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Modding UFOs


SoulFilcher

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I won't keep that name, it was the first non-stupid name I could think of. I'm planning the lore for them but I have so much to do, that will have to wait.

EDIT: Its funny that I already managed to get an enemy chopper full of human enemies working fine but my new weapons crash the game.

Edited by SoulFilcher
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Can I get some word from the CE team about adding new UFO GC? I want to contact the author of the original designs and ask him about making new ones, but first I'd need to know if I'm going for UFOs that only appear in air combat and xenopedia or UFOs that could be added to GC one day.

Kind of related: The artwork in his DeviantArt page is different from the final ones used by the game, so I took the chance to add a "new" UFO to my mod.

UFOlancer.jpg

UFOlancer.jpg

UFOlancer.thumb.jpg.a146b96374ba50b20d3f

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Is'nt it the interceptor from the game? it's the 3. fighter of the aliens. Do i miss anything?

THIS GUY, got all the ufopedia pages at this gallery, so i think he is the designer, but i couldnt reach him at deviant art.. he didnt answer..

Yeah, its the interceptor, but in a different color and with that spear-weapon-thing. In my mod I will use it as a variant of the interceptor that carries a better weapon, it will only be used as an escort for large ships.

So you already tried to contact him. Maybe Chris could help us with that? In fact I've been thinking about contacting other artists as well, it only depends on what we want for our mods (and how much we will have to pay I guess), and then we could make an awesome community-made mini expansion.

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Yeah, its the interceptor, but in a different color and with that spear-weapon-thing. In my mod I will use it as a variant of the interceptor that carries a better weapon, it will only be used as an escort for large ships.

So you already tried to contact him. Maybe Chris could help us with that? In fact I've been thinking about contacting other artists as well, it only depends on what we want for our mods (and how much we will have to pay I guess), and then we could make an awesome community-made mini expansion.

I planned heavy versions of alien fighters too. You cached a nice detail there.

I am thinking to join his patreon to just give me my message. I don't think he will refuse some ufo design commissions but as i said i think he doesn't check deviant messages or notes.. i couldn't find a mail of him too..

If adding UFO with GC is avaible, i am thinking as same as you.. dreadnought, mothership and a bigger carrier are at my list..

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If adding UFO with GC is avaible, i am thinking as same as you.. dreadnought, mothership and a bigger carrier are at my list..

I've got to say I'd just love it if there are new GC UFOs added, it would expand the gameplay scope a lot to my personal liking. If by mothership you are referring to my version, I would be buzzing if I could see some of my designs come to fruition to any modder (sadly I'm not sure I still have them physically after a recent swipe I was forced to do on my hard, but if it comes to that I can sniff around and try to find them).

In any case, good luck with that direction, it's something I'd very much enjoy to see added!

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I've got to say I'd just love it if there are new GC UFOs added, it would expand the gameplay scope a lot to my personal liking. If by mothership you are referring to my version, I would be buzzing if I could see some of my designs come to fruition to any modder (sadly I'm not sure I still have them physically after a recent swipe I was forced to do on my hard, but if it comes to that I can sniff around and try to find them).

In any case, good luck with that direction, it's something I'd very much enjoy to see added!

You are Kevin the crazy mothership designer :)... I thought you are dead.. I know that ufo hype topic.. it was lovly..

If somehow we got this work, we will need a designer like you for sure..

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You are Kevin the crazy mothership designer :)... I thought you are dead.. I know that ufo hype topic.. it was lovly..

If somehow we got this work, we will need a designer like you for sure..

Aww come on, dead is a bit harsh :) I've been revisiting the forums periodically to see if there is any breakthrough with this particular topic since it is one thing that can certainly reignite my interest with the game. I cherish a longer, move varying progression of the alien opposition in terms of new enemies, more and more sophisticated battlefields, new UFOs, etc to enhance the experience since my enjoyment comes from that and the vanilla game becomes rather flat and repetitive too quickly for my personal taste.

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Aww come on, dead is a bit harsh :) I've been revisiting the forums periodically to see if there is any breakthrough with this particular topic since it is one thing that can certainly reignite my interest with the game. I cherish a longer, move varying progression of the alien opposition in terms of new enemies, more and more sophisticated battlefields, new UFOs, etc to enhance the experience since my enjoyment comes from that and the vanilla game becomes rather flat and repetitive too quickly for my personal taste.

