Jump to content

Consequence mod


DerelictableX

Recommended Posts

Greetings!

 

I made this mod because I wanted some changes and challenges in the game unlike the super-easy Aftershock. Pictures and description below. Oh, and sorry for my poor English :/

 

UFO Aftershock Consequence-Reticulan mod v1.0.3

 

Available Languages: English, Hungarian

 

The mod isn't compatible with the most mods, nor any savegames.

I think, it's working with all versions of the game...

 

 

UFO Aftershock Consequence mod

 

Pictures:

======================================================================

 

https://dl.dropbox.com/u/14193785/consequencemod/c01thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c02thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c03thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c04thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c05thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c06thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c07thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c08thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c09thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c10thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c11thumb.jpghttps://dl.dropbox.com/u/14193785/consequencemod/c13thumb.jpg

https://dl.dropbox.com/u/14193785/consequencemod/cf01thumb.jpg

 

 

 

Main changes:

======================================================================

 

- The enemies inflict more damage to your soldiers, and you need much more shots to kill them

- A lot of unnecessary and useless item dropped from the game

- The game randomly selects from 58 maps unlike 2 or 3 on most territories

- Some maps added to the template, and now are playable with civil escape missions

- Included Map Template Changer Tool

- Training changes, now there's only 8 unlike 12

- Research/building changes, Knowledge and Defense levels/buildings removed

- Full Auto mode added to some weapons, most weapons can be equipped with 'melee mode'

- Some items added, like Cyborg Basic Body, Jet Drone, Warp shield, etc.

- No AP ammos, all units' (body, armor) soft defenses decreased to hard defenses, if those were the worses.

- Increased Cyborgs'/Psionics' backpack and belt

- Now shields can be mounted on Cyborg and Psionic bodies/suits and Drones (except Cyborg Basic Body)

- Medium Armor now has 2 slots unlike 1, Heavy Armor now has 2 armor slots unlike nothing...

(Helmet slot remained on heavy armor), Defender Drone now has 5 slots unlike 4 (and they're changed)

- Cyborg's basic arms now can be equipped with 1 chipset and advanced arms with 2 chipsets

- Units' (enemy, tutorial, starter) trainings/equipment changed/updated to the mod, AI unit teams changed

- Some fixes, reskins, etc. added; some helpers changed/added for models, texts updated

- Equipment changes

- Model swaps

 

 

 

Detailed description:

======================================================================

 

1. Level changes: Newbie | Soldier | Veteran | Superhero

 

Damages by player's units (less damage): 1.4x -> 0.7x | 1.2x -> 0.5x | 1x -> 0.4x | 0.8x -> 0.3x

Damages by enemy units (more damage): 0.3x -> 1x | 0.5x -> 1.5x | 1x -> 1.6x | 1.5x -> 1.7x

Mining (less resources): 2x -> 1.15x | 1.25x -> 1.05x | 1x -> 0.95x | none

Research time (slower researches): 0.8x -> 1x | 0.9x -> 1.05x | 1x -> 1.10x | none

Experience gained (less exp): 1.5x -> 0.8x | 1x -> 0.8x | 0.9x -> 0.7x | 0.8x -> 0.7x

 

______________________________________________________________________

 

2. Dropped items:

 

AP/XP/Flechette ammos, 66mm rockets, Darts, Cloaking devices, Medical equipments (except medikits), Psi Helmet, Acid grenade, Blowpipe, Browning knife, Detailed eye implant, Reticule eye implant, Flash suppressor, Motivation collar, Gyrostabilizer, HK 33, Mines & fuses, Infravision, LAW, Psionic life drain equipment, M4, MP5, MSG90, Movement finder, SPAS 12, Silencer, Throwning knife, Helmet-Mounted Psi Detector, Interference circlet; Drone: Fighter, Wheeled chassis, Autodestructor, Infravision, Light shield, Shield, Shotgun

Gunman, Leader, Technician, Commando trainings; untrainable abilities

 

______________________________________________________________________

 

3. Map changes:

 

The game randomly selects from 58 maps unlike 2 or 3 on Factory, Power plant, Market, Refinery, Village maps.

Neither map depends on the climate.

Following maps added to the template (some templates not contain some of them): power plant 7, track 7/8, nature 2, village 7, freighter 1/2/4, terminal.

The 58 maps not contains Base, UFO, Cultist village maps.

Base attack maps now contain player base maps as first maps, and the Reticulan ship as an alien base.

Base defense maps now contain terminal.

