UFO: Extraterrestrials

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Haplo_Patryn
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UFO: Extraterrestrials

Mensaje por Haplo_Patryn »

Sale el lunes día 1. Aquí una preview:

http://www.wargamer.com/reviews/ufoet_preview/


Aquí un vídeo.

ftp://ftp.trisynergy.com/ufoet-video2.avi


Muy buena pinta. Compra segura.

PD: Friendware creo que lo va a distribuir en España si no recuerdo mal.
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Fampa
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Mensaje por Fampa »

Entrar a esta direccion y mirar este juego, es un remake del clasico UFO, solo que gratuito y con soporte para multijugador.

http://ufo.myexp.de/
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Alflobo
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Mensaje por Alflobo »

Fampa escribió:Entrar a esta direccion y mirar este juego, es un remake del clasico UFO, solo que gratuito y con soporte para multijugador.

http://ufo.myexp.de/
yo lo tengo instalado y va de fábula, y en ¡¡español!!
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Kane
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Mensaje por Kane »

Buenas, he estado investigando un poco acerca del juego y me he llevado una grandísima sorpresa al ver que, por fin, hay un juego similar al XCOM original.

Tras leer unos AAR en la página web de Matrix Games, algunos muy interesantes y os los recomiendo, he podido captar algunos detalles del juego. Este trae el sistema, original, de financiación donde recibes cada mes un dinero dependiendo de tus actuaciones... me encanta :mrgreen:

También tiene un sistema de gestión de producción, como en el original, y de investigación en el que podrás investigar los cadaveres (o no tan cadaveres) de los aliens capturados. Hay celdas de interrogación que te permitirán, si tienes tecnología para entenderte con los aliens, comunicarte con ellos y aprender más cosas. Hospital, talleres, hangares... en fin, un montón de opciones de construcción, muy similar al X-COM Apocalipsis.

La gestión de los equipos me recuerda al UFO:Afterlight, que comentábamos en este tema, donde en una intuitiva pantalla gestionas rápidamente la equipación que llevará tu escuadra. Desconozco los tipos de armas más avanzados pero he podido ver que incluyen armas Laser y tecnología extraterrestre. Al principio, como en todos los juegos de este tipo, tendremos fusiles de asalto, granadas de impacto (otra mejora del juego) y escopetas de cartuchos (para las distancias cortas...). Imagino, hablo sin haber probado el juego, que se podrán investigar docenas de objetos aunque no tengo ni idea del alcance de estos.

El sistema de combate, por las imágenes puestas, es en isométrico como en los XCOM Originales (Apocalipssis, Terror from the deep...) y la verdad es que, para mi gusto, es suficiente. Teniendo en cuenta al Afterlight que pide un super-ordenador, con el isométrico las necesidades son bastante menores y a efectos de jugabilidad pues iguales. Comento lo de las granadas, creo recordar que en el XCOM podías poner el tiempo de retardo en una granada (lo que a veces, si te despistabas podía traer nefastas consecuencias), en este nuevo sencillamente lanzas la granada y donde caiga (que no siempre es donde quieres) explota en el momento. Realmente útiles en manos expertas y campo abierto.. o en un pasillo si quieres ver el poder destructivo de los explosivos. Como en anteriores ediciones el entorno es completamente destruible y para ello cuentas con Tanques (Ligeros y Pesados, hasta donde he podido saber).

El juego es muy similar, la mecánica es: Localizar --- Derribar (si procede) con tus interceptores --- Explorar y eliminar (normalmente) --- volver a casa para ver el partido de fútbol ;)

En fin, a grandes rasgos parece que tenemos un digno sucesor del XCOM, algo que venía pidiendo la gente a voces desde hace años... habrá que probarlo. Si consigo encontrarlo y hacerme con él pues os pondré una review más decente e incluso es posible que me anime con un AAR :D
KriegDrake
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Mensaje por KriegDrake »

Hace muy pokito me he comprado el juego y realmente me ha gustado bastante y mucho más que el UFO: Aftermath y Aftershock el UFO: Afterlight no le he probado.

Me recuerda mucho a los xcom antiguos, lo que si he visto es que hay fallitos como que no hay noche, fuego no he visto, un soldado cuando le di la orden de pasar de una 2 planta este no cayo, la IA si me parece bastante buena a mi me lo parece ya me ha dado un par de sustos :mrgreen:. Pero una cosita más, esta este mod que da un giro totalmente radical al juego y lo vuelve cañonero :mrgreen:

Bman's UFO Ease of Use Mod v3.23

Changes in v3.23
---------------------
- Fixed bug preventing stun rods from working.
- Fixed bug where shoot menu would not update if you switched hands while it was open
- Fixed bug where F1-F4 keys would let you activate reserved buttons that were not valid
- Fixed bug where activating a new reserve button would enable all buttons until you moved your mouse.
- Fixed bug where combat log would sometimes think an X-COM Agent was hidden when you could see it.

Changes in v3.22
---------------------
- Finally fixed the grenade XP bug for good I hope
- Fixed a few quircks in the combat log messages.

Changes in v3.21
---------------------
- Fixed combat log crash

Changes in v3.20
---------------------
- Fixed combat bug that made tanks not work.
- Fixed some bugs SyDaemon noticed in the CombatLog
- Modified combat log to not display floating damage numbers if the victim is not visible to the player.
- Fixed (hopefully) the problem with grenades not always giving you credit for the kill.

Changes in v3.19
---------------------
- Overhauled Settings screen.
--- Now a little easier to add new settings
--- Most of the settings names have been moved to ResourceBundle.dat to make it easier to translate into other languages
--- Most settings now have a helpful description that displays when you put your mouse on the setting.

