chance the soldier will survive. This represents the soldier’s “will to live”.
iv. The exact chance of survival is:
1. DeathFactor = Configuration Setting (0.25 – 3)
2. DT = Vitality * DeathFactor
3. W = Wounds past 0 (how much damage did the soldier take after reaching 0 hp)
4. Chance of Survival = 100 * W/DT + 30 * Bravery/100.
This mod can be disabled by setting Soldier Mortality to “Immortal”. The Mortality setting can only be changed at the main menu before loading a game. I do not advise changing this setting and then loading a battle in progress. Strange results may occur.
• Combat.xscr
• Soldiers.xscr
• Man.xscr
• Turnmanager.xscr
• Vehicles.xscr

20. ENHANCEMENT: Crashed UFO’s Have Damage
• When you shoot down a UFO and then start a mission at the crash site, the UFO will show signs of damage. Blown walls and equipment.
• The surrounding buildings and countryside will also show signs of damage caused by both the battle in the air as well as destruction that occurred during the crash.
• Aliens also have a chance to be injured or even dead. Aliens far from the UFO are going to have much less injuries if any at all than aliens still located in the UFO.
• Alien commanders, if any exist, will be at full health.
• NOTE: I am not very far in my game. I only have the starting transport. There is a chance that I will not properly recognize future transports correctly. If you find that (a) there is no damage to the UFO or surroundings during a crash mission or (b) you find that your transport is destroyed when the mission starts then please keep a copy of the savegame and let me know so I can make changes as necessary.
This option can be changed in the settings screen. It can be completely turned off, or it can be set so that none of the aliens are harmed for those of you that want to maintain the balance.
• Combat.xscr
• Vehicles.xscr
• Man.xscr

21. BALANCE CHANGE: Alien Bounty Rewards
• The original XCOM allowed you to sell alien corpses for money. This game has no corpses. If you are playing with some of these other mods enabled like soldier deaths and hire/fire soldiers, then you will find yourself very strapped for cash. You can use this mod to balance things out. When enabled, you will gain a small fee for each alien killed in tactical combat…but only if you win the mission.
Set to $0 to disable.
• Man.xscr
• Mission.xscr

22. BALANCE CHANGE: Hire/Fire Soldiers Mod
• Based on the version that is in SagerX-COM by Sage and Phoenix-D, which in turn is based upon the mod by TyWiggins.
• Allows you to hire and fire soldiers from the base soldier screen.
Set the hiring cost to $0 to disable this mod.
• Note: this version enforces a delay after hiring a soldier before they are ready for duty. First they must spend some time in the hospital undergoing rigorous physical exams. This should force you to think ahead a bit and is more like the original X-COM. You can configure the delay of course.
• Base\sectiontroopers.xscr

23. ENHANCEMENT: Combat Interface Mod by tywiggins
• Adds buttons to reserve AP’s for actions, adds up/down/kneel buttons. Adds a textbox display of combat messages. All good things.
• Gui.xscr
• Man.xscr
• Textbox.xscr

24. ENHANCEMENT: Varied Soldier Names Mod by Rick
• The mod replaces the existing male/female names with 1218 male names, 3944 female names, and 88799 last names (!).
• Actually I found that it took FOREVER to load the names so I changed it to only 1000 female and 1000 last names. -- BMAN
You can enable/disable this mod in the settings screen.
• Base\createandloadvariables.xscr

25. ENHANCEMENT: True Night Mod
• A heavily modified version of Mephistoex’s Line of Sight Mod.
• This makes night-time missions look like night. Basically the later it is in the night, the darker the mission. If you go out at dusk, it is darker than day but lighter than night. And the lighting has a nice golden hue. Mines are like night-time missions. Alien bases are like night-time missions…though you will find the area filled with an eerie glow.
• The primary purpose of this mod is to set the mood. In gameplay terms, this is what is different:
• Nothing is different at full noon. You can see 12 squares, aliens see 14.
• At midnight your vision is reduced to 10. Alien vision is reduced to 13. They can see slightly better than you can but not much. Anytime in between the 2 vision ranges are adjusted to be between those 2 extremes.
This mod can be disabled via the settings screen. You can also edit consts.xscr and change the SIGHT_RANGE_DAY, SIGHT_RANGE_NIGHT and the AI versions if you want it to be a more pronounced difference between night and day.
• Globe\mission.xscr
• Base\createandloadvariables.xscr
• Ai.xscr
• Ai_old.xscr
• Common.xscr
• Man.xscr
• Consts.xscr
• Combat.xscr
• Inv.xscr

26. ENHANCEMENT: Commanders have gold border
• The little icon that shows you can see an alien will have a gold border if the alien is a commander.
• Gui.xscr