UFO maps now contain alien base entrance.

 

Default template: (for more template descriptions see "MapTemplateChangerinfo.txt" in your game's folder)

Port small/big, old military base entrance 2/3 added to the 58 maps.

Track maps now contain freighters.

Nature maps now contain nature 2 map.

 

Base enter areas added to player base 1-4 and removed the most landing sites.

Protect start/end areas added to freighter 1/2/4, terminal, alien base entrance, port small/big.

Freighter 1 using the landing sites of freighter 2.

Water changed with a darker texture.

 

Map Template Changer Tool: you can use this tool to change between different map templates (for more information about the tool, see "MapTemplateChangerinfo.txt" in your game's folder).

 

______________________________________________________________________

 

4. Renames:

 

Trooper -> Soldier

Commando Equipment -> Stalker Equipment

Third-Level Implant -> Superhuman power

Inspiration -> Guardian

 

Advanced weapon factory -> Weapon factory

Hyper-energy weapon factory -> Energy Weapon factory

Scout Equipment factory -> Equipment factory

 

Advanced weapon lab -> Weapon lab

Hyper-energy weapon lab -> Energy Weapon lab

Library -> Equipment lab

 

Advanced Implant factory -> Yield Mender

 

Basic Body Implant -> Medium Body Implant

Ambidextrous Arm Chipset -> Capacity Arm Chipset

Drone Sonic Gun -> Drone Ultrasonic Cannon

Plasma Shotgun -> Plasma Rifle

Thermal Sight -> Camera

Warp Resonator -> Warp Cannon

20mm grenade -> 40mm grenade

 

______________________________________________________________________

 

5. Training changes:

 

Scout:

+lvl1 - View Enemy Weapon, Sharp Senses

+lvl2 - View Enemy Armor, Scout Equipment

+lvl3 - Dodge

 

-lvl1 - Scout Equipment

-lvl2 - Sharp Senses

-lvl3 - Enemy Sight, View Enemy Weapon, View Enemy Armor, Deployable Equipment

 

Stalker:

+lvl1 - Stalker Equipment

+lvl2 - Rapid Attack

+lvl3 - Dodge

 

-lvl2 - Stalker Equipment

 

Ranger:

+lvl1 - Ambidextrous

+lvl2 - Close Combat bonus, Perseverance

+lvl3 - Knock-back Resistance

 

-lvl1 - Close Combat bonus

-lvl2 - Ambidextrous

-lvl3 - Perseverance

 

Soldier:

+lvl1 - Heavy Equipment

+lvl2 - Hit Points bonus, Mechanical bonus, Heal Stun

+lvl3 - Rifle Bonus, Capacity Bonus

 

-lvl1 - Rocket Equipment

-lvl2 - Rifle Bonus

-lvl3 - Dodge, Heal Stun

 

Sniper:

+lvl1 - Rifle Bonus

 

Cyborg:

+lvl2 - Drone Repair

 

Psionic:

+lvl2 - Guardian

 

Soldier training requires strength unlike agility

 

______________________________________________________________________

 

6. Buildings:

 

Weapon factory - manufactures firearms, edged weapons, ammunitions, explosives, weapon accessory, armors, drones

Energy weapon factory - manufactures energy weapons, batteries, shields

Equipment factory - manufactures Cyborg & Psionic equipment, scanners, medikits, etc.

Yield Mender - speeds up mining

 

For labs, see "Research Tree.gif" in the "Consequence mod" folder of your game's directory.

 

______________________________________________________________________

 

7. Equipment changes:

 

Bionic Armor, Booster, Melee mode, Cyborg Basic Body, Brain Blaster, .50 Action Express, Psionic Core, Warp Shield, Flamethrower + fuel cylinder, Jet Drone added.

 

- Bionic Armor: simple human medium armor, but can be equipped with the Booster. Stalker equipment ability required

- Booster: boost stalkers' movement speeds

- Melee mode: use this for melee attacks

- Cyborg Basic Body: using a different model (Medium body has better protection)

- Brain blaster: same as poison projector, but inflicts 100000 damage in no time

- .50 Action Express: Desert Eagles using this caliber unlike 9mm

- Psionic Core: you must equip Projector weapons with these cores to use them.

- Warp Shield: as a purple power shield with increased protection

- Flamethrower: some medium/heavy armored cultists using dual flamethrowers. The weapon using the Aftermath's effect (with shorter lifetime) and sound.

- Jet Drone: Jet drones have the same parameters as hovers, just using a different model.