- Fixed Ship Exploit
--- You used to be able to launch a fighter, have it take a shot. Then immediately land it then launch again and shoot again. You could repeat this many many times and end up with 100's of bullets on the screen at once and the UFO's could not fight back.
--- Now you are unable to land your ship for a short period of time after taking a shot. Your ship will just circle the base until the time has passed and then they will land. The only people that will be affected by this are those that try to land immediately after shooting.

- Added Balanced Rifles and Pistols setting
--- If activated, then the following changes are made:
--- All Pistols receive a general bonus to their accuracy. This is not shown in the UFOPedia or Inventory screens but it is applied during combat and shown when you aim the pistols.
--- All Pistols receive a bonus when aiming at something in short range.
--- All Pistols receive a penalty when aiming at something in long range.
--- All Rifles & Shotguns receive a penalty if you are holding something in your other hand (like a grenade or stimpack or something)
--- All Rifles & Heavy Guns receive a penalty if you are aiming at something in short range.
--- Shotguns receive a bonus if you are aiming at something in short range.
--- Shotguns receive a penalty if you are aiming at something in long range.
--- Guns that have fixed ranges, such as melee weapons and flamethrowers, are unaffected by this mod.
--- The net effect of this: Pistols & shotguns are really good at short range but suck at long range. Rifles are really good at long range but not so good at short range. Pistols have less AP and have burst mode but do less damage. Shotguns do alot of damage but require more AP and do not have burst mode.

- Modified swarm reward so that if you find something that cannot be used from the inventory screen, you get a hint about how to use it.
- Fixed bug in PerfMod that would not recalculate To Hit Probabilities if you kneel/stand while aiming your gun.
- Fixed bug that would lockup game during aliens turn if a flying alien came into view while changing elevation.

- Installed SyDaemon's CombatLog Mod
--- When activated, detailed information is shown in the combat log (the thing at the top right of the screen).
--- Information includes the attacker, the weapon, the damage type, the damage amount, the victim, the experience gained.
--- You can also enable the Show Damage setting to display little floating damage numbers over the victim and little Experience Point numbers over the attacker if they gained any experience. The setting only works if the combat log is enabled. You can have it only show damage, or damage and experience.


Changes in v3.18
---------------------
- Fixed bug which was giving the swarm reward after any swarm crash-site instead of just the leader
- Added code to rename new soldiers you hire if you already have a soldier with that name
- Fixed zombie CAF soldier bug
- Fixed some crash bugs with Ishantil's IEEEP Mod (wrong case on some of the item id's)
- Added new unique item: Distortion Field Generator

- Included Baldhor's PerfMod 1.1
---- This mod greatly speeds up the tactical portion of the game.
---- Gain anywhere from 5-25 frames per second.

- Applied some bugfixes to the PerfMod.
- Added new Performance Tweaks settings tab and moved stuff into it
- Added new performance setting to enable/disable unit idle animations (like for bobbing larva and cyberdisc sparkles)
- Added new UFO Swarm option so you can enable that seperately from the UFO's travel in groups option.


Changes in v3.17
--------------------
- Fixed Crash Bug when ending a base combat mission.
- Fixed Crash Bug when loading a combat mission that has stun gas.
- Fixed Crash Bug related to Chemical Grenades 3 (thanks SyDaemon)
- You can safely load combat savegames from v3.15 or later with this version.

Changes in v3.16
---------------------
- Fixed bug in savegame conversion code related to UFO game peiods (Thanks SyDaemon)
- (Hopefully) fixed bug in savegame conversion when your old save game had a UFO crash-site on the globe
- Added a very small chance of finding one of the unique items after any successful tactical mission

Changes in v3.15
---------------------
- Lowered Fuel of Exterminator - it was too high for its tech level
- Increased Fuel of NightWolf & Jag - they were too low
- Ship Behaviour Change - When on AGRESSIVE or NORMAL and a ship's target is destroyed, ship will now autotarget the nearest UFO that is within weapon range and will only return to base if there are no UFO's nearby.
- Fixed Grenade Throw bug which caused game to use Shooting skill when throwing grenades even though the GUI was showing the %-chance to hit using Throwing skill.
- Increased accuracy of grenades slightly because they really really suck when using 40-ish throwing skill which only the best rookies have. if you want to make good grenade tosses, spend a few points on throwing
- Slightly lowered PSI Helmet effectiveness - spend some points on Bravery to fully protect yourself.
- Aliens will no longer send all retaliations to the same base over and over and over and over
- X-COM Agents will no longer drop equipment if murdered by CAF (too exploitable)
- X-COM Agents will now choose among all available CAF grenades when going to a mission so that sometimes they will have stun grenades or chem grenades etc or even the new grenades in the Bman EOU Option Pack by Ishantil & SyDaemon
- Added many more names to the special soldier names list.
- If you have researched a UFO type, then those UFO's on geoscape are now color-coded for the type of mission they are on. Think of it as having studied the craft enough to tell the differences in appearance depending on the equipment needed for different missions. If you have not researched a UFO type, then it is the normal color. You still have to figure out what the different colors mean for yourself of course
- Made the "ufo buttons" on the left of the screen smaller to accomodate more ships on the planet at the same time.
- Made some improvements to the UFO ship targetting AI.
- Increased $$ received for selling alien weapons. You can now control this value from the consts.xscr file.
- Possibly fixed crash bug in Terror Missions (all civilians now fall to the right no matter what)
- Possibly fixed ghost soldier bug when reloading a game (Thanks Baldhor)

- Integrated Baldhor's SmokeMod
---- let's you turn off the animated smoke and flames via the options screen for a performance boost

- Integrated The EOU Option Pack by Ishantil, SyDaemon, & VincentPrice
---- Replaces Strength Requirements with true Encumbrance: The more stuff you carry, the less AP you have in combat. The higher your strength, the more stuff you can carry. Just like X-COM. You can turn this off from the settings to use the normal Strength requirement method
---- Adds a bunch of new grenades to research and use
---- Adds option to speed up the walking animation of soldiers holding heavy weapons
---- Fixes bug with the sight range settings so they work like they should
---- Improves the graphics of the jetpack, anti-grav, and stunrod.