27. BUGFIX: Women soldiers now have feminine screams. I had hoped this would be fixed in the patch but alas...
• I know I’m not the only one distrurbed by their masculine screams in the stock game.
• Soldiers.xscr

28. ENHANCEMENT: Civvies run around a little bit further and faster. Makes them look more panicky
• scripts\tests\config.xsv

29. BALANCE CHANGE: Advanced Tactical AI
• The combat AI has some problems that become obvious after playing a bit. For example, it doesn’t use grenades, it continuously uses PSI on targets that are already paralyzed. This mod improves things a bit. I won’t go into specifics about the changes because that would ruin the fun. At a minimum you can expect my two complaints above to be fixed. But those were just the tip of the iceberg. In general, I improved the shooting&targeting AI.
• This mod makes combat a bit more difficult. I expect your casualty rate will climb. Feedback is welcome.
You can change the difficulty from the settings screen. Lower difficulties should be less grenade-spammy and in general easier than higher difficulties. At lower levels, the AI is less likely to use the new algorithms.
• Ai.xscr
• Combat.xscr
• Possibly some others. I lost track

30. ENHANCEMENT: New Soldiers to the back of the bus!
• I play with soldier death and it really ticks me off that the game places all my most experienced soldiers on the back of the transport. They are the first off and usually get a plasma bolt to the head when they step out of the transport. This mod puts the new soldiers at the back where they should be so that they can do their job and act as meat-shields.
Can be toggled from the settings menu
• Globe\Mission.xscr

33. BUGFIX: Fixed game bug that allowed units to walk through walls sometimes. Really surprised this one was not fixed in the patch.
• Actually the bug is somewhere in the game engine. I didn’t fix the bug so much as have something come along and locate the “broken” walls and fix them after combat starts.
• Man.xscr

34. BUGFIX: Dead aliens can see your troops and pass on the info to the live aliens. Still present after the patch.
• This allows the aliens to pop you from across the screen. Very annoying. This mod fixes the problem.
• Turnmanager.xscr
• Ai.xscr

35. BUGFIX: Almost impossible for aliens to spawn on upper levels of the map.
• There was a bug in the alien placement algorithm that made it practically impossible for an alien to spawn on the upper levels of a map (except for within a UFO). As a result, you almost *never* found an alien in the upper stories of a building.
• I’ve corrected the error so now aliens will occasionally show up on a building’s upper floors.

30. ENHANCEMENT: Implemented Show Movement Path by Roszczu
• It is based upon v0.3 of his mod. I’ve done some bug-fixing and optimizations but Roszczu did all the hard work.
• The arrow graphics were supplied by Nimo
• If you enable this mod, you will see little color coded arrows showing the path your trooper will take if you move him. From the settings screen, you can change the way it color codes the arrows to either indicate whether your trooper will have enough AP for his reserved shots or enough AP for an Aimed or Snap shot.

31. ENHANCEMENT: LOS Circles
• When moving the mouse around, little green circles or red X’s will appear under all visible aliens. This indicates whether or not your soldier would have line-of-sight for shooting purposes to the alien in question if you moved your soldier to the cursor location. Useful for determining where you need to move to get a shot at an alien or to hide from an alien.
• When you are in shooting mode (have clicked on a weapon), this mod will indicate whether or not you have LOS to each alien from your current location with the weapon you have selected. Ie it knows the difference between the way a grenade works and a gun works.
• Also in shooting mode, a green circle or red X will appear under the shoot cursor, indicating whether you have a shot at the cursor location. Mostly useful for trying to figure out ifyou can toss a grenade in the middle of a group of aliens.
• Finally, if you set the mod to “Enabled, Override LOS” then the game will no longer prevent you from taking a shot even if it does not think you have line-of-sight. You can use this mode to attempt to shoot aliens through trees or walls using autoshot. Be careful with this mode as it is very easy to shoot your squadmates in the back. The only warning you will get that it is a bad shot is the red X under the firing cursor.
• The circle/X graphics were supplied by Nimo.

32. ENHANCEMENT: Combat Sounds
• Units now make sounds when they are injured. The harder the hit, the louder the sound.
• A sound is played whenever a new alien is spotted.
• Some additional male/female death cries have been added to provide a little variety.
• All new sounds are from Titan Quest by IronLore and also from its expansion Immortal Throne.
• You can turn off combat sounds from the settings screen if you do not like it.

33. ENHANCEMENT: Increased UFO Crew Variety
• When enabled, UFO’s will have a more varied crew. In the un-modded game, UFO’s only ever have 1-2 races on board. This mod will provide a chance for the UFO to be crewed by many different races at once. You might investigate a UFO that has 6 different types of aliens in it.
• The aliens will not always belong to the same era either. So you might get a crew that has some modern weapons mixed in with a few guys with older weapons.
• Game balance is not altered significantly because the unmodded game will sometimes give you an entire crew from an older era. I’ve not changed the chances, but now instead of an entire crew of low-era aliens, you might come across 1-2 low-era aliens each time the mod kicks in.
• You can configure how often you want the UFO crews to be enhanced by this mod. I recommend you leave it on Rare so that the UFO’s still have flavor.

