Kendrick-SG Posted September 22, 2013 Share Posted September 22, 2013 Hi all, hardcore xcom gamers like everyone here, i really enjoyed the xcom apocalypse game and i hope to share this game mod with u guys, alot of effort has been put into making this an improved version of the original game. just copy and paste this 2 files....and your good to goremember to save ur old files first https://docs.google....dit?usp=sharinghttps://docs.google....dit?usp=sharing SOME of the changes made.... old gameur units die in their un-damaged megapol armor new gameur units wont get injured until their armor durability goes down enough. Most of the time, the armor will disappear first, only then ur units start getting injured old gamelaser sniper rifle kills nobody and range is too short for a Sniper rifle new gamelaser sniper is seriously deadly, can range the WHOLE MAP if you have clear line of sight. will take more or less 1 whole turn to do a single aimed shot. old gamealien scout comes first, then invasion by ground troops, then they start shooting up buildings new gameAliens start shooting up government buildings from day 1 to soften the humans, u will see alot of human corporations taking sides, either pro-alien or anti-alien, basically a human civil war will start after the humans start fighting each other, the alien ground troops will move in. good luck trying to clear the aliens in pro-alien human traitors corporations. security forces in anti-alien corporations will aid you if you clear aliens from their buildings and finally the biggest change.....you CAN make a choice. pro alien or anti alien. if u go pro-alien, then be prepared to fight the human world for ur alien masters ! of course the game ends once aliens take over the world, nothing i can do to change that piece of game coding ++++ a ton of other changes, to make the game much more fun. btw...i need some help too... for some reason my Apoc'd editor has stopped saving the changes i make...i have no idea why....1 day i took a break from editing, and afew months later i came back, the editor just isnt saving any new changes i make Ok really hope my mod will be used and looking forward to hearing feedback from the community and some help for the apoc'd editor too makus 1 Link to comment Share on other sites More sharing options...
Kendrick-SG Posted September 29, 2013 Author Share Posted September 29, 2013 stuff i want to do increase lawpistol range to same range as the machine guntweak the damage to be lowermore accurate update the plasma gun to be a better version of the law pistol Link to comment Share on other sites More sharing options...
luke83 Posted September 29, 2013 Share Posted September 29, 2013 This sounds very interesting, i havt played apocalypse in years, i think i better give it a go soon Link to comment Share on other sites More sharing options...
silencer_pl Posted September 29, 2013 Share Posted September 29, 2013 Won't this change make armour more resistant to alien weapons? Meaning the devastator cannon will not be that devastating? Link to comment Share on other sites More sharing options...
Kendrick-SG Posted September 29, 2013 Author Share Posted September 29, 2013 This sounds very interesting, i havt played apocalypse in years, i think i better give it a go soon i hope u'll give this mod a try Won't this change make armour more resistant to alien weapons? Meaning the devastator cannon will not be that devastating? this is a good question both megalpol armor and marsec armor have proper protection against human weapons but only tiny protection against alien weapons X com armor is the only armor with proper protection against alien weapons in game, you will notice marsec armor disappearing much faster then megapol armor in firefights, once their armor starts disappearing, troopers become vulnerable to dying. agents without any armor will likely die in a grenade explosion agents with marsec armor can survive afew grenandes before they start dying agents with megapol armor can just stand in the middle of the explosions like a badass and keep on firing away troopers with heavy armor and heavy weapons are like your heavy infantry, their damn tough, shoot up stuff like crazy, but can still die when their armor takes enough hits from lighter weapons or afew unlucky hits from enemy heavy weapons but megapol armor is really heavy......troopers will move slowly and get tired easily.... Link to comment Share on other sites More sharing options...
Space Voyager Posted September 29, 2013 Share Posted September 29, 2013 How do the changes affect real time play? The sniper rifle change might unbalance the real time battle system. Any testing there? Link to comment Share on other sites More sharing options...
Kendrick-SG Posted September 29, 2013 Author Share Posted September 29, 2013 i have no issues so far, the problem here is the computer AI ..... they dont really hide their snipers well........you will see their snipers at the front lines along with everyone else some info on snipers sniper rifle will easily 1 shot kill any unarmored agents if ur having trouble with enemy snipers, the smoke grenade can (finally) be useful some outdoor maps are great for sniping if u have marsec body armor and setup sniper points on building tops indoor maps generally have too many stuff blocking to use the full range of the sniper rifle Link to comment Share on other sites More sharing options...
silencer_pl Posted September 29, 2013 Share Posted September 29, 2013 who ever heard of using sniper rifle indoors Kendrick-SG 1 Link to comment Share on other sites More sharing options...
Kendrick-SG Posted October 3, 2013 Author Share Posted October 3, 2013 is anyone having a fun time or not so fun time with this mod :x Link to comment Share on other sites More sharing options...
silencer_pl Posted October 3, 2013 Share Posted October 3, 2013 Since no one is complaining I think this means yes Link to comment Share on other sites More sharing options...
Kendrick-SG Posted October 4, 2013 Author Share Posted October 4, 2013 LOL.......................i can only hope so............................ am working on the mod again....but limited time only on weekends.... Link to comment Share on other sites More sharing options...