- Revamped the tech tree for the researchable interceptors and transports
----Instead of getting multiple ships in "clumps" the researches are now spread out evenly through the game.
----The game will not progress until you have produced and are using the latest interceptors available for research.

- Revamped the AI for UFO's and UFO progression during the geoscape portion of the game
----The game now plays like a slow escalation of power. You shoot down a bunch of UFO's and UFO's start coming in groups. You respond by building better inteceptors. Aliens respond by coming out with bigger groups or bigger ships. You respond with better ships. They respond. Etc until the end of the game when you begin to get overwhelmed and try to do what is necessary to end the thread once and for all.
----Specifically:
----There is now a period at the start of the game where only Scouts appear.
----After a while, UFO's will start travelling in groups for better protection.
----These groups get bigger and more powerful as time goes on
----You now no longer need to wait "forever" for the biggest UFO's to appear. As long as you build and use the latest fighter technology available the game will progress once it is clear you are dominating the current UFO's that are coming at you. In otherwords, you control the pace of the game.
----If you just do not like the UFO groups (there *is* a performance penalty with so many UFO's on the screen), you can turn them off from the settings screen and UFO's will come out in singles like they do in the un-modded game.
----Note: These changes generally make the game a little harder. No longer can you just throw a few fighters at the ship and wait for them to blow it up. Study the squads and how they react. There are different types of ships in each squad and each type has a different formation/response to your ships. There are other differences. Use more bases than normal and house more ships than normal. Use some ships as decoys to split the squad while other ships go in for your real target. Ask in the forums for some ideas. They are beatable. Of course I've not playtested the late game so they may need some tweaking as you guys play it. I welcome feedback.

- UFO SWARMS
----Occasionally, very very large and powerful swarms of UFO's will invade the planet.
----You will be notified when these arrive and will be offered a reward for defeating the swarm.
----Earn tons of $$ and powerful unique equipment when you succeed!
----Unique Equipment includes: Auto-Doc, Personal Eternal Shield, Alien Life Detector, Portable Teleporter, Interceptor Craft Upgrades, Guided MEGA-Rockets
----More unique equipment will be added later on.
----At first you may not think these swarms are beatable....but they are if you've learned some tactics from the ufo squads. Be prepared to sacrifice ships in the attack in order to win. That's why you get mega-$$ for beating it afterall.
----If you do not want to fight the swarm, just keep your ships in your base. The swarm will buzz around for a day or two then leave.

I *know* I've left out ALOT of stuff.

Special thanks to Baldhor, Ishantil, SyDaemon, VincentPrice for their mods & bug-fixes included in this version.


Changes in v3.14
---------------------
- Upgraded CySlider's Tactical Radar to v1.7 to fix 2 crash bugs
- Fixed another bug in the Personal Shield ufopedia entries
- Modified the sell cost of alien weapons so they are worth more reasonable amounts (ie less money). They are no longer profitable to manufacture and sell. But don't worry - Human weapons are still profitable to build and sell.
- You now get your starting soldiers in a new game like you used to before the Hire Soldier Mod.
- Fixed bug in Hire Soldier Mod that was generating duplicate soldier names.
- Fixed bug in Show Path Mod cost calculations.

Changes in v3.13
---------------------
- Integrated CC's sound patch.
- Integrated Baldhor's Lowspec mod which adds some options to speed up the game engine by turning off stuff. See the Performance Tweaks settings for what can be changed.
- Modified LowSpec mod so that you do not have to exit UFO:ET and restart for changes to take effect.
- Added option to turn off the animated gui at the start of combat.
- Integrated Baldhor's Soldier Hiring Mod - now which you click "Hire Soldier" you get taken to a screen where you can choose among 100's of soldiers for the one you want.
- Integrated CySlider's Tactical Radar v1.5
---'r' - turns radar on/off
---'o' - turns objects (walls) on/off
---'f' - turns fog on/off
---'l' - turns LOS cones on/off
---'g' - turns multilevel on/off (can see only ground)
---'b' - turns camera box on/off
---See Performance Tweaks settings for a setting to alter the speed of radar updates. Faster settings update the radar quicker but cause a more noticable performance hit when the soldier stops moving. Slower settings cause less of a performance hit but make the radar take longer to update.
- Modified radar to save your preferences so you don't have to do it each combat
- Modified radar for a few more performance boosts over the v1.5 code CySlider posted
- Integrated VincentPrice's experienced soldier mod. If you hire soldiers in later eras, they now come with some experience. Era-2 soldiers have enough XP to be rank 4. Era-3 soldiers, rank 7, Era-4 soldiers, rank 10. Note: They will still be rank 1 until they go on a mission. Each mission they go on will gain them 1 rank until they reach the proper rank.
- Re-enabled Grayfiend's 6-button time mod after his bugfix
- Modified 6-button time-mod to put the 20min button on instead of 30min button.
- Hopefully fixed the crash bug when you research personal shields and click Goto UFOPedia. Let me know if it still crashes.
- Tweaked xcom units statistics in later eras slightly.

Changes in v3.12
---------------------
- Fixed bug that made unshielded soldiers almost invincible.