34. ENHANCEMENT: Increased Commander Frequency
• If you just want a damn commander and don’t want to wait for a battleship or alien base then this mod is for you.
• When enabled, it provides a chance for commanders to show up in smaller UFO’s and also increases the number of commanders that appear.
• You can configure just how common commanders become. Combined with the Increased UFO Crew Variety mod, you can quickly capture commanders of any race you are interested in.

35. ENHANCEMENT: Transparent Windows
• Makes windows transparent.
• This is a work in progress. As I find more examples of windows that you cannot see through I will fix them also.
• This mod works even when you are viewing the window from an angle, unlike the existing transparent window mod.

36. ENHANCEMENT: Reaction Burst Fire
• If enabled from the Settings screen, your soldiers will use Burst Fire Mode when taking reaction shots at the aliens.
• Beware – higher advanced AI settings will also allow aliens to use it on you!

37. ENHANCEMENT: Default Ship Aggression Level
• You can now change the default aggression level of your fighter ships in the Settings screen.



Last edited by bman654 on Fri Jul 06, 2007 2:44 am; edited 18 times in total
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Jetau
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PostPosted: Mon Jun 04, 2007 6:24 am    Post subject: Reply with quote
 
I voted for 'Pure Evil and want more.' You'd better believe it Laughing

Remember the difficulty levels in the Doom games?

I want 'Ultra Violence' Razz


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bman654
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PostPosted: Mon Jun 04, 2007 7:43 am    Post subject: Reply with quote
 
I could always make a "Cheating Bastard" level. Other than that I'm out of ideas on improvements. I am not very far into the game (still the 1st era I think), but I am thinking that the later monsters might be kinda mean if they show up as a squad of 5. But if people want it, I can certainly think up enough stuff to make a Cheating Bastard level. I mean you wouldn't mind them shooting you from across the map when you step out of your transport would you? Perfect reactions that cost no AP, stuff like that. I could make several levels of it so they only cheat "some of the time" all the way to "all of the time".

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zero
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PostPosted: Mon Jun 04, 2007 7:43 am    Post subject: Reply with quote
 
Thanks for the updated mod. One problem I noticed after installing. The original game settings menu looks screwed up:


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Jetau
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PostPosted: Mon Jun 04, 2007 7:45 am    Post subject: Reply with quote
 
Naw, I'm only kidding. Besides, I'm only up to Era 1 on 'Pure Evil' anyway, and I'm still playing on Medium.

Now Hard and 'Pure Evil' is the ultimate challenge ultimately. Anyone want to take that one on??


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bman654
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PostPosted: Mon Jun 04, 2007 7:54 am    Post subject: Reply with quote
 
Ah I forgot to include the patched ResourceBundle.dat in the zip. I've uploaded a new zip.

I was surprised to see 2.00 had over 600 downloads. It normally takes a little longer than that when a new version is released.

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Da_Junka
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PostPosted: Mon Jun 04, 2007 7:54 am    Post subject: Reply with quote
 
Do you apply your mod before or after you patch the game?

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bman654
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PostPosted: Mon Jun 04, 2007 7:56 am    Post subject: Reply with quote
 
Da_Junka wrote:

Do you apply your mod before or after you patch the game?



patch first. then use xbig to unpack the new system.xbg then unzip my mod then rename system.xbg so the game cannot find it anymore. I personally just rename it to _system.xbg. You don't need to mess with blank.xbg - it turns out that step doesn't do anything.

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Smut
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PostPosted: Mon Jun 04, 2007 11:15 am    Post subject: Reply with quote
 
Most excellent. I've been holding off on patching despite the crashes as I don't want to lose my troopers kills.

Is there any chance you'll be adding in the movement path mod? Seems like it falls into the "ease of use" theme. Very Happy

-Smut

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Vimes
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PostPosted: Mon Jun 04, 2007 12:18 pm    Post subject: Reply with quote
 
Thank you once again for your tireless work and dedication to modding this game, most appreciated Smile

One simple question, I hope...

If I install the update and then do as instructed to then unpack the system.xbg file and install this mod could I still use a saved game from my pre patched campaign, as it was played using the 1.95 version of your mod....?

Or would it be required to start a new campaign in order to avoid any potential issues...?

EDIT - I have noted that you have written...

Okay I have it integrated into my internal 2.01 version of my mod along with the bugfixes I just mentioned above along with some other improvements (hides the arrows whenever you "do something", faster calculations -- It will instantly display the movement arrows all the way across the map and even up/down through elevators and doorways).

