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Well, you could always define an startingCondition where you allow just certain types of items (not grenades, by example) on missions with the sweet space terrain that Reaver made:)
That's weird, i'll track this bug. Thanks for the feedback, mate!
Well... the air combat system is meant to be harsh, perhaps i went a little too far haha.
We love you too:)
You have good taste in movies!
Hey there! Thanks for the feedback and specially the attached files!
1.-, 3.- Yes, it seems that the current Hybrid version is provoking more issues than expected. I'm currently working on the next update and I'll remove all the hybrid mess.
2.- Hahaha some weapons have a chance to fail if you are on CQB, what weapon missed all those shots?
Hi, naenaed1588179853! Thanks for taking the time to write your feedback.
Replying to each point:
"I feel like the early game is pretty unbalanced, because I can't seem to get past the second month on superhuman. I get that outdated aircraft(...)"
TBH, I didn't made this mod thinking on balance for Superhuman. I prefer to play on Veteran or Genius. But yes, it is required a lot of balance on the mod. The outdated aircraft you mean, is the Tunnan? If yes, it is intended to be weak. It was outdated on Sweden by the time of the beginning of the mod, actually. That's why it is a gift for UNEXCOM. It is inspired by the actual Tunnans that fought on the Congo Crisis, on the early 60s. And even IRL, Sweden left behind the J92s send to aid the UN, because were useless.
"Both I got clowed on. Hard. The skyranger doesn't seem to exist, (...) If you have any tactics or tips they would be greatly appreciated."
Indeed, I'll made some changes to the paratrooper landing zone for the Hercules, to give some more cover. My strategy is saturate the area with M18 Smoke Grenades and throw Flashbangs ASAP, specially on Terror Sites (both human and alien). It helps to get your troops away from the LZ
"Lore wise it's a bit questionable that the USA is perfectly fine with USSR collaboration. I really like this mod, and I can't wait to see where it goes."
Hahaha there is an explanation, will be displayed via pop-up events on the Geoscape (we are working to implement it). But a small hint: In this alternate timeline, the Apollo-Soyuz Test Program happened earlier than on our TL. The relations between US and USSR are much better after it. BUT, the Soviets really hate the Europeans (due some skirmishes on the German border that each faction accuses the other one to provoke), that's why you can have both US and USSR support, but no NATO and USSR help.
"update: I got past month two, my first mission was one with a single terrorist and my second had a lab ship full of them. Is that normal?"
Maybe. If you can, send me your savegame on the IDT Discord (the link is above) to give it a look. :)
Thanks for your kind comment, it keeps me motivated to keep working!
Hi, blizzardwing! Glad to hear you enjoy our mod!
Initially, I made all three ammo sizes available for all weapons, but it was annoying that the game loads the first ammo, maybe on rifles is not a problem, but it does when you need to manually change the 5 rounds clip of 7.62mm NATO from a LMG.
I'll include extra info on the UFOPedia entry of each gun, but you can get an idea of which magazine could be used on which weapon, by looking at the ammo clips at the right of the UFOPedia page.
Hi, Knobblet! Glad you liked the mod!
The helicopter doesn't gets destroyed on the ocean because the oceans now have terrains! We are currently working to introduce full Underwater combat, with a new Tech Tree and new enemies and weapons. Also, one fellow modder named Finnik is working on some cool Underwater features that we hope will be introduced soon, that will limit the usage of certain enemy crafts (like bad human crafts) on the ocean.
I'll take a look at that issue that you reported, mate. I think If I find it soon, will be fixed on the next update. Thanks for playing our mod! :D
Ah, a new kind comment from you! You are awesome, thanks for making great this mod!
Hell, it's about time! I'm so happy this mod is public again. Cheers!
The Sectoids are definitely the only original alien race that will remain. Even some armored Sectoids. I have some plans to introduce Jovians and Selenites, so this war will eventually turn into an Interplanetary War.
I made it! Thanks! Drawing it was a pain in the a$$, glad you liked it. 😅
I think you should join us on the IDT Discord server! We have plans to add the Russian Empire! And yes, all of the weapons you said will be in. :D
Im glad you are enjoying it! I solve it, but got a random error after it that I'm trying to reproduce again. Please, join us at Discord, so we can keep in touch of the progress of the next update! :D
Alright, I'm working to solve the issue. A patchfix will be ready soon. Thanks for your report, pal!
Not the right place, but dont worry, i'll explain you the differences:
OXCE offers brand new features for us, the modders, to implement. A lot, to be honest. For the players there is no big difference unless you use a mod that specifically uses Extended features (like this mod!). If not, you'll likely never notice the difference.