Changes in v3.11 - IMPORTANT BUG FIXES
---------------------
- Fixed all bugs related to savegames and personal shields and heavy laser ammo. When you load your savegame, the mod will fix the savegame damage and it should all work now. Let me know if there are any more weird problems with these items.
- Added a "Performance Tweaks" section to the tactical settings. Right now I only have 1 item but more are on the way
- Added option to reduce the particle count of smoke, fire, and gas which significantly speeds up the game for slower computers. This option only affects new smoke fire and gas. ie if you load up a savegame that has existing stuff it will not be affected, but any new stuff will use the lower particle count.
- Added CySlider's Tactical Radar v1.1
-- press 'r' to turn the radar on/off
-- press 'o' to turn the objects (ie map) on/off
-- press 'f' to turn the gray fog aread on/off
-- press 'l' to turn the LOS cones on/off
- Fixed crash bug in Tactical Radar that occurred whenever you ended a mission.
- Uploaded a new UFO_ET executable that has been modified to remove the performance penalty for using the True Night Mod setting. Just place this EXE in your UFO:ET folder and run the game using this EXE instead of UFO_ET.exe.

Changes in v3.10
---------------------
- Installed Surma's MIAB stuff
----Aliens created when UFO is created (optional)
----UFO crew variety (eg. second support race)
----UFO items (like engines, flight control) are now based on what you actually see in the UFO.
----Hallucinoids are no longer a Main race
- Installed Surma's Overhauled Settings screen which categorizes the mod settings and in general looks very good.
- Installed Surma's View Distance Settings
- Installed VincentPrice's Recolored Waspkeeper Armor Mod
- Installed Coasty's Easier To See Movement Path Arrows
- Updated Radar to CySlider's Tactical Radar v5
- Added Personal Shields. You can purchase the Personal Energy Shield in the base store. Better versions must be researched/produced. Let me know how the balance is on them. I expect them to be slightly more balanced when SyDaemon finishes his Encumbrance mod.
- Added option to move Desert Viper Armor to Era 2. If you turn on this option then load a savegame (or start a new game), your savegame will be modified so that Desert Viper armor is available once you research a Destroyer.
- Added Camera Perspective Option to switch between the game default of showing combat with a perspective view (ie the angles of the combat objects change if they are away from the center of the screen) and an isometric view (sometimes called orthogonal) which is how X-COM looked. It is a subtle change. Thanks to Phobos for pointing out how to do this.
- Modified mission results screen to show the kill counts for the X-COM Agents.
- I'm sure I forgot some stuff

Changes in v3.09
---------------------
-- Disabled GrayFiend's 6-time-button mod due to engine instability with the 30min button.
-- Modified Continue Game button so now it will load the last savegame you made regardless of the gametime within the savegame. ie now it will continue the last game you were playing.
-- Added some extra stat displays to the mission completion screen.
-- Updated Tactical Radar with CySliders modifications (shows unit facings now).
-- Hopefully did not introduce any new bugs

Changes in v3.08
---------------------
-- Personal Jetpack is now available earlier - you can research it after researching a Sentinel in era-2
-- New Item: Personal Anti-Grav System - only takes up 1 inventory space instead of an entire backpack like the jetpack. This item is researched some time after researching the 3rd armor.
-- Added GrayFiend's 6-time-button mod - Replaces the 3 geoscape time buttons with 6 of them: 5sec,1min,5min,30min,1hr,1day. Thanks to GrayFiend for doing the integration with my mod also.
--Updated Multimedia Pack to 3.08 - You should download the new version for the antigrav graphics.

Changes in v3.07
---------------------
-- Turned off some debugging statements I accidentally left on in 3.06

Changes in v3.06
---------------------
-- Fixed crash bug when starting a mission with the Portal Shunt active
-- Corrected Ethereal health
-- Lowered Ethereal accuracy slightly
-- Added CySlider's mini-mod which adds:
-- "Continue Last Game" button to load the most recent savegame (note: "most recent is defined by game-time *not* by your computer system time)
-- "Mission Generator" - a way to load specific maps to do a test fight or something.
-- OVNI's Tactical Radar
-- Modified Tactical Radar to display xcom agents in light blue
-- Added Surma's "Moriarty's micro-update mod". See this thread for details.
-- I think I applied Surma's fix for the finance screen not calculating salaries but I am not sure
-- Modified sell-back price of manufactured items to include the technician salaries. CC had this calculation but due to a bug in their code it was not enabled. This means you get alot more for selling manufactured items (but it is still a slight overall loss).

Changes in v3.05
---------------------
-- This time I made sure to package the range changes to flamethrower and chemogun so they should be range 7 now. Let me know if it is still not working.
-- Computer controlled units that come with a rocket launcher will now sometimes use the stun and fire rockets if you have researched them.
-- CAF soldiers that actually score a kill on an alien get a larger morale boost than the rest of the team.
-- Included Moriarty's enhanced Monthly Finance Report from MIAB. Thanks to Surma for updating it.
-- Included Moriarty's Terror UFO Mod from MIAB. Thanks to Surma for updating it.
-- Included rezaf's Weapon Stats Mini-Mod. Thanks to CySlider for updating it.
-- Included Phobos 77's Geoscape Ship Size Modifier Mod.
-- Moved a couple of the graphics into the main download so the game won't crash if you do not install the multimedia pack, or if you install it incorrectly.

Changes in v3.04
---------------------
- Changes to make the start of the game not quite so hard:
---- Ethereals will never appear on Scout UFO's
---- Ethereals will never appear on era-1 Fighter UFO's
---- Sectoid Leaders will never appear on Scout UFO's (ie the ones that have mind-control)
---- X-COM "Terror" units will never appear on Scout UFO's.
- Balance changes to mind-control
---- Increased AP cost for alien mind-control attacks
---- Whenever an alien is killed, all CAF soldiers receive a morale boost.
- Other stuff
---- Increased range of Flamethrower & Chemgun from 4.0 to 7.0 to make them more useful
---- Increased Stun Rod damage from 70 to 100 to make it better given the difficulty in using it.
---- Added Surma’s 10/100 Scientists/Workers Mod
---- Added "X-COM Max Shunt" option so that if you do not like the shunt effect after researching it or the "power level", you can change this setting to put a "cap" on its effect or turn it off completely.
---- Changed the XP's rewarded by x-com aliens. I had forgot to do this since v3.0 so they all were giving the same reward as Vipons, which was way too low for many of them.

