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XCOMUFO & Xenocide

Mod For X-com


Ambegen

Which mod for X-Com would interest you.  

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Some explaination

Custom Experience System - You could choose which soldier stat to increase

Custom Craft Combat - No superior weapon, more balanced ships

Decreased Weapon Power - No more one shot kill

Custom Armor System - More balanced armors, better armors require elerium to use

Aliens more immune to Psi - Now game ends 1-2 months after you get psi

 

I'm just curious if someone would be interesed in one of these. If yes i could try to make instaler. Probably most ( if not all ) of that mods would require X-Com Util.

 

PS. If you have documentation for SDump let me know.

Edited by Ambegen
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I think the Custom craft combat would be best, because the way it is now, all you need is dual plasma... no customisation there, all the others are a pure waste.

 

Custom experience might be nice, but if we adapt automatic experience a bit more, it will work just fine.

 

Weapon, Armor and Psi balance might all be nice, but they change teh flavor of the game dramatically, so it could make separate Mods... They are lower priority IMHO anyway.

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Added an extra option :)

 

First on the list would be the air combat though, like Paladin says.

About SDump, why don't you just PM stjones (author of xcomutil), he comes to this forum once in a while.

Edited by j'ordos
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thx j'ordos

i messaged stjones about week ago but i got answer yesterday.

now i'm working on crafts and craft weapons, later will increase aliens psi res ( because that will be very easy )

forgot about one more option, grenades detonate separately

Edited by Ambegen
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I'd like to do something with the earth pistol and rifle, but for this poll I said "other."

 

For the moment, I'd like to be able to have a higher # of hired rookie fodder ...er soldiers than the game's max :)

 

I just enjoy playing a long game sometimes, without doing the last Cydonia mission. Part of the fun for me in these games is just growing soldier stats. I still may never use them all, but would at least like enough to fill up all my separate transports w/out worrying about transferring them around. I dunno, maybe a base max akin to how its done with engineers/scientists. They get 255, but I'd be happy with something like a 60-70 soldier max per base. That way I can be sure that everyone's got a transport, plus a skeleton crew at all times for base defense.

 

If its 60 per, that raises the total soldier max to 480. Might as well round up to 500, I could always use the extra rookies for something er...of great value...yeah that's it :)

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