Most big mod uses OXCE. If you want to get the max experience, you should use it instead of the nightlies. Beware, there are some mods that definitely requires OpenXcom Extended to avoid crashes, due different ruleset conventions between both engines. Like this mod.
More info here!
Hope this helps
Not problem, pal. Let me know if you find any other issue!
Alright, I fixed the issue. Thank for reporting it, pal! :D
Hey! I'm glad you noticed it! It was hard to make a realistic "terrorist outfit" without messing around with real politiks. So, we went to make a design closer to BF Hardline criminals, but with some hints to IRA.
We might add a new Terrorist based on Phoenix Connection on the near future, thanks for the idea!
It was at this moment Sectoid knew... He f*cked up.
You need to research STR_PERSONAL_ANTIGRAV, unlocked after making a Cyberdisk autopsy, researching both Alien Alloys and UFO Power Source. Then, you need to research Power Suit to get the Flying Armor.
The issue is because some partially implemented feature. To disable it, you need to open the "vars_UNEXCOM.rul" file, located inside /Ruleset/ folder.
Delete the line "baseDefenseMapFromLocation: 1".
That will solve the issue.
DEPLOYED_MIND_SHIELD is not on UNEXCOM, but on Building_Mod_Pack, by Biggieboy! You should ask him for support on this particular issue
Ah! The Harrier and the Warthog use a new code that limits some craftWeapons to certain aircrafts. The vanilla Interceptor doesn't have it, because our plan is to remove it. :D
On future updates, the early game will be reworked, with new tech tree and new weapons!
You need to copy all the ".tab" files from your original TFTD/UNITS folder to the Factions/UNITS folder.
Thanks for your suggestions, pal! We are working to fulfill them. Most of them are currently in our plans, actually. ;D
The new craft weapons are almost ready, we are testing balance and debuggin them. Even some real life high-tech weapons (like the Casaba Howitzer Nuclear Shaped Charge) is going to be in.
Take a look at our Discord, the artist Dauntless1942 (you can follow him on Instagram Instagram.com) made a lot of new Laser weapons for each faction in-game, exclusively for our mod. I'm sure you will love them as much as I do.
You are such a good man. :) Thanks for creating it making it available to all! 🙌
OH! Good idea, I'll take a look about how the 40k devs did it and I'll try to implement it on future updates. :D
Do you mean like mounting turrets on crafts (static HWP)? I have some turret sprites, but I'm still looking for a good use. Probably fixed weapon emplacements on certain maps or missions. We are open to new ideas. :D
Ah, the good old Iron Man mod. :') Brings back memories, thanks for sharing.
Maybe won't fit here... but it will definitely fit in another proyect of my dev team (based on The War of the Worlds, of course). Thank you for such a great suggestion, bluewolf194!
I have a cunning plan...
Very Spartan. Much blood. So phalanx. Wow.
Thank you for sharing! You just got a new download. ;)
Yes and no. Bad humans, yes. But they aren't as organized as UNEXCOM. They are more like an evil cult. 7u7
As suggested earlier by assassin-of-light, i'm adding a zombie plotline. And it is very likely that it is their fault the appearance of the undead. You know, failed attempt to create hybrids. xD It is still debated if I make wild zombies AND intelligent zombies or only wild. What do you recommend?
Given that the historical framework of the Cold War allows to recreate historical battles, I am working on new missions where, instead of fighting against aliens, you will fight against humans. It is still in development, but I am about to decide whether start with Ia Drang '65 or Tet Offensive '68 7u7
"Welcome to the rice fields!"
Nice! Thank you for sharing, Reaver!
Hello, Elite_krew! Thank you for the kind words. :D
To use and manufacturate the Plasma weapons, you need first to research them, you need also a live Alien Engineer. And Alloy Manufacturing, but I think you already have it. Once you unlocked the alien Plasmas, you can start the adaptation research. You need of course, a plasma weapon as a base (i.e. if you want a Human Plasma Pistol, you need to have an Alien Plasma Pistol)
Also, you could adapt you new Human Plasma Rifles into new guns, like LMG or DMR. :)
Let me know if you have any further issues. :D
I like this a lot. Thanks for sharing!
P.S. That crew organization of yours is so cool.
Hi, TheDeparted! I'm happy that you like it. Don't hesitate to suggest more songs!
This is probably the best TFTD mod ever. I'm glad that finally was posted here. Cheers!
Thank you, comrade! I loved the M12, i'm already adding it into the next update. It's awesome, very quality sprites you made.
I think that in a few weeks i'm going to release 0.3 (i'm finishing another big project and I want to pulish both mods) and your addition of course will be there.
If you want to add some more guns, feel free to send me more sprites!