I'll add the targetting stuff tomorrow night and release it.


Do you still intend to build this useful mod into your general release...?

Thanks Smile

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malcontent
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PostPosted: Mon Jun 04, 2007 1:02 pm    Post subject: Reply with quote
 
I am trying to use the mod and get this error: (when clicking on settings in the main menu)

[00:00:04.804] CFileSystem::OpenFile::File not found. gui.new\full-border.tga
[00:00:04.804] CFormObjectGradualImage::AddImage - there was error during creation of image
[00:00:04.809] Object is null
[00:00:04.809] mainMenuSettings (gamedialogs.xscr 126:33)

So I make a fake file called gui.new\full-border.tga

then get the same error for empty-border.tga and make another fake file

Now I get this error:

[00:00:03.677] Can't read property. missionBulletSpeed doesn't exists.(gamedialogs.xscr 181:94)
[00:00:03.677] mainMenuSettings (gamedialogs.xscr 181:41)

I'm using the patched version of the game. What has gone wrong?

If I play the game without editing any settings, as soon as I get into a mission I get this error:

[00:06:33.985] Command not found checkVisionInternal
[00:06:33.985] checkVisionCommon (common.xscr 2855:42)
checkVision (common.xscr 2860:22)
endComputerTurn (turnmanager.xscr 608:20)
initTurnManager (turnmanager.xscr 58:24)
initMissionInternal (man.xscr 370:20)
initMission (man.xscr 121:24)
goToMission (globe\mission.xscr 127:20)
DlgBeginMissionGoClick (globe\globe.xscr 3144:15)
twoButtonDialogBtn1Click (globe\commondialogs.xscr 157:11)

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bman654
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PostPosted: Mon Jun 04, 2007 3:27 pm    Post subject: Reply with quote
 
You are running the wrong .EXE post-patch. If you installed the patch, it creates an exe called UFO-ET.exe. Most likely your shortcut points to "ProjectX.EXE". But I must warn you, if this is the case you will likely find that UFO_ET.exe will complain about not finding your serial etc. If so that means you installed a patch that does not work with your installation.

AFAIK the only way you could have a serial to install the patch is if you bought a boxed version of the game that is compatible with the patch. Which means the only way you could have this problem is if you applied the patch to an uncompatible version which means you should uninstall and then reinstall the game using the boxed version that came with the serial you are using. I could wrong on this part though.

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bman654
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PostPosted: Mon Jun 04, 2007 3:28 pm    Post subject: Reply with quote
 
yes your saves will work and yes I'll release a new version of this mod with the modified pathmod included as well.


Vimes wrote:

Thank you once again for your tireless work and dedication to modding this game, most appreciated Smile

One simple question, I hope...

If I install the update and then do as instructed to then unpack the system.xbg file and install this mod could I still use a saved game from my pre patched campaign, as it was played using the 1.95 version of your mod....?

Or would it be required to start a new campaign in order to avoid any potential issues...?

EDIT - I have noted that you have written...

Okay I have it integrated into my internal 2.01 version of my mod along with the bugfixes I just mentioned above along with some other improvements (hides the arrows whenever you "do something", faster calculations -- It will instantly display the movement arrows all the way across the map and even up/down through elevators and doorways).

I'll add the targetting stuff tomorrow night and release it.


Do you still intend to build this useful mod into your general release...?

Thanks Smile


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Balage
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PostPosted: Mon Jun 04, 2007 6:38 pm    Post subject: disable died during flight Reply with quote
 
Could you add an option to disable the died during flight thing? It's hell annoying to load back the mission, just because when I finish with TREATED soldiers, they decide to die in flight.

I really like the option of dying soldiers, because it makes you attend to the wounded, and so keeps your alive troops busy, who would otherwise fire at aliens. But please, if I take the danger and time to treat them, I would really much expect them to stay alive.

Anyway, I think it's also a bit stupid, because the "dying" soldiers can lie on the ground indefinitely long (as long as the mission takes), but as soon as the mission is over, only then they get the "roll" whether to die or not.

I usually play at "Fears Death" mode, and I decided to disable this "feature" myself (bman_killSoldierInTransit function I recon) but my friends aint that computer-savvy, and would like to have an option for it Smile

--
Greets,
B.

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Xerx
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PostPosted: Mon Jun 04, 2007 11:31 pm    Post subject: Reply with quote
 
bman654 wrote:

You are running the wrong .EXE post-patch. If you installed the patch, it creates an exe called UFO-ET.exe. Most likely your shortcut points to "ProjectX.EXE". But I must warn you, if this is the case you will likely find that UFO_ET.exe will complain about not finding your serial etc. If so that means you installed a patch that does not work with your installation.------



Yes, you are correct. Soon there will be a real patch coming for those trying to use Matrix patch. One way or otherwise. Thanks for the Mod update! Razz

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