Changes in v3.03
---------------------
- Toned down Ethereals a little bit if you have the bad luck to encounter them in the earlier eras.
- X-Com Alien Invasion now has 4 difficulties: Easy, Normal, Hard, Crazy. The only thing affected is the number of xcom aliens that appear during combat.
- Easy - 50% less x-com aliens during combat compared to normal
- Hard - 50% more x-com aliens during combat compared to normal
- Crazy - 100% more x-com aliens during combat compared to normal.
- Let me know if you think we need more choices. For reference, v3.02 randomly chose between the 4 settings for each combat.

Changes in v3.02
---------------------
- Fixed crash bug related to Varied UFO Crew + X-COM Alien Invasion
Changes in v3.01
---------------------
- Corrected Floater health (they were much too hard to kill in 3.0)
- Fixed inventory crash bug during missions

Changes in v3.0
-------------------
- New Weapon - Stun Rods can be purchased from the base store
- Flying - Anaconda can fly. So can many of the aliens
- Speed improvements to LOS Circles - it is not as laggy anymore.
- Speed improvements to Movement Paths - it is not as laggy anymore.
- Improvements to Advanced AI - they are less likely to stand in fires or smokes. Many other improvements I can't remember.
- Bugfixes to AI involving not knowing the exact spot your soldiers are standing when they should
- Bugfix - teleporting tanks related to LOS Circles
- Bugfix - aliens can still die after taking stun damage--used to be they could only be stunned but never killed.
- many other changes I can't possibly remember
- X-COM ALIEN INVASION
- 11 new aliens to fight
- mind-control!
- 40+ new research topics!
- personal jetpacks!
- other surprises I don't want to give away
- make sure you capture one of each of the new x-com aliens. Some of the new research is triggered off of their interrogations.
I know I'm leaving out stuff.

Here is all the things in this mod:



This mod will only work correctly with the 20070530 patched version of the game.
Each mod lists the files changed for that mod. You can search the modified files for “BMAN” to find where all my edits are.
8/7/2007
1. BUGFIX: Fixed bug with Research/Production time calculations
• The game is rounding times to the nearest hour which causes problems if you have a lot of workers working on something and then go back and change the number of workers. The game ends up getting the work time wrong by many hours. I modified the game to do the calculations to the nearest second.
• base\sectionproduction.xscr
• base\sectionresearch.xscr
• base\objecthandeling.xscr
2. BALANCE CHANGE: % Faster Production
• I personally think it takes WAY too long to manufacture stuff. This mod allows you to change the speed at which everything is produced. You can make it slower or faster. Just edit the option in the Setting screen inside the game. The default is to make things take 50% normal time to produce. Change this setting to 100% to play normal.
• base\objecthandeling.xscr
• base\sectionproduction.xscr
3. BALANCE CHANGE: Wounded soldiers that did not fall unconscious can be made to heal in hospital faster.
• Right now if a trooper takes at least 30 pts of damage during combat they get sent to the hospital for 10-45 days. It does not matter if you heal them in combat with medkits or if it was a critical wound. I found this aggravating. With this mod, if the soldier never went down to 0 health and fainted then his hospital stay is reduced based on the setting in the game settings. Change it to suit your play-style. Change this setting to 1x to play normal.
• globe\globe.xscr
• man.xscr
4. BALANCE CHANGE: Save your ammo after battle
• After battle, the game normally throws away any ammo clip that was used even once. Even if you just shot one round the entire clip is tossed. All those bullets just lost…This mod changes it. Rather than combining clips and then just throwing away the leftovers, this mod just assigns a percent chance to keep the clip == how full the clip is. This means that on average over the course of several combats, you will find that all remaining bullets are conserved. None are thrown away. Sure if you look at a single battle you may find you have more or less clips
than you should but over the course of a game it will all even out to the right amount. You can enable/disable this mod from the game settings screen.
• man.xscr
5. ENHANCEMENT: Production Window displays days & hours left to produce instead of Percentage.
• base\sectionproduction.xscr
6. ENHANCEMENT: Soldiers now track alien kill counts.
• The kill count is shown next to the experience. This is compatible with existing savegames, though once your soldiers acquire some kills, your savegames are no longer compatible with non-modded versions. This mod can be disabled. Once disabled if you visit the Soldiers screen and examine each of your units, you can then save your game and it will be compatible with non-modded versions again. Note: this will wipe out your kill count.
• turnmanager.xscr
• inv.xscr
• premissioninventory.xscr
• base\sectiontroopers.xscr
• globe\defendbase.xscr
• globe\mission.xscr
• globe\promotiondialog.xscr
7. ENHANCEMENT: Faster popup menu
• The speeds can be adjusted from the game settings screen.
• Crouch/Stand/Up/Down unit popup menu displays almost immediately when you place your mouse over selected unit (gui.xscr)
8. ENHANCEMENT: Implemented Roszczu’s Open doors on RMB click
• If your soldier is standing next to a door and facing it, you can rclick on the door to open it without entering the room. This action cost 6AP.
• man.xscr
• common.xscr
9. In Game Settings Window
• Now most of the changes can be configured from the in-game options menu. This is particularly useful for people that want some of the interface changes but do not want the balance changes.
• Bmaneaseofuse.xscr
• Gamedialogs.xscr
• Gamecommon.xscr
• bmaneaseofuse_settingsbg.png
10. BALANCE CHANGE: Implemented a modified version of OVNI’s Inventory AP Cost Mod 1.5
• During combat, moving things around in your inventory costs AP. You can configure the costs in the settings menu. To turn off the mod, just configure all the AP costs to be 0.
• Man.xscr
• Data\inv.xscr
11. BALANCE CHANGE: Soldiers now gain experience for going on missions
• If you win the mission, then every soldier that is still conscious will gain a small amount of experience. Set this amount to 0 in the options screen to disable this mod.
• Man.xscr
12. BALANCE CHANGE: Improved Base Defenses Mod By Moriarty
• Makes base defense buildings much more effective. Here are his comments:
Below is a table which shows the new damage (yellow column), as well as the minimum necessary (white boxes) to take down a type of UFO (green).
Remember this is the minimum, so you'll probably want 50% more.


