podbelski Posted November 15, 2014 Share Posted November 15, 2014 (edited) this mod is outdated. A better version comes as a part of my XNT overhaul mod. *************** This mod is based upon Kabill's Dynamic UFO Spawns, basically it's the edition of the latter. I guess it's not harder overall, and maybe not easier. The mod is incomplete. It affects only small and medium UFOs. Cruiser, carrier, battleship and bases are work in progress. Some points: - crews are even more varied than in Kabill's mod - smallscout and scout UFO crews are small - some crews are much weaker than others across one UFO type, this depends on a UFO mission type - according to Xenopedia, ground attack, scout and bombing run missions are not prepared for ground combat. Crews are heavily shifted to non-combatants - biggest crew variety is on the research missions - strongest enemies will be encountered on construction missions (Omega viper starts from landingships) - terror missions equipped with bigger quantity of "terrifying" creatures - more drones! - alien specifics are taken into account when assigning AI types (like big aliens will be outside of the UFO to avoid being stuck) - Xenopedia rule implemented: expect to find non-combatants on every UFO you bring down, but never (or extremely rare) in any dedicated combat operation - landingship and carrier UFOs do not execute missions that do not imply landings and GC - a solid part of AM configuration was tweaked (chances, ship types) More details on alien numbers per UFO type: - lightscout.caesan (5-9 als, 0-2 eggs) - lightscout.sebillian (5-9 als, 0-2 eggs) - scout.caesan (7-11 als, 2-4 eggs) - scout.sebillian (7-11 als, 1-3 eggs) - corvette.caesan (11-16 als, 3-6 eggs) - corvette.sebillian (11-15 als, 3-6 eggs) - corvette.andron (10-14 als) - landingship.caesan (13-20 als, 4-8 eggs) - landingship.andron (12-18 als) - landingship.sebillian (13-19 als, 4-6 eggs) Installation 1. Download [ATTACH]5859[/ATTACH] 2. Install as a mod, or unpack into the \mods folder. Make sure it comes after XNT zUFO Crew-Mission overhaul 4XNT.zip zUFO Crew-Mission overhaul 4XNT.zip Edited February 22, 2015 by podbelski Quote Link to comment Share on other sites More sharing options...
podbelski Posted November 26, 2014 Author Share Posted November 26, 2014 ... this is put on hold now as lategame is currently not worth playing multiple times, IMO I'm working on a Geoscape overhaul that will likely be a successful attempt to balance player involvement in early/late game, then this loadouts mod will be updated and come as a part Quote Link to comment Share on other sites More sharing options...
radek Posted November 26, 2014 Share Posted November 26, 2014 Keep up the good work! Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted November 28, 2014 Share Posted November 28, 2014 Nice work, I develope a point system to calculate the crews of enemy ships. I will check the old calculations to make a small comparison. Great job! Quote Link to comment Share on other sites More sharing options...
podbelski Posted November 28, 2014 Author Share Posted November 28, 2014 eventually I'll try to follow Kabill's advice and use the "additional race" trick to implement real variety. I mean currently I can't configure eg terror missions to either carry 5-10 gargols or 5-10 reapers, but not both in one mission Quote Link to comment Share on other sites More sharing options...
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