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XCOMUFO & Xenocide

Hobbes

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  1. "Hello Commander. In response to the Alien threat this Council of Nations has chosen to activate the XCOM project" For those who haven't seen it yet - this is the released by Firaxis/2K for the E3 convention. Keep in mind that the video was made to look more action intense than the game is! Here's another video/interview showing gameplay
  2. And another update, Beta 5.1 uploaded, should be the final fixes unless someone notices something unusual. Enjoy!
  3. Well... I don't even remember right now what this mod does exactly! But just to say that I'm currently with a project to replace all UFO Defense terrains - I've finished the Alpha for the Terror Site replacement. It'd be nice if to ahve the XCOM base terrains 4 levels high. The lower two being the traditional stuff and the upper two being the ground above the base. But I'm not sure if this is possible. Impossible I am afraid. EU maps have a limit of 10k tiles (space occupied by 1 soldier), with 4 levels you're limited to a 50x50 map (2500x4). Since XCOM bases are 60x60 they are limited to 2 levels. Meanwhile if you want to try the new Terror Site (Dawn City) check this post
  4. Little update - Alpha 4.2 has been uploaded, details and download on the first post of this thread
  5. true, but only for beginner players! ( and may even discourage them to XCom ) advanced players will just use the map, and center on the alien location and this 'swithing' is just annoying and does little to make game harder ( or 'flashing' number(s) ) I'll see how looks later on. I'm going to add a few more 2 square doors/entrances but on the majority of buildings they are just impossible to add. The original game had the same problem though, so to me it isn't really an major issue. Yes. The walls' overall strength is now more close to the Port terrain on TFTD. It also really depends on the type of wall - the Bricked and Concrete walls from the Warehouses and Office buildings are the hardest, while the blue and green Apartment walls the weakest (the weakest actually go to the glass walls), with the White Hotel walls inbetween. The damaged half walls are also harder to destroy than their intact counterparts.
  6. Thanks for the feedback. The plant life is supposed to look more 'worn' and brownish. Haven't faced Sectoids yet , will look into it but i like the sound if it. Mutons on jungle annoy me as well but at the same time I find it a clever nuisance to make things a little harder for the human player The van and most of the graphics were designed by Nachtwolf - this terrain was originally developed for UFO2000 by me and other authors.
  7. Hello all, I'm currently developing a project to replace all the of UFO Defense's terrains with new ones, either with original/new tiles. The first one that I'm working on is the replacement for the Terror Site, Dawn City, which has been adapted from its UFO2000 version. The current version is Beta 5.1 - download and pictures below - featuring: * New tilesets, most of them newly designed (thanks to Nachtwolf). * The roads have been replaced by rows of warehouses and apartments with 3 levels. * All maps are new or redesigned. * Terrain is harder to destroy, like Port on Terror From The Deep. * Almost all spawn points are active - aliens start more randomly scattered around the Battlescape. * Power blackout - none of the terrain lights work. To install it, first make a backup of your /MAPS, /ROUTES and /TERRAIN subfolders on your main UFO Defense folder. Afterwards simply unzip the file to your main UFO folder and say Yes to replace all the files. Afterwards the game will start every new Terror Site mission using the new terrain. Any feedback will be greatly appreciated using this thread. Have fun Dawn_City_Terror_Site_Beta_5.1.zip
  8. Well... I don't even remember right now what this mod does exactly! But just to say that I'm currently with a project to replace all UFO Defense terrains - I've finished the Alpha for the Terror Site replacement.
  9. Here's are analysis/speculation about the first 2 images: Mission Control Image * We seem to have the original funding countries. On Geoscape you can see Egypt, Nigeria and South Africa clearly marked in bright. The neck flags on the soldiers also indicate Australia, Russia and Italy/France. * South Sudan doesn't exist yet (it's still a part of Sudan), so the Geoscape seems to be dated before 2011. * There are 3 types of firearms being carried by the soldiers. 1 is the same it was already revealed on the magazine's cover, with a laser sight. The 2nd is some sort of autocannon/machinegun (even comes with a bipod for support and handle to carry - it is the weapon carried by the featured soldier on the tactical image) and the other one a semi-automatic rifle/shotgun with a flashlight attached below the barrel. * There's also banners hung from the ceiling with a yellow pentacle and a red X... maybe it's the new XCOM insignia. Base HQ image Base has 4 levels, with a central circular structure that appears to be a central lift. Some modules are further divided into sublevels. Left Side: * Hangar on the top left, with what appears on be a Skyranger being readied and 3 Interceptors on their above alcoves. * The 3 modules on the bottom left seem to be almost the same module, possibly General Stores. There are 2 clearly 2 different types of it, one is circular like a tunnel. * Also below the hangar, some sort of repair/workshop area (with the 2 yellow lights= ? Right Side * Mission Control (with Geoscape). From the image of the control room it seems that it is linked both to the hangars and soldiers quarters. * Assuming it is correct, then the areas to the far right should be the Crew Quarters. * Below Mission Control, it looks like some sort of Laboratory. * To the right of the Laboratory and before the Crew Quarters there's some sort of meeting room... unclear. * Below the Laboratory there's a base module of 3 rooms... Workshop? Laboratory? * To its right, the violet room with the red columns maybe that we're looking at Alien Containment... unless someone has a better idea. * On 4th level, first there's another of those Stores. * And on the bottom left, the enigma - I simply have no idea of what it is, Base Power Plant, Radar System, whatever. And there's
  10. Gameinformer just disclosed the first images of the game:
  11. On my last game I came up with a different system than all of my previous games: First, I've group together soldiers with similar Time Units/Stamina, regardless of the weapons/equipment they carry. Your squads will move better because it won't have stragglers delaying the others. You'll have to keep paying attention to their stats (one way to do it is to put the Speed/Time Units value on their name) and updating them. This is specially important when storming UFOs since it's best to get to the entry doors and cover them as quickly as possible. Second, if you already have specialized roles for your soldiers, you can also have them for your squads, instead of packs of agents moving around. So, if you have 12 agents, you can have 3 general propose squads (for instance, 1 Scout, 1 Rifleman, 1 Heavy Weapons, 1 Assault) OR 4 specialized squads - for instance 1 Scout squad goes ahead to spot the aliens for the other 3 squads to engage. This reshuffling of agents on squads can be very important - my games usually end with most of agents on a different squad than they started. Third, instead of micromanaging each agent, issue orders to the entire squad instead (here having specialized squads with the same TU/Speed stats really help). You'll need to keep the squads small though (2-4 members) and still do things like throwing grenades and firing heavy launchers individually (unless you want for them to run out of ammo quickly or be a victim of friendly fire).
  12. If you use XComUtil and its feature to manually choose terrain then you can change the xcomutil.cfg file to make it load your own maps or your own list of MCDs.
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