Of course, Thunder_andr. Since two weeks ago, I'm working on v0.3. I'm currently doing the end-game research and the new advanced crafts/craft weapons. I've added all of the suggestions from other beta testers, so yes, you can suggest (and your sprite offer is great too, thank you) any new weapon. You can send me a .rar with your weapon sprites (even a workable ruleset if you like) via email, to email@example.com and I'll add them in the next update and of course, give credit to you. :D
Hi, Thunder_andr! It's great that you like it. Any suggeestion and/or feedback that you have, just ask. :D Your help makes this project better.
Hi, Alex69STO! Of course, I'm going to add some Medical facility. Thanks for the suggestion!
It is great to know that! Remember, don't hesitate to ask any questions or suggestions for new content, they are always welcome and always implemented. Thank you for your support. :D
Hello there, Alex69STO!
I'm glad you liked UNEXCOM. :D
I just checked inside PlasmaWeapons_UNEXCOM.rul and it seems that the correct item does not have extraString defined. The item you are looking for is called STR_HUMAN_SMALL_LAUNCHER. In theory it should be adapted from the alien version for human use. I will correct the error in this regard, since it has no link between the item and the required investigation, so you can use it in battle. For now, I recommend keep them it in your storages, so in v0.3 you can actually use them. A viable alternative (personally, one of my favorite weapons), is the Remington shotgun using Riot Shells, which also allow you to stun your enemies. I greatly appreciate your feedback, you help me make a better mod. :D
Hi, @garretrgang! Sorry for the late reply. Yes, the user Verontix has shared some codes similar of yours that I'm going to implement in v0.3. Unfortunately, due to technical problems with my storage, part of the work for the new version was lost, hence the delay. I hope to have it ready (and include your suggestion, of course) in the shortest time. It will include a soundtrack according to the time, too. :)
Hi, IgnisAbentorn! As you kindly take your time to write this feedback and more importantly, to play UNEXCOM, About beta testers, I have only one, but he is very busy with it's work. It would be very helpful to have your support. I'll try to answer all of your points.
1.-About the UFOPedia, this happens through an error of mine that I overlooked. To unlock the UFOpedia pages of the NATO and USSR weapons, it is required to investigate NATO / USSR SUPPORT, but I did not realize that I did not put the correct name for its unlocking research. Thanks for noticing, I had not really seen that because I use debug mode to test them, not the game itself.
2.-Part of junk code, you do not really need to buy armor, because the UN gives them free. It was the original name of the basic UNEXCOM Blue Beret suit.
3/6.- Oh, dang. Seems that I overwrite the manufacture project for both NATO/USSR Armors. It is supposed to use the NATO armor with an integrated MG3, that's why you need to purchase it. Working on.
4.- Yes, I will correct that too. It should be a little better than the M21.
5.- This was done on purpose, the UN gives you armor for free.
7.- Have you researched "Convert Plasma Pistol/Rifle/Heavy"? It is required to unlock further research into plasma guns. Also you need to manufacture new plasma guns using Alien Plasmas. I'm thinking about remade all of the plasma research to make something easier to research.
8.- Also to purpose. It is a temporary measure, to allow allied NPCs in some terror missions to have weapons, since they come from the Terrain Pack. I'm working to assign them normal weapons, like M16 and AKs.
9.- Yes, now Pulse Laser should be a "gatling type" gun, fast but imprecise. I'm going to change this.
About your suggestions:
1.- I will add a UFOpedia page in this regard, to clarify this:) Anyway I plan to replace the Lightning and the Firestorm with new aircraft, I would recommend selling them before upgrading to the next version.
2.- The HW Encoder serves to encourage the player to search and destroy bases, it is only found on Alien Base Assault. This, combined with Alien Communication should unlock the research of the HW Decoder. It was not unlocked?
3.- I will add some new stats to better armors:)
4.- Yes, this happens because I replaced the Snap Shot with the underbarrel weapons. When making a reaction fire, the Snap Shot is used. I will correct it. :)
5.- Good! i'll fixed it.
6.- OK, I'm going to give a check to the sounds of the weapons, to give them better quality.
7.-Hahaha yes, some residual text. I will correct that too :)
8.- Nice idea! Maybe the PM and the AK-47 could be left for some allied soldiers i'm working on. The APS is such a nice gun.
Well, I must thank you very much for the dedication and for the very important feedback. :D Actually I have not had much time to try the mod, since I'm working on adding new things and on two other projects, in addition to school and work.
Yeah, that's right! Xenonauts was a great clone and some ideas (yet to be implemented) come from there. Although some things served as reference, UNEXCOM is not a copy of that game. I'm very happy that you enjoy the mod, I'm open to any question or suggestion for new content! :D
Hello there! I'm glad you enjoy my job. I will repair the indicated, thanks for the feedback! :D
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