• Can be enabled/disabled from the game settings screen. Note: Can ONLY be enabled/disabled from the settings screen when you do not currently have a game loaded.
• Increased damage of all base defences.
• Gives base defences a very limited radar range.
• Particle defences now cost 350,000 (from 500,000).
• Base\createandloadvariables.xscr
13. BALANCE CHANGE: Faster/Slower Soldier Promotion
• You can change the rate at which soldiers are promoted to new ranks.
• Note: You can only change this setting from the main settings screen when you do not currently have a game loaded.
• Set this to 100% to disable the mod.
• Note: Slowing down promotions will not take away any ranks your soldiers have already received. It will just make them take even long to attain the next rank.
• Base\createandloadvariables.xscr
14. BUGFIX: Akew pistols/rifles have the wrong production times when compared to other items.
• This changes Akew rifles to be 3,000 hrs instead of 7,000 and pistols to be 2,000 instead of 3,000.
• scripts\tests\config.xsv
15. BALANCE CHANGE: Soldiers can die…XCOM style
• This mod makes it so your soldiers can die in combat instead of always surviving. The following changes are made to combat:
i. When a soldier’s health is reduced to 0 or less the soldier falls unconscious.
ii. An unconscious soldier will have a red cross displayed on their face, indicating that they are unconscious and in need of medical attention.
iii. Unconscious soldiers continue to bleed from their critical wounds.
iv. Unconscious soldiers will take damage from any stray bullets or explosions or gas or whatever.
v. If an unconscious soldier’s health drops below Death Threshold (DT) then that soldier dies permanently.
vi. Dead soldiers do not show the red cross on their face. They are just darkened to indicate they are dead.
vii. While unconscious, you can select the soldier by clicking on their face. This will allow you to easily find them on the map. You cannot access the soldier’s inventory or see his health status or even see his current health or critical wounds.
viii. To see the health status of an unconscious soldier, you need to have another soldier use a healing device on him.
ix. It is important that you heal any critical wounds as soon as possible to prevent the soldier from dying.
x. To heal an unconscious soldier, just have another soldier stand next to the unconscious soldier and use a healing device on him like normal.
xi. Keep in mind that even after you “stop the bleeding”, the downed soldier might get more critical wounds if he gets hit by more damage (ie from an explosion or something).
xii. If two or more unconscious soldiers are lying in the same spot, then when you use a healing device on the spot, one of the soldiers that actually needs healing will be chosen at random. If neither soldier needs healing, then one of the soldiers will be chosen at random for you to view.
xiii. Sometimes a healthy soldier will take so much damage from one shot they will die out right. Don’t be surprised when it happens.
• After combat is over, there is still a chance that unconscious soldiers will die from their wounds before they can reach the hospital. Factors that affect this are:
i. Soldier’s Vitality. The higher the vitality, the better chance the soldier will survive.
ii. Soldier’s Wounds: The closer the soldier came to DT the less chance they have to survive. This means it is very important to heal a down soldier as soon as possible and/or end the mission as soon as possible to prevent lots of bleeding.
iii. Soldier’s Bravery: The higher the bravery, the better chance the soldier will survive. This represents the soldier’s “will to live”.
iv. The exact chance of survival is:
1. DeathFactor = Configuration Setting (0.25 – 3)
2. DT = Vitality * DeathFactor
3. W = Wounds past 0 (how much damage did the soldier take after reaching 0 hp)
4. Chance of Survival = 100 * W/DT + 30 * Bravery/100.
• This mod can be disabled by setting Soldier Mortality to “Immortal”. The Mortality setting can only be changed at the main menu before loading a game. I do not advise changing this setting and then loading a battle in progress. Strange results may occur.
• Combat.xscr
• Soldiers.xscr
• Man.xscr
• Turnmanager.xscr
• Vehicles.xscr
16. ENHANCEMENT: Crashed UFO’s Have Damage
• When you shoot down a UFO and then start a mission at the crash site, the UFO will show signs of damage. Blown walls and equipment.
• The surrounding buildings and countryside will also show signs of damage caused by both the battle in the air as well as destruction that occurred during the crash.
• Aliens also have a chance to be injured or even dead. Aliens far from the UFO are going to have much less injuries if any at all than aliens still located in the UFO.
• Alien commanders, if any exist, will be at full health.
• NOTE: I am not very far in my game. I only have the starting transport. There is a chance that I will not properly recognize future transports correctly. If you find that (a) there is no damage to the UFO or surroundings during a crash mission or (b) you find that your transport is destroyed when the mission starts then please keep a copy of the savegame and let me know so I can make changes as necessary.
• This option can be changed in the settings screen. It can be completely turned off, or it can be set so that none of the aliens are harmed for those of you that want to maintain the balance.
• Combat.xscr
• Vehicles.xscr
• Man.xscr
17. BALANCE CHANGE: Alien Bounty Rewards
• The original XCOM allowed you to sell alien corpses for money. This game has no corpses. If you are playing with some of these other mods enabled like soldier deaths and hire/fire soldiers, then you will find yourself very strapped for cash. You can use this mod to balance things out. When enabled, you will gain a small fee for each alien killed in tactical combat…but only if you win the mission. Set to $0 to disable.
• Man.xscr
• Mission.xscr
18. BALANCE CHANGE: Hire/Fire Soldiers Mod
• Based on the version that is in SagerX-COM by Sage and Phoenix-D, which in turn is based upon the mod by TyWiggins.