Yeah that ufo repetitive is my nightmare too. I dont know that you are trying some mods when you wait.. I am making much more longer game play for Xenonauts with X-Division. Much more weapon types, much more enemies, armours, vehicles.. there is tons of new things to research and fight.. but the ufo limit makes me sad.. I created everything you said but ufos still same.

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Yeah that ufo repetitive is my nightmare too. I dont know that you are trying some mods when you wait.. I am making much more longer game play for Xenonauts with X-Division. Much more weapon types, much more enemies, armours, vehicles.. there is tons of new things to research and fight.. but the ufo limit makes me sad.. I created everything you said but ufos still same.

I haven't played for a while, just revisiting every now and then to see if there is some development of interest. I have great respect for heavily detailed mods (I've only barely touched the surface of what effort, knowledge and constant learning those require) although I am very demanding with those details personally and it takes a while till I configure the exact setup I would enjoy and since replaying several big mods leads to a general burnout with games like this one I stay clear until I am fully convinced I will get the exact experience I'm looking for.

I don't intend that to sound off-putting, discouraging or unthankful though. I have nothing but respect for the dedicated modders who continue to find ways to expand on the vanilla game after so much time - keep up the good fight and may it make more and more players happy, as I'm sure it consistently does!

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I've been revisiting the forums periodically to see if there is any breakthrough with this particular topic since it is one thing that can certainly reignite my interest with the game. I cherish a longer, move varying progression of the alien opposition in terms of new enemies, more and more sophisticated battlefields, new UFOs, etc to enhance the experience since my enjoyment comes from that and the vanilla game becomes rather flat and repetitive too quickly for my personal taste.

I think our tastes are very similar here. Maybe we can use this thread to discuss what types of UFOs we need the most? Beyond the obvious additions (Dreadnought and Destroyer), what types/roles do you think we should add? In my opinion the game needs better UFOs for air superiority, as a squad of Marauders can pretty much beat everything in the game. It also needs a very small crew UFO because Light Scouts aren't exactly the best experience for rookie soldiers. Something like that 1-alien-UFO from X-com, but maybe with 2 or 3 aliens inside.

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Heh.. dont we all looking for that? If you got some ideas in your mind, feel free to join up my idea topics..

For needed ufos..

-Same ufo, different type: The game got already most jeneric ship types like scout, corvette, cruiser, carrier, battleship.. so we can have for example 3 variant of same type ufo like light corvette, heavy corvette, strike corvette.. its very easy to do if ufo adding gets softcoded. Same maps nearly same ufo but with much more better crew, weapons, items, engine and more.. so even at end game you can fight with high tech little ufos. So with this variety we can put different items in them and use them at research and material.. This is even enough to make the game's atmosphere change... very easy, very much gain..

-Totally different ufos: Frigate with corvette, destroyers between corvette and cruiser, strike carrier with bigger things, special supply ufos at different sizes and a construction ufo..

I am against 1 man ufos.. i am testing my mod and even 5-6 alien in light scouts looks few.. i dont know why do i feel so.. at X-Com even 5-6 alien against 12 soldier was looking enough..

Edited by drages
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I think our tastes are very similar here. Maybe we can use this thread to discuss what types of UFOs we need the most? Beyond the obvious additions (Dreadnought and Destroyer), what types/roles do you think we should add? In my opinion the game needs better UFOs for air superiority, as a squad of Marauders can pretty much beat everything in the game. It also needs a very small crew UFO because Light Scouts aren't exactly the best experience for rookie soldiers. Something like that 1-alien-UFO from X-com, but maybe with 2 or 3 aliens inside.

I don't mind more substantial Air-Combat additions, but to be honest the meat of the game is Ground Combat. I never fell in love with the Air-Combat minigame and while it's definitely fun in the beginning and up to the point the player gets some reasonable radar coverage and a good enough fleet to match the curve of opposition strength, after a while it becomes a distraction.

That's not to say it can't be improved or enhanced, or tweaked to someone's personal liking if you prefer!

But in the same time Ground Combat was always the meat of the game. To me it feels it is missing a step (or several steps) of variety. I don't mean more random maps (even though those are great and definitely add a lot to the game!) but different types of maps/UFOs/missions to inject a different feel and atmosphere, just like the jump we get once we move from ballistic weapons fighting Scout crews to laser/plasma fighting bigger ships.

The Landing Ship -> Carriers/Battleships doesn't deliver that jump for me. They don't feel like a sidestep that can be ignored, for sure, but I need more beyond that.