- Capacity Arm Chipset: increases the Cyborg's capacity skill by 1.

- Drone Ultrasonic Cannon: drone sonic gun now works as other sniper rifles

- Plasma Rifle: increased range, no pellets

- Camera: thermal sight now depending on visibility unlike infra

- Warp Cannon: warp resonator now works as other sniper rifles

 

Other:

- 5.56x45mmNATO magazines now have 30 cartridges unlike 35

- Medikits now encapsulate antitoxin and psi medikit (in different firemodes)

- Projector vambraces now are weapons, and require third level psionic training unlike first level

- Energy sniper rifles now can be equipped with sniper scopes, but cannot with camera

- Projector weapons now can be used ambidextrously

- Reduced aimed shot's time for the most weapons

- Some energy weapons' consumption changed

- Faster grenade throwing speed

- Grenade/Plasma launchers now works as rocket launchers (except the underbarrel grenade launcher)

- No rocket equipment ability. Now heavy equipment ability required for some weapons unlike rocket equipment

- Missile launchers using throwing skill unlike mechanical

- Starghost's health and damage increased to x5 (except Hover's psi attack with x2), Angel psi attack to x4, Octopus electric discharge to x10

 

For further equipment changes see "Consequence mod info.txt" in the "Consequence mod" folder of your game's directory.

 

______________________________________________________________________

 

8. Drones:

 

Increased Drones' carrying capacity, they won't become encumbered; Defender drones now are faster; drones now have infra/nightvision mode and can be self-destruct; Drone Laser cannot be equipped to Scout drones; Drastically decreased drone cores'/chassises' manufacturing time; Tracked/Walking drones now have the same movement speed, however tracked drones have more health; Gun holder added to tracked model.

 

______________________________________________________________________

 

9. Wargots:

 

Some Wargots using 2 weapons; 1 Digger, 1 Mech and 1 Priest spawn on every Wargot map (however, no Digger in Laputa mission); Wargot plasma rifle can be equipped with an add-on: Wargot underbarrel grenade launcher or Plasma Reactor (increases the weapon's damage by 100%.); Wargot double grenade launcher added (2 rounds burst, 40 grenade); Wargot rocket launcher and machine gun can be used with superhuman power ability; Wargot rocket launcher now has 10 rockets unlike 2; Wargot batteries take larger places (5x2 unlike 2x1); Wargot weapons now are much heavier, cannot put into the backpack, and cannot reload during the mission (except the Wargot plasma rifle).

 

______________________________________________________________________

 

10. Weapon modes:

 

- Automatic mode added to the following weapons: M60E3, PKM, AK47, XM8, Colt m635, UZI, Projector vambraces, Wargot machine gun/double barrel machine gun

- Melee attack mode can be equipped to the following items: HK69, Colt m635, AK47, Desert Eagle, UZI, Laser pistol/rifle, M60E3, PKM, Plasma gun/rifle, Repair kit, Reticulan blaster, Reticulan laser pistol/rifle, Reticulan warp pistol/rifle, SPAS 15, Sonic gun, Warp rifle, XM8, Projector weapons

 

______________________________________________________________________

 

11. Fixes:

 

- Stasis field generator now works properly

- Shuriken fix (you can use this, if you don't have patch 1.3): single and 2 rounds burst mode added; now the shuriken in these modes works as a one handed rocket launcher with a very small blast area; really hard to aim with (Watch command highly recommended before using the weapon), but a succesful attack knocks the enemy down from his feet; faster than a grenade/rocket launcher, but only useful inside close environment.

 

______________________________________________________________________

 

12. Model swaps:

 

Accelerator using silencer's model, Combat Arm Chipset using Surehand Arm Chipset's model, Damage Circlet using Interference Circlet's model, Drone Hearthbeat Scanner using Drone Infravision model, Drone Doppler scanner using Hearthbeat Scanner's model, Eyelink Arm Chipset using Combat Arm Chipset's model, Healer Collar using Cloak Collar's model, Infra Eye Implant using Reticle Eye Implant's model, Protecton Collar using Healer Collar's model, Recoil Compensator using Flash Suppressor's model, Escape Collar using Motivation Collar's model, Surehand Arm Chipset using Eyelink Eye Chipset's model

 

______________________________________________________________________

 

13. Additional changes:

 

- Experience changes, 1 day trainings

- Newbie Cyborgs and Cyborg hostages wearing Basic Body Implant

- Newbie head swaps

- Tattoos removed from Psionics' head textures

- Shield modules using the smaller models everywhere

- 1 cutted monologue added (check the last picture)