• Allows you to hire and fire soldiers from the base soldier screen. Set the hiring cost to $0 to disable this mod.
• Note: this version enforces a delay after hiring a soldier before they are ready for duty. First they must spend some time in the hospital undergoing rigorous physical exams. This should force you to think ahead a bit and is more like the original X-COM. You can configure the delay of course.
• Base\sectiontroopers.xscr
19. ENHANCEMENT: Combat Interface Mod by tywiggins
• Adds buttons to reserve AP’s for actions, adds up/down/kneel buttons. Adds a textbox display of combat messages. All good things.
• Gui.xscr
• Man.xscr
• Textbox.xscr
20. ENHANCEMENT: Varied Soldier Names Mod by Rick
• The mod replaces the existing male/female names with 1218 male names, 3944 female names, and 88799 last names (!).
• Actually I found that it took FOREVER to load the names so I changed it to only 1000 female and 1000 last names. -- BMAN
• You can enable/disable this mod in the settings screen.
• Base\createandloadvariables.xscr
21. ENHANCEMENT: True Night Mod
• A heavily modified version of Mephistoex’s Line of Sight Mod.
• This makes night-time missions look like night. Basically the later it is in the night, the darker the mission. If you go out at dusk, it is darker than day but lighter than night. And the lighting has a nice golden hue. Mines are like night-time missions. Aliens are like night-time missions…though you will find the area filled with an eerie glow.
• The primary purpose of this mod is to set the mood. In gameplay terms, this is what is different:
• Nothing is different at full noon. You can see 12 squares, aliens see 14.
• At midnight your vision is reduced to 10. Alien vision is reduced to 13. They can see slightly better than you can but not much. Anytime in between the 2 vision ranges are adjusted to be between those 2 extremes.
• This mod can be disabled via the settings screen. You can also edit consts.xscr and change the SIGHT_RANGE_DAY, SIGHT_RANGE_NIGHT and the AI versions if you want it to be a more pronounced difference between night and day. You can also choose to have the mod enabled only for outdoor areas if you do not like alien bases and mines to be dark.
• Also modifies the geoscape so that the night-side of the planet is darker as in the stock game it is hard to tell the difference between night and day.
• Globe\mission.xscr
• Base\createandloadvariables.xscr
• Ai.xscr
• Ai_old.xscr
• Common.xscr
• Man.xscr
• Consts.xscr
• Combat.xscr
• Inv.xscr
22. ENHANCEMENT: Commanders have gold border
• The little icon that shows you can see an alien will have a gold border if the alien is a commander.
• Gui.xscr
23. BUGFIX: Women soldiers now have feminine screams
• I know I’m not the only one distrurbed by their masculine screams in the stock game.
• Soldiers.xscr
24. ENHANCEMENT: Civvies run around a little bit further and faster. Makes them look more panicky
• scripts\tests\config.xsv
25. BALANCE CHANGE: Advanced Tactical AI
• The combat AI has some problems that become obvious after playing a bit. For example, it doesn’t use grenades, it continuously uses PSI on targets that are already paralyzed. This mod improves things a bit. I won’t go into specifics about the changes because that would ruin the fun. At a minimum you can expect my two complaints above to be fixed. But those were just the tip of the iceberg. In general, I improved the shooting&targeting AI.
• More recent changes improve the AI’s ability to work as a team. Also improved is the AI’s ability to figure out where you are when you run out of their LOS.
• This mod makes combat a bit more difficult. I expect your casualty rate will climb. Feedback is welcome.
• You can change the difficulty from the settings screen. Lower difficulties should be less grenade-spammy and in general easier than higher difficulties. At lower levels, the AI is less likely to use the new algorithms.
• Ai.xscr
• Combat.xscr
• Possibly some others. I lost track
26. ENHANCEMENT: New Soldiers to the back of the bus!
• I play with soldier death and it really ticks me off that the game places all my most experienced soldiers on the back of the transport. They are the first off and usually get a plasma bolt to the head when they step out of the transport. This mod puts the new soldiers at the back where they should be so that they can do their job and act as meat-shields.
• Can be toggled from the settings menu
• Globe\Mission.xscr
27. BUGFIX: Fixed game bug that allowed units to walk through walls sometimes.
• Actually the bug is somewhere in the game engine. I didn’t fix the bug so much as have something come along and locate the “broken” walls and fix them after combat starts.
• Man.xscr
28. BUGFIX: Dead aliens can see your troops and pass on the info to the live aliens
• This allows the aliens to pop you from across the screen. Very annoying. This mod fixes the problem.
• Turnmanager.xscr
• Ai.xscr
29. BUGFIX: Almost impossible for aliens to spawn on upper levels of the map.
• There was a bug in the alien placement algorithm that made it practically impossible for an alien to spawn on the upper levels of a map (except for within a UFO). As a result, you almost *never* found an alien in the upper stories of a building.
• I’ve corrected the error so now aliens will occasionally show up on a building’s upper floors.
30. ENHANCEMENT: Implemented Show Movement Path by Roszczu
• It is based upon v0.3 of his mod. I’ve done some bug-fixing and optimizations but Roszczu did all the hard work.
• The arrow graphics were supplied by Nimo
• If you enable this mod, you will see little color coded arrows showing the path your trooper will take if you move him. From the settings screen, you can change the way it color codes the arrows to either indicate whether your trooper will have enough AP for his reserved shots or enough AP for an Aimed or Snap shot.
31. ENHANCEMENT: LOS Circles
• When moving the mouse around, little green circles or red X’s will appear under all visible aliens. This indicates whether or not your soldier would have line-of-sight for shooting purposes to the alien in question if you moved your soldier to the cursor location. Useful for determining where you need to move to get a shot at an alien or to hide from an alien.
