magic9mushroom Posted September 28, 2018 Share Posted September 28, 2018 I'm partway through making a mod of Apocalypse with Apoc'd. It is partially a balance mod, like karadoc's, but it comes at a lot of things from a different direction. About the only thing that's really the same in both is that Toxin A and Toxin B don't ignore shields. It also addresses the issue of some UFOs being literally worthless to research besides points, while others are completely required; the quantum physics tech tree has been massively revamped so that several different UFOs are capable of unlocking a given tech (the Mothership does have a couple of unique techs associated with it, but they're not necessary for victory). One thing is bugging me, though: is there anyone besides me to play it? I don't see a lot of people posting in this board, and I don't really know any other boards where there's an active Apocalypse community. It feels kinda silly to keep making tweaks if no-one's going to enjoy it. So, uh, post here if you actually want a magic9mushroom-flavour mod. Or know somewhere where I might find more people. makus and Skin36 2 Link to comment Share on other sites More sharing options...
makus Posted June 18, 2019 Share Posted June 18, 2019 I'm partway through making a mod of Apocalypse with Apoc'd. It is partially a balance mod, like karadoc's, but it comes at a lot of things from a different direction. About the only thing that's really the same in both is that Toxin A and Toxin B don't ignore shields. It also addresses the issue of some UFOs being literally worthless to research besides points, while others are completely required; the quantum physics tech tree has been massively revamped so that several different UFOs are capable of unlocking a given tech (the Mothership does have a couple of unique techs associated with it, but they're not necessary for victory). One thing is bugging me, though: is there anyone besides me to play it? I don't see a lot of people posting in this board, and I don't really know any other boards where there's an active Apocalypse community. It feels kinda silly to keep making tweaks if no-one's going to enjoy it. So, uh, post here if you actually want a magic9mushroom-flavour mod. Or know somewhere where I might find more people.Heya @magic9mushroom dont know about strategycore but you can find many Apoc fans at OpenApoc discord =] https://discord.gg/0nS950g1olwDxzXB Link to comment Share on other sites More sharing options...
makus Posted July 9, 2020 Share Posted July 9, 2020 I'm partway through making a mod of Apocalypse with Apoc'd. It is partially a balance mod, like karadoc's, but it comes at a lot of things from a different direction. About the only thing that's really the same in both is that Toxin A and Toxin B don't ignore shields. It also addresses the issue of some UFOs being literally worthless to research besides points, while others are completely required; the quantum physics tech tree has been massively revamped so that several different UFOs are capable of unlocking a given tech (the Mothership does have a couple of unique techs associated with it, but they're not necessary for victory). One thing is bugging me, though: is there anyone besides me to play it? I don't see a lot of people posting in this board, and I don't really know any other boards where there's an active Apocalypse community. It feels kinda silly to keep making tweaks if no-one's going to enjoy it. So, uh, post here if you actually want a magic9mushroom-flavour mod. Or know somewhere where I might find more people.Hey M9M hows your mod going?btw want to mention that skin36 doing something like Apoc.D but better and its WIP Link to comment Share on other sites More sharing options...
magic9mushroom Posted July 9, 2020 Author Share Posted July 9, 2020 Hey M9M hows your mod going?btw want to mention that skin36 doing something like Apoc.D but better and its WIP More or less done, although there are a couple of things I still need to alpha-test (alien tech levels might need to be slowed down given the somewhat-increased amount of UFOs, and I need to make sure the Battleship and Mothership loadout fixes actually work). Once I've done those and done my own playthrough test it'll be beta-test time. makus 1 Link to comment Share on other sites More sharing options...
makus Posted July 10, 2020 Share Posted July 10, 2020 More or less done, although there are a couple of things I still need to alpha-test (alien tech levels might need to be slowed down given the somewhat-increased amount of UFOs, and I need to make sure the Battleship and Mothership loadout fixes actually work). Once I've done those and done my own playthrough test it'll be beta-test time. thats nice glad to hear that! Link to comment Share on other sites More sharing options...
Skin36 Posted September 19, 2020 Share Posted September 19, 2020 I'm partway through making a mod of Apocalypse with Apoc'd. It is partially a balance mod, like karadoc's, but it comes at a lot of things from a different direction. About the only thing that's really the same in both is that Toxin A and Toxin B don't ignore shields. It also addresses the issue of some UFOs being literally worthless to research besides points, while others are completely required; the quantum physics tech tree has been massively revamped so that several different UFOs are capable of unlocking a given tech (the Mothership does have a couple of unique techs associated with it, but they're not necessary for victory). One thing is bugging me, though: is there anyone besides me to play it? I don't see a lot of people posting in this board, and I don't really know any other boards where there's an active Apocalypse community. It feels kinda silly to keep making tweaks if no-one's going to enjoy it. So, uh, post here if you actually want a magic9mushroom-flavour mod. Or know somewhere where I might find more people. If you need help developing a mod, write. I have already developed a patcher. It is also possible to edit the code of the original game by injecting the code (inserting a new part of the code). Link to comment Share on other sites More sharing options...
magic9mushroom Posted September 19, 2020 Author Share Posted September 19, 2020 If you need help developing a mod, write. I have already developed a patcher. It is also possible to edit the code of the original game by injecting the code (inserting a new part of the code).The stuff I've needed help with, I've asked for as I needed it. The roadblock is mostly in testing whether my changes work properly, not in making them in the first place. Link to comment Share on other sites More sharing options...
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