- Short unit descriptions changed/added to the glossary

- The shield effects around the Reticulan Bio Armors now are greens and on a higher place

 

______________________________________________________________________

 

14. Final Mission changes:

 

Level 1: no enemies, I removed them 'cause you can evade all and rush to the green zone, no matter how many greys are on the map

Level 2: changed deployment zone, now you must fight to enter the final area; 10 Reticulans, 4 Octopuses

Level 3: 10 Octopuses, 10 Angels

 

______________________________________________________________________

 

15. Bugs and issues:

 

Broken auto fire mode's display

Shuriken fix broke the fling mode's display

Shields (the effect and the module) only visible in tactical scene on drones

Basic arm implants using Advanced arm implants' models on some places

There are 12 lines unlike 8 in the training list

Wargots' left hand weapons have wrong appearance

There's no blast effect when using the drones' self-destruction mechanism

Crashes, maybe...

Sometimes the time manipulating controls break, if that happens, hit the SPACEBAR (or that key what you defined for run/pause) to fix it. Thanks to ERISS for bug report.

 

______________________________________________________________________

 

For additional informations and the research tree see "Consequence mod info.txt" and "Research Tree.gif" in the "Consequence mod" folder of your game's directory. Check "MapTemplateChangerinfo.txt" in your game's folder if you interested in the template changer.

 

 

 

UFO Aftershock Reticulan mod

 

Pictures:

______________________________________________________________________

 

https://dl.dropbox.com/u/14193785/consequencemod/cf02thumb.jpg

https://dl.dropbox.com/u/14193785/consequencemod/cf03thumb.jpg

 

 

Changes:

______________________________________________________________________

 

Added items:

Reticulan heavy armor, Defense shield emitter, Force field generator, Healer missile, Deadlock missile, Predator armor, Predator helmet, Reticulan invisible armor, Wargot predator armor, Stimulant, Cloaked defender drone, Cloaked scout drone

 

Reticulan heavy armor: model imported from Afterlight

Defense shield emitter: red energy shield

Force field generator: green energy shield

Healer missile: heals all units within the blast radius

Deadlock missile: paralyzes all units within the blast radius

Stimulant: increases Reticulans' intelligence by 2

Camouflage items: increase the units stealth skill by 10 (for drones by 15)

 

 

Now you can recruit Reticulans from Psionics

Trainings: Reticulan training added

Renames: Reticulan Blaster -> Reticulan Psionic Device

Unit description unlocks: Force Field Blueprints (unklike Cultist-Wargots ties) -> Reticulan soldier

I changed the medikits animation to the fire animation, 'cause Reticulans haven't got heal animation :S

 

 

Equipment changes:

Reticulan plasma cannon/launcher/psionic device/warp pistol/warp rifle require Reticulan training

Now you can manufacture reticulan power cells and rockets

Auto firemode added to the reticulan warp pistol/rifle

Reticulan plasma cannon and launcher using mechanical skill unlike throwing

 

Reticulan plasma cannon: changed to 'gun' type

Reticulan psionic device: added two different firemodes: paralyzer and confusor, burst mode removed, doesn't require any ammo type

 

For the research tree expansion see "Reticulan tree.gif"

 

 

Bugs:

______________________________________________________________________

 

No reticulan faces on the interface

Reticulans haven't got any sounds

Some animations missing for Reticulans: throw, operate, swap weapons, etc.

 

 

 

----------------------------------------------------------------------

v1.0.1: a bug, that made impossible to research the hyper-energy weapons before wargots' appereance fixed.

v1.0.2: some Reticulan equipments' effectiveness reduced in Reticulan mod and the Reticulan blaster's effectiveness in Consequence mod.

v1.0.3: some Reticulans' trainings fixed, now you can use the captured Reticulans' equipment during combat after 'explore' scene.

----------------------------------------------------------------------

 

 

 

IMPORTANT: CONSEQUENCE MOD MAKES THE GAME HARDER, SO DON'T USE IT IF YOU HAD ANY PROBLEMS WITH THE SUPERHERO LEVEL OF THE UNMODDED GAME! Or try the easiest difficulty level...

 

Download:

======================================================================

 

Consequence-Reticulan mod installer

https://www.gamershell.com/news_111874.html

 

or

 

https://www.gamefront.com/files/20041652/UF...equence_mod_1_0

 

Map Template Changer Tool standalone version

https://www.4shared.com/file/DVc2X4Sc/ufo_as_mtct.html

 

Loading Screens mod: The mod replaces the most loading screens with other ufo aftershock pictures.

https://dl.dropbox.com/u/14193785/consequen...dingscreens.zip

Link to comment
Share on other sites

Welcome DerelictableX!