• When you are in shooting mode (have clicked on a weapon), this mod will indicate whether or not you have LOS to each alien from your current location with the weapon you have selected. Ie it knows the difference between the way a grenade works and a gun works.
• Also in shooting mode, a green circle or red X will appear under the shoot cursor, indicating whether you have a shot at the cursor location. Mostly useful for trying to figure out ifyou can toss a grenade in the middle of a group of aliens.
• Finally, if you set the mod to “Enabled, Override LOS” then the game will no longer prevent you from taking a shot even if it does not think you have line-of-sight. You can use this mode to attempt to shoot aliens through trees or walls using autoshot. Be careful with this mode as it is very easy to shoot your squadmates in the back. The only warning you will get that it is a bad shot is the red X under the firing cursor.
• The circle/X graphics were supplied by Nimo.
32. ENHANCEMENT: Combat Sounds
• Units now make sounds when they are injured. The harder the hit, the louder the sound.
• A sound is played whenever a new alien is spotted.
• Some additional male/female death cries have been added to provide a little variety.
• All new sounds are from Titan Quest by IronLore and also from its expansion Immortal Throne.
• You can turn off combat sounds from the settings screen if you do not like it.
33. ENHANCEMENT: Increased UFO Crew Variety
• When enabled, UFO’s will have a more varied crew. In the un-modded game, UFO’s only ever have 1-2 races on board. This mod will provide a chance for the UFO to be crewed by many different races at once. You might investigate a UFO that has 6 different types of aliens in it.
• The aliens will not always belong to the same era either. So you might get a crew that has some modern weapons mixed in with a few guys with older weapons.
• Game balance is not altered significantly because the unmodded game will sometimes give you an entire crew from an older era. I’ve not changed the chances, but now instead of an entire crew of low-era aliens, you might come across 1-2 low-era aliens each time the mod kicks in.
• You can configure how often you want the UFO crews to be enhanced by this mod. I recommend you leave it on Rare so that the UFO’s still have flavor.
34. ENHANCEMENT: Increased Commander Frequency
• If you just want a damn commander and don’t want to wait for a battleship or alien base then this mod is for you.
• When enabled, it provides a chance for commanders to show up in smaller UFO’s and also increases the number of commanders that appear.
• You can configure just how common commanders become. Combined with the Increased UFO Crew Variety mod, you can quickly capture commanders of any race you are interested in.
35. ENHANCEMENT: Transparent Windows
• Makes windows transparent.
• This is a work in progress. As I find more examples of windows that you cannot see through I will fix them also.
• This mod works even when you are viewing the window from the angle, unlike the existing transparent window mod.
36. ENHANCEMENT: Reaction Burst Fire
• If enabled from the Settings screen, your soldiers will use Burst Fire Mode when taking reaction shots at the aliens.
• Beware – higher advanced AI settings will also allow aliens to use it on you!
37. ENHANCEMENT: Default Ship Aggression Level
• You can now change the default aggression level of your fighter ships in the Settings screen.
38. ENHANCEMENT: Anaconda can now fly—also many aliens can now fly.
39. ENHANCEMENT: Stun Rod – Stun Rod has been added to the game. You can buy it from the base store.
40. ENHANCEMENT: XCOM Alien Invasion
• All 11 X-COM aliens are added to the game.
• 44 new research topics, including a personal jetpack.
• Other surprises.
• Make sure and capture at least one of each of the 11 new aliens. Researching them often opens up new research topics.
41. ENHANCEMENT: Surma’s 10/100 Scientists/Workers Mod
• Hold down the SHIFT key while adding/removing scientists and workers to move 10 workers per click.
• Hold down the CTRL key to move 100 workers per click
42. ENHANCEMENT: Geoscape Ship Size Modifier by Phobos 77
• You can change the visual size of all the ships on the globe to make them smaller (more realistic) or bigger (easier to see). Just edit the option in the settings screen and it will take effect the next time a ship is launched.
43. ENHANCEMENT: rezaf’s Weapon Stats Mini-Mod – integrated into current version by CySlider
• Shows weapon damage and shot information directly on the inventory screen
44. ENHANCEMENT: Moriarty’s Finance Screen from MIAB – integrated into current version by Surma
• Shows an improved monthly finance report
45. ENHANCEMENT: Moriarty’s Terror UFO from MIAB – integrated into current version by Surma
• Causes terror missions to be created by actual UFO missions instead of spontaneously appearing.
• I’ve not tested this one so let me know if you get crashes.
http://www.ufo-scene.com/plugins/forum/ ... c.php?1576

Lo he probado muy poco ya que el juego te lo pone en ingles pero promete mucho mucho.

PD: Disculparme por lo largo del texto.
Avatar de Usuario
Constan
Crack - Oberstleutnant
Crack - Oberstleutnant
Mensajes: 2382
Registrado: 09 Sep 2006, 10:23
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Re: UFO: Extraterrestrials

Mensaje por Constan »

¿Qué tal? ¿Es tan bueno como parece?
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Constan
Crack - Oberstleutnant
Crack - Oberstleutnant
Mensajes: 2382
Registrado: 09 Sep 2006, 10:23
STEAM: Jugador

Re:

Mensaje por Constan »

Alflobo escribió:
Fampa escribió:Entrar a esta direccion y mirar este juego, es un remake del clasico UFO, solo que gratuito y con soporte para multijugador.

http://ufo.myexp.de/
yo lo tengo instalado y va de fábula, y en ¡¡español!!
El enlace parece que no funciona. Te lleva a una web de ventas
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