What I mean is bigger and more sophisticated GC maps, including Alien Bases and Crash Sites. The Mothership design I was trying to push was aimed in that direction, despite all its flaws which were obviously there. I'd like to move away from the generic replay Crash Site mission X times to build Y interceptors to gear up, go to Final Mission and wrap it up. Instead I'd like a more personalized feel to each new mission, make it feel relative and important and not just a bunch of expendables risking to take a hit on your income if you lose or dropping slightly behind on the curve. I'd like it to feel like an actual long commando mission with sufficient challenging terrain that doesn't repeat and becomes a bigger, more complex version of the Carriers/Battleships/Large Alien Bases. I'd like to see a larger scale on pretty much everything. Ideally supplemented by new foes, new art, new beats of storyline in between the existing. It would be great if there could be different endings dependent on specific player choices at several points of the playthrough but that's not something hugely important, or relevant to this specific topic.

If you look at my designs they were an attempt to get closer to this jump. They were never tested and I'm sure there are numerous things I'm unaware of in terms of balance, visual cohesion or just plain variables that need to be setup and work properly so that the game can execute them and deliver in terms of actual content. Obviously I can't look at them and pretend they are the next great thing because they aren't, they are just pictures without substance. They are mere illustrations of the direction I'd like to see explored :)

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I can see your point.. I want much more complex game too.. But sadly, the game has its own engine limits which even CE coders cant pass.. maybe they can but there will be some mad coder with free time.. I got that free time for now but sadly i am not coder..

I try to add more soul to game with many new things CE coders bring us.. like random researches.. i try to simulate the feel you described. I try to make this game much more 4x strategy play style.

As you said this game is over "GC".. you should not ignore the air part as the other wanna be xcom games, but its a GC game. A GC game wont be any good without geosphere.. this is the unique soul of X-Com style...

BUT, ultra complex commandos style GC's can kill the game itself.. why? Like or not, X-Com style games got that "go there, shoot aliens, bring items, research and manufacture new things and go again" maraton.. it should have variety, for that reason i got 4x more enemy types and 50 alien weapon at my mod. But it should not so complex.. i can expect that if there is unique missions, or if it will be for only for special encounters like alien fortress or motherships.. but for every ufo which you will fight countless times on a long run, wont make it better because the number is ridiculously many..

For example i want to redo all the ufo interiors and to put unique items with the exact number for loot.. for example a battleship got 2 alien torpedo in it, so when i make it lootable, it gives me only 2... if i done it, i put at least 6-8... for that reason, i cant use ufo looting.. IF there was a heroic map maker to join my mod team, i make him redo all the ufos with the list of items i need in them..

With this, maybe we would have the same UFO as name and crew and air fight but at GC, there will be variations..

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Wait. Someone wanted 300 dollars to make a Xenopedia page in the mod? That's not only crazy, but immoral and illegal right?

I planned that for the mod, for new Ufos we can put.. that man is the one who made the xenonauts ufo designs (at least ufopedia pages and air fight icons.. the GC images made someone else..).. i dont think its illegal to put an image into a mod :).. but wanting 300 dollars just one ufo page should be punished :P

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I planned that for the mod, for new Ufos we can put.. that man is the one who made the xenonauts ufo designs (at least ufopedia pages and air fight icons.. the GC images made someone else..).. i dont think its illegal to put an image into a mod :).. but wanting 300 dollars just one ufo page should be punished :P

I mean illegal to charge for a modification. Because by law doesn't it fall under public domain so to speak once it's out in public for download and stuff. Said person doesn't own any rights nor property within a technical standpoint to any content, only holds rights to distribution but you aren't allowed to charge. Unless said person was a developer for the actual Xenonauts and was still within a position of employment within company that holds the rights to the game. But even then without consent in some form. It's still not legal.

I dunno I'm rambling. :D

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The one I said (and you quoted)? I don't understand the question.

What is this file for? I didnt see it at xce folder.. i see this file first time.. and the exe file you linked? i realy confused here..

You softcoded adding ufo with gc???

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The one I said (and you quoted)? I don't understand the question.

Yes, the xml file you linked. Is it supposed to go in the mod folder? mod/maps folder? Is it supposed to work with CE0.33 HF1?

What is this file for? I didnt see it at xce folder.. i see this file first time.. and the exe file you linked? i realy confused here..

You softcoded adding ufo with gc???

Yeah, I'm surprised and confused too. Still I'm already making my moves here.

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