I don't know when, but I'll surely try your mod.

At first it seems not so good, but reading the details, and seeing the screenshots, there are nice ideas in!

 

When did you start your mod? There is much work in.

 

Does the mod work with 1.3 fanpatch?

 

Edit: The more I read and the more I look at the screenshots, the more I want to play it!

Link to comment
Share on other sites

Just played this mod - and can say, that its interesting. Most of all I like the new trainings, melee attack mode for weapons and opportunity to choose type of maps. DerelictableX, maybe you shall start to cooperate with Okim and his ACMOD, because the weak point of your mod - is standart models of weapons and armors, meanwhile Okim has an a great ones)

 

 

The more I play this mod, the more I like him. The idea to unite all the kit into one and remove the false variety, making multi-function stuff just wonderful. Good job, DerelictableX!

Link to comment
Share on other sites

Welcome DerelictableX!

I don't know when, but I'll surely try your mod.

At first it seems not so good, but reading the details, and seeing the screenshots, there are nice ideas in!

 

When did you start your mod? There is much work in.

 

Does the mod work with 1.3 fanpatch?

 

Edit: The more I read and the more I look at the screenshots, the more I want to play it!

 

Hi! I began making the mod in december 2009 with patch 1.2. In april I updated my game's version to 1.3. Later, I tried the mod with 1.0, so I think it's working with any version.

Link to comment
Share on other sites

I noticed that you`ve made your flamer a 'gun' type. Does it always hit at its range? Otherwize a flying-through-the map flame particle might look wierd.

 

I do remember ShadowWarrior`s flamer that was acting like a launcher. When it missed its projectile was flying through the whole map.

Link to comment
Share on other sites

Another question if you don`t mind.

 

Did you use inbuild squad equipment editor (available through Aftershock console) for changing your Wargots or did you just edit them in notepad?

Link to comment
Share on other sites

I think that was not a good idea to include all which was not in released game.

My save is corrupt in a mission, in an alien base with many teleports:

Time is running and my soldiers can't do anything. The game never did this before.

Link to comment
Share on other sites

I don't think the Reticulan mod (you sent me by mail) fits well with Aftershock, as the remaining reticulans surviving the biomass psi blast ending Aftermath, are the idiots or those having few psi capabilities.

AS Earth story is not the same as AL Mars one.

However thank you for your work.

Link to comment
Share on other sites

I added Reticulan mod to the first post.

 

ERISS: Yep, this is the primary reason, why I didn't add them to the consequence mod (I thought about the reticulan mod before i published the consequence mod). However, I think, it's not impossible to a few low psionic leveled reticulan survived the 'Rupture' without drastical consequences, 'cause statistically almost everything has exceptions.

Link to comment
Share on other sites

it's not impossible to a few low psionic leveled reticulan survived the 'Rupture' without drastical consequences, 'cause statistically almost everything has exceptions.

Yes, but they should be enemies, and they must be smart enough to hide among others Rets.

So, you should have those valuable Rets in your squad if:

. 20% chance (or less) after a Ret capture mission.

. Needs a reasearch to be able to convince them.

. Then needs time to convince them (maybe put them to 1HP after they are captured).

Link to comment
Share on other sites

  • 1 month later...

How is this possible?

 

Correct me if I'm wrong but...two things.

 

One is Altar said there were more random maps in the game but they never had time to finish them for the game.

Two other modders noticed more random maps in the files but said they were incomplete and were not able to add them into the game?

 

Are you saying you found a way to finish the incomplete encounter maps?

 

Is there a way to make more encounter areas?

Link to comment
Share on other sites

Well if was so easy why didn't Altar include those extra random maps in the game? Why would they cripple their own game? That would affect sales of their own game? Doesn't make any sense to me.

 

But thanks, the game is alot better now. This is one of the best I've played.

Link to comment
Share on other sites

Well it still has some bugs in it. Occasionally for some reason I get CTD's.

 

One of the maps, one of them with Nuclear power towers or something, you can't walk over the whole area, its restricted?

 

My Reticulan character is not allowed to climb ladders to go on roof with the rest of my squad, thats a big problem for me.

 

But overall its great! Thanks Derectible!

Link to comment
Share on other sites

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...