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XCOMUFO & Xenocide

X3R-TB - Mod In Progress


Sorrow

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X3R-TB is a mod that strives to bring back the deadliness of UFO:EU to X-Com 3. Weapon/Unit/Craft stats are based on these from UFO:EU

 

I finally decided to balance the mod for the turn based mode because playing X-Com 3 without pause doesn't make much sense and the RT_WP mode offers way too much control. So, I have started a clean new topic.

 

Some examples of changes:

 

-Units:

--Humans stats are more like these from UFO:EU, except for endurance which is higher to prevent them from getting tired so fast.

--Spitters, multiworms and alien eggs have much more powerful spittle which is more like the spittle of Celatids which makes Spitters stop being useless.

 

-Weapons:

--Conventional weapons have damage based on these from UFO:EU. M4000 MG does 30 points of damage, Autocannon 44, etc.

--Sniper Rifle is now a Heavy Laser powered from clips instead of a heavy power source. It does 85 points of damage.

--Heavy Launchers do the same damage as old Blaster Launchers. Mini-Launchers do damage as Alien Grenades.

--I'm trying to replace the unused PSI Grenades with Marsec Grenades that would be old Alien Grenades. Generally Marsec explosives are now based on Elerium.

--Alien weapons are even more powerful.

--Weapon accuracy and AP costs are based on Laser Squad.

 

-Armour:

--Marsec Armour now has stats of the old Flying Armour. Additionally some parts have negative weight to simulate the strength increase thanks to the powered exoskeleton.

--Megapol Armour is now lighter and has stats of the old Personal Armour.

 

-Vehicle Weapons:

--Big laser and plasma cannons have the stats of laser and plasma cannon in UFO:EU.

--Autocannons have much higher rate of fire.

--Missiles are more damaging.

--Retribution and Justice missiles are now much faster and more manoeuvrable, so they can be used in actual combat.

 

-Vehicles

--Air vehicles are much faster.

--Military vehicles are tougher as they are made with alien technology.

--Unshielded alien ships are more vulnerable to damage.

--Shields are more powerful.

--It is possible to buy Air transport for agent deployment.

 

-Economy:

--I decided to use prices based on real world proportions between various types of hardware wiht future $ being worth 10x more due to new manufacturing techniques drastically decreasing production costs.

--Manufacturing times are based on size of items as they are built by replicators. It's possible to manufacture high quantities of small items in a relatively short time.

--Interplanetary fighters now cost 3000000$ for Valkyrie and 7500000$ for Hawk Air Warrior.

--Hovercars cost 500000$.

--Engines for flyers cost 10000$-70000$.

 

-Organizations:

--The organizations have different equipment sets now. Generally, most of non-military organizations don't have missile launchers as they do too much collateral damage.

--Cult of Sirius doesn't use missile launchers as they can't afford them. Their heaviest weapon is the sniper rifle which is rare anyway.

 

EDIT:

Updated examples of changes.

Edited by Sorrow
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-Organizations:

--The organizations have different equipment sets now. Generally, most of non-military organizations don't have missile launchers as they do too much collateral damage.

--Cult of Sirius doesn't use missile launchers as they can't afford them. Their heaviest weapon is the sniper rifle which is rare anyway.

 

You should know that I found out that the equipment sets for each organization are the same, there are 12 distinct equipment 'levels' and some organizations start with a higher level than others, but other than that each organization advances one level each week and thus all organizations eventually end up with the same equipment level.

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-Organizations:

--The organizations have different equipment sets now. Generally, most of non-military organizations don't have missile launchers as they do too much collateral damage.

--Cult of Sirius doesn't use missile launchers as they can't afford them. Their heaviest weapon is the sniper rifle which is rare anyway.

 

You should know that I found out that the equipment sets for each organization are the same, there are 12 distinct equipment 'levels' and some organizations start with a higher level than others, but other than that each organization advances one level each week and thus all organizations eventually end up with the same equipment level.

I know. At least now they won't start out with military grade stuff, though.

Also, with my house rules, the Cult of Sirius is usually out of the game in the end of the first day, so I don't experience that part XD .

 

----------

 

I'm going to change the way the aliens work. I'm making their technology weaker than the Earth technology - their weapons are now generally weaker than the state of art Earth equipment and they aren't prepared for conventional confrontation with soldiers in powered armour with auto-cannons, heavy launchers, lasers, etc.

 

This time they won't have the overwhelming technological superiority like the old aliens.

While they have some subtle exotic technologies like shields, drawing energy from another dimension and gate travel, they are outclassed when it comes to physical armour and firepower.

 

Their strongest side is now biological. Brainsuckers can take over agents, spitters can easily kill them, entropy missiles can destroy their equipment, etc.

In new organization entropy missile launchers will be used much earlier and in higher amounts.

 

Also, alien equipment will start appearing as complete sets.

 

Disruptor guns, will appear together with entropy missile launchers and boomeroids.

 

Dimension missile launchers and vortex mines will be introduced at the same time as devastator cannons.

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I just experienced improved alien drops.

 

In my mod a Transporter drops:

5 alien eggs

20 brainsuckers

3 multiworms

20 anthropods

10 spitters

and 1 popper

 

1 alien transport got through my defences and it has infested the whole area around the drop site.

I already made 2 investigations (1 of the drop site and 1 of a building where the aliens have fled from the dropsite) and three alien alerts and these aliens are still active.

I'm starting to run out of healthy agents.

 

That's 6 tactical missions on one day and now I'm going to do a 7th. Sometimes I wish I could just autoresolve missions.

 

EDIT:

I had to do 3 more missions to get rid of the infestation. It was brutal.

 

Also, I have lost a full squad when assaulting a downed transport ship. 2 soldiers got seriously wounded by a popper and had to be withdrawn and then a single spitter killed 4 of my soldiers one by one. Then one of the seriously wounded soldiers went berserk and killed himself with autocannon. My final soldier which was seriously wounded and couldn't fight gathered 3 medi-kits and a few marsec mines and marsec grenades from the bodies and withdrawn.

Luckily I didn't have any power-suit soldiers on that mission.

 

Next day I got visited by the transports again. This time I was better prepared. I had about 10 ground vehicles patrolling the vicinity of the gates, so the enemy ships got destroyed by them and my interceptor and hover car before they could do a drop.

This time I have successfully captured a transport and an escort.

 

I brought 2 heavy launchers and 2 mini-launchers and 4 androids with autocannons. I destroyed the doors and fired missiles from launchers inside.

Then my power-suited squad has mopped up the few remaining enemies.

Both ships were in a very bad shape when I have finished with them. Too bad that damaging the ship insides doesn't have influence on loot.

Edited by Sorrow
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