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! 🙌
Machete? Thanks for the feedback, I'll look into it to fix any potential issues. :D
I know! I'm super excited to see a proper cinematographic adaptation of the novel! The version with Tom Cruise sucks. xD
I believe in miracles!
Where you from?
You sexy thing, sexy thing you. 7u7
Hahaha thanks for your support, pal. I'm glad you are enjoying our work.
Replying to your suggestions:
1.- Doable, I'll do some recolors to differentiate who is who.
2.- Not possible.
3.- Doable! Nice suggestion, I'll implement it on the next update. If you login into a mod.io account I'll put you on the credits of the mod. ;)
Fixed, mate! Download the latest update. ;)
Thanks for the report, comrade! Let me solve it and post a patched version. :D
Replying your questions:
1.- Yes, it is intented. The research tree is longer and it takes more time to get plasmas. Also the setting of the mod is 1970s, the tech on those years was less advanced than on 1999 (as the original game).
2.- Doable, I'll modify the appereance of the alien weapons on further updates.
3.- Hahaha yes, Civilians are still a bunch of idiots. Their AI is hardcoded at some degree, we can't modify it so much. But at least, sometimes they kill aliens too!
1.- I didn't notice it. Working on it.
2.- Done on purpose, the Recon Satellites now work as the Radars.
3.- Fixed, the patch will be ready on the next update. It will be released on the next few days
4.- Damm issue! Some other users reported it too. I'm working to solve it, I think is something related to crafts IDs.
Thanks for the feedback, pal. Is very important to the project!
Fixed, you will see the changes on the upcoming update. :D
Thanks for your support, mate.
Roger roger, working on it! Thanks for the feedback, pal!
Hahaha don't worry, I'm glad you noticed it. Thanks for the feedback, mate.
On OpenXcom Extended, there is the possibility to further expand the ammo types on the weapons, making possible to have two different ammo on the same weapon at the same time! I suggest you to keep your installation updated with the latest OXCE!
Roger roger, I'll take a look. Thanks for your feedback, mate. 🙌
What version of OpenXcom Extended are you using, mate? I couldn't recreate the crash
This is the ammo defined for the M16 M203
compatibleAmmo: [ STR_5_56MM_NATO_RIFLE_X20, STR_5_56MM_NATO_RIFLE_X30 ]
compatibleAmmo: [ STR_40MM_FRAG ]
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
Sure! I'll increase the storage room and add another General Stores to the starting base. Thanks for playing, your feedback is very important!
Ah, the good old Iron Man mod. :') Brings back memories, thanks for sharing.
Just move the whole zip file to your /Mods folder, then go to the game and activate it selecting the mod on the Mods section. With the newest versions, the Mods section is directly on the Main Menu. :)
Not at all! You just need your Xcom: UFO Defense files, all of the requiered TFTD files (mostly for the aqua missions) are already integrated into XCF by Solarius Scorch. ;)
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!
CHARGE! For the Glory of the Motherland!
I have a cunning plan...
Very Spartan. Much blood. So phalanx. Wow.
HAHAHAHAHAHA We'll definitely need a Sneezer gun in the mod.
Absolutely, comrade. Some months ago, many of the progress was lost due issues with my old laptop. But now I have a new phone and I'm able to make rulesets on the way. Expect a major rewrite of the weapons and aircrafts, many already have changed its name, stats and sprites. Thanks for your support and patience!
Thank you for sharing! You just got a new download. ;)
Thank you for your kind words, comrade! Feel free to suggest new content. ;) Your feedback is important for the project!
I would be nothing without the powerful support of my kameraden in arms. Thank you, kamerad.
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!
Great! :'D We will update the mod in a few days, to fix the bugs already found and add some more content, to continue with the testing. ;)
As always, Yataka Shimaoka, don't hesitate to ask suggestions. :D
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
Thanks for playing UNEXCOM.
Reply to your points:
1.- It ain't me, it ain't meeeeee, I ain't no millionaire's son, nooooooooooo
2.- Actually, I have something planned for the inbetween. Initially I thought it would be more appropriate to extend Lasers research so that people use more ballistic weapons (and more, I increased the amount of weapons from NATO and the USSR considerably), but I have contemplated adding advanced ballistic weapons, such as Pulse weapons (yes, if you thought of the Colonial Marines, you're right). Do you like ODSTs? You will have their guns too. :D
If you were interested in railgun weapons, I could put them too, but maybe more like and equal to Lasers. :)
3.- Yes! I know, there are still a lot of airplanes and weapons missing. All the work on another project that I am about to launch has taken some of the attention away from aviation here. But yes, I will introduce many more aircraft (and their respective weapons) soon.
4.- That problem is already solved. :D Thanks to the support of garretrgang I have added several codes to make the organization of air weapons easier.
I have also modified the Capital-class UFOs so that they are not so indestructible.
GSh-23 and ADEN fits in Phantoms & Lighting IIs, as a general rule, only fighters can use cannons, bombers only missiles. The exception to this is the Thunderchief, which can use Gatling guns and Foxbat, which can only use missiles.
5.- Hahaha yes, I think I unwittingly made them very powerful. I will modify the weapons of the tanks (or, failing that, their armor, in real life the Sheridan had wet toilet paper armor plates and the Ferret is not very resistant neither), I will modify this and add some more advanced tanks.
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!
Hello, comrade. Could you send me the openxcom.log file? Is located in user/ folder. Sent it, plus some screenshots and a detailed description to my email, firstname.lastname@example.org :D
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!
It's very close! And its bigger than the last ones. Many more starting weapons, some new techs and many fighters, bombers, transports and satellites, plus the custom end game tech tree and a brand new Mars mission.
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
Of course! You just need to place a folder named "openxcom" right on your MicroSD root folder, then place your UFO: EU files inside UFO/, then download and install the .apk provided here. Finally, just start the game. UNEXCOM is packed in a folder that contains all the files accommodated in their respective places, so nothing else you must place your UFO folder in its respective place.
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. :)
I just reuploaded the main file, just to be sure. Please, erase the mod folder inside /user/mods/UNEXCOM and place the new one. Remember that UNEXCOM is a Megamod, this means that you should avoid mixing them with other Megamods. Of course, avoid using UNEXCOM with Terrain Pack by Hobbes, because you already have it included.
The main folder of the download contains everything arranged, so that you just need to put your UFO data in the corresponding folder and start playing, this because I always found it difficult to accommodate the mods. Post a reply if you have any other problem or suggestion:)
That's weird. Please, try to erase the full UNEXCOM folder inside the /mods folder, then download the latest update and try again. Were you doing something in particular when this crash happened?
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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