Kendrick-SG Posted October 5, 2013 Author Share Posted October 5, 2013 downloaded the steam version because my old files had some problems with pathfinding. this new version (not released) should be 100% ok reworked the following - researchafew new items - manufacturingafew new items and easier to manufacture - organizationsdivided into afew categories and gave them distinct level of troops. some organizations now have bigger vehicle fleets. - vehiclesmajor changes here. the aim is to have every vehicle be useful and have its own 'role' . prices for vehicles have been adjustedsome examples of the changes hoverbike has 2 small weapon slots and high evasion, but tiny hp, almost all weapons can 1 hit themphoneix hovercar has good evasion, 3 weapon slots, low hp, comes with default missile weaponsvalkyrie interceptor has low evasion, good hp, can fit heavier weapons then beforehawk airwarrior has almost no evasion, high hp, some armor, can fit the heaviest weapons all xcom made vehicles come with low hp, but they have high evasion and space for shields and other equipment. also shields are easier to manufacture now UFO missions first X weeks, aliens will focus on softening up the government and whatever organizations that join the anti alien faction. this will be done with wave after wave of building attacks. the sky will light up with the fighting between human organizations and alien invaders this is followed by a wave of alien troop drops, where the aliens try to take control of organizations and might even attack your base another wave of heavy fire will rain down on the puny humans from bigger ships with bigger guns ...and so on...wont reveal the rest...but overspawn only comes much later and micronid rain has been disabled UFOslots of changes made to ufo ships. they will NOT overpower the human ships ... at least i hope...lol...only the alien troop ships + mothership and battleship have the ability to deposit aliens. so if u want to limit the fighting, just take out those ships and retreat.if they do deposit aliens...expect a full battle ahead....if battleship or mother ship ever deposit alien successfully, u should bring EVERYONE down to the fight, its gonna get nasty. Agents ARE going to die i have tried to make alien missions lesser but more important downed ufo will only have some crew manning the ship, the rest crash n died, so those are easy weapon runs Link to comment Share on other sites More sharing options...
andiika_1 Posted October 7, 2013 Share Posted October 7, 2013 I want to build a 50 Annihilators, but it seems there's a limitiations on how much I can build because it stuck at 100% but no new ship arrive. Is it true ? Link to comment Share on other sites More sharing options...
Kendrick-SG Posted October 7, 2013 Author Share Posted October 7, 2013 yes.....there are limits to max number of ships Link to comment Share on other sites More sharing options...
andiika_1 Posted October 7, 2013 Share Posted October 7, 2013 yes.....there are limits to max number of ships any chance to change to larger amount ? Link to comment Share on other sites More sharing options...
Kendrick-SG Posted October 7, 2013 Author Share Posted October 7, 2013 nope....none that i know of Link to comment Share on other sites More sharing options...
silencer_pl Posted October 7, 2013 Share Posted October 7, 2013 If I may ask - why do you want 50 annihilators Link to comment Share on other sites More sharing options...
Space Voyager Posted October 7, 2013 Share Posted October 7, 2013 I was afraid to ask, he he he! Link to comment Share on other sites More sharing options...
Kendrick-SG Posted October 8, 2013 Author Share Posted October 8, 2013 lol...... Link to comment Share on other sites More sharing options...
andiika_1 Posted October 8, 2013 Share Posted October 8, 2013 If I may ask - why do you want 50 annihilators I was afraid to ask, he he he!lol...... yes It may sound silly, but I like this game and I want to push it to the limit. My idea is to guard EVERY building with one annihilator, therefore i need much of it. I've been doing some modification with megapol autocanon which consist of 999 bullet. see image here https://img543.imageshack.us/img543/7336/ztoo.jpg but I don't have any clue to build much annihators Link to comment Share on other sites More sharing options...
silencer_pl Posted October 8, 2013 Share Posted October 8, 2013 Well the same thing can be said about the amount of troops you can hire. There is limit of 99 I think but in order to reach the commander rank you need 100 or more. The more silly your idea is that 5 annihilators will obliterate mothership in few seconds, and also they have unlimited fuel so you can "park" a pair of those in some places and you can act as a black knight: "None shall pass". Link to comment Share on other sites More sharing options...
andiika_1 Posted October 9, 2013 Share Posted October 9, 2013 Well the same thing can be said about the amount of troops you can hire. There is limit of 99 I think but in order to reach the commander rank you need 100 or more. The more silly your idea is that 5 annihilators will obliterate mothership in few seconds, and also they have unlimited fuel so you can "park" a pair of those in some places and you can act as a black knight: "None shall pass". yes... you are right. well I have park some of my ship inside some building, but it takes time to emerge and began shooting at alien ship. but I'll try to park them over some building, maybe over temple of sirius in case any of their vehicle come out. Can I ask you another question ? How to increase annihilator's life into 1500 like this https://lparchive.org/X-COM-Apocalypse/Update%2039/xcoma002.png Link to comment Share on other sites More sharing options...
Kendrick-SG Posted October 9, 2013 Author Share Posted October 9, 2013 you need the apoc tool by jorias d (if i remember his name correctly) Link to comment Share on other sites More sharing options...
MarkDey Posted November 22, 2013 Share Posted November 22, 2013 I stumbled upon this as I recently fired up X-Com Apocalypse again, and while some parts of the mod aren't for me, some parts I find rather interesting. I especially like the change in the alien's strategic approach, starting with attack fleets, and then switching to infiltration. How did you do that? Link to comment Share on other sites More sharing options...
Space Voyager Posted November 22, 2013 Share Posted November 22, 2013 Welcome to the forum, MarkDey! I keep being amazed by how much work modders are willing to invest into makeing the game what they feel it should be. makus 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now