Phantom Doctrine

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NephilimNexus

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NephilimNexus

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About this mod

"Saving the world from a global conspiracy with unlimited funds and manpower is going to be really difficult..."

"Actually it's super easy, barely an inconvenience!"

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Changelogs
PLEASE READ THE 1ST PINNED COMMENT TO AVOID BREAKING YOUR GAME.


9/23/19 Update to Majestic-12:

While the "One-hit-Wonder" was fun, I realized there had to be an easier way to do this - and there was.  I got rid of the gun itself and simply transferred its insane stats over to the basic French DAO (the starter gun from the intro) and added that as a weapon skill to Urban Operations 1 just for laughs.  Not that you'll ever need any ammo mods for a pistol that does 5000 damage and can shoot clean across the map, or a silencer since it's silent to begin with (makes that tutorial mission much easier) by default.  Plus the animations for pistols just look cleaner and smoother than those of SMGs, IMHO.

Then I got rid of the DT250 stuff from the overpowered Ampea body mod chemical, because it was just looked weird in agent stats and frankly when you can put six people in disguise at once, all equipped with the death-ray pistols, if you actually manage to get shot you have no one to blame but yourself.  So while all the body mod chemicals are still available from the start (which allows your three starting agents to have 4 AP and 3 FP, while everyone else can go to 4AP and 2 FP) that little bit of absurdity has been reigned in.

To make up for it I added something that I found to be even more useful in the form of buffed movement, and yes this even works while disguised.  There are two forms: The Faster Movement perk itself is now much faster - expect agents to have 10-15 base movement once they take it.  But what if the RNG doesn't offer up that perk?  Don't worry, I've got you covered!  The Exertion skill has now been moved to Urban Operations II, it costs no Awareness to use, lasts for the entire mission and boosts movement by 10+ per AP, which should allow you to run clear across the map in one turn if need be and it still adds 2 AP (so you now have 6 AP per turn per agent once maxed out with body mods).  This should be more than enough to make up for the lack of being bulletproof.

And just because I removed the Awareness and associated costs for Takedowns, Stabilize and Hide Body.  They're basically free actions now and only cost you the AP to move into position.  So again, if you manage to blow your cover and actually get hurt at this point then I don't know what to tell you.  You've got superhuman speed, superhuman stats and a weapon that can blow holes in the moon.

Finally, I toned down the financial situation to saner levels.  You'll still never go broke, but becoming a billionaire by the game end is pretty unlikely, too.  I've still never dipped under $100K in the bank even without a forger and I doubt that you will, either.

Airliner UFO speeds remain as insane as ever - New York to Moscow is now about a 2 hour flight, so I doubt you'll ever see a mission where you won't have time to do Recon or even an Interrupt if you want.  Scattering your people all around the globe is no longer required in the least.


What this mod contains:

DT_AgentTrainings
DT_Armors
DT_BasicCharacterInfo
DT_CampaignParams
DT_ChemicalCompounds
DT_CraftingItems
DT_EnemyCell
DT_HideoutParams
DT_Techs


All go into Phantom Doctrine/IWTB/Mods/Majestic 12/ folder.  If you are missing either the Mods or Majestic 12 folders, add them yourself.

What these files do (so you can mix & match to your own desire, or tweak their values to taste):

DT_AgentTrainings: All agent training costs reduced to $50 and time to 1 hour.  Does not change perks, exp requirements or skills.  I tried that and while yes, it can be done, the entire game gets wonky and annoying when you hit max level on your first mission.  But feel free to do that if you want.  Warning: Game will go bonkers/crash if you try to add more than 8 weapon trainings or 15 perk points.

DT_Armors: Added a new armor type at the end, "uber" armor.  It can be crafted or bought from the start.  Has a DT of 250 (i.e. you're now Luke Cage) and a movement reduction penalty of -10 (which, due to the way the game works, means it actually adds 10 to your movement).  Warning: Because I didn't want to mess with the localization files it will have a garbled description in the UI.  Also it hasn't been tested much.  Use at own risk.  Not on any enemy agent spawn lists so you shouldn't have to worry about having to go up against it either way.  If you don't like it, don't use it.

DT_Basic CharacterInfo: Your main character now starts with straight 100 in all stats, regardless of background or gender.

DT_CampaignParams: All body modification chemicals are now available from the start of the game (actual body mod workshop sold separately), no more penalties for killing civilians, no penalty for firing your own guys who happen to be enemy moles, no danger penalty from losing your guys MIA or from raising alarms.  Enemy raids will no longer compromise your agents or make them go MIA.

DT_ChemicalCompounds: All now cost $50 and 1 hour to apply, including Remove All (which previously took an entire day).  I did not change their effects or restrictions because while having characters with 50+ firing points may sounds good in theory, it actually just results in a horrible looking UI in practice.  4 MP and 3 AP should be enough for anyone, honestly.

Remember: ampea -> epo -> argoxy -> tst -> xenoxy -> raloxifene -> ampk -> albumin -> dxampea -> danazol -> mannitol -> anadrol -> bolasterone -> bolandiol -> cyclofenil.

DT_CraftingItems: All items now cost $100 and 1 hour to craft.  Sale price remains the same, so you can actually raise cash just selling stuff, now.  Also adds the uber armor (so if you want to get rid of the uber armor from your game, be sure to delete the last line here, too)

DT_EnemyCell: You no longer suffer any cash income or danger penalties from enemy cells being left alone on the map.

DT_HideoutParams: Danger limits multiplied by x10, forgers now add $2000 per hour (base), all MKUltra projects now cost $500 and take 1 hour (nulling the price actually breaks their functionality, but it's not like you'll be hurting for money), car and helicopters arrive in 1 turn (except on certain story missions with fixed, scripted timers) and aren't compromised for 20-30 turns (depending on difficulty).  ALL of your MKUltra functions are unlocked from the start of the game (actual MKUltra facility sold separately and don't blame me if you break your game trying to use Conversion on Tai-Pan or something).  Max agents raised up by x10.  All agents can be disguised on missions (you still need to do recon first, of course, to have the option in the first place).  Travel speed increased by x4.  No HQ danger from enemy recon missions.  Comms and Analysis job timers dropped to 1 hour or less (read: one person working analysis can decrypt an entire folder in one or two hours).  Uber armor is added to buy or craft from start.  Again, delete this detail if you don't like the uber armor.  Also more hideout locations can potentially appear on the map.

DT_Techs: All workshop techs reduced to $1000 and 1 hour to develop.

What this mod does:
Attracts trolls complaining that a cheat mod contains cheats.

Either adds more fun or sucks all the fun out of the game, depending on your perspective.

What this mod does not do:
Add new weapons, make you invisible or otherwise modify the mechanics of the tactical game aside from what is already mentioned above.  It does not force chapter-locked technologies to be prematurely opened other than the body modification chemicals and the MKUltra tech (I tried that and it breaks everything).  Yes, you will get 1 comms position open at start but unlocking all 4 slots will still require advancing the story, and the same is true for analysis and infirmary slots.  Not that you will ever need more than 1 comms and 1 analysis person on staff, so this should be moot. 

It does not reduce the costs of things to zero because many workshop mods contain price reduction techs that, if applied to zero, would turn prices into negative value that break their functionality (i.e. they stop working outright).  Again, a single forger with no upgrades can earn you over $2000 an hour and you start off with anywhere from $500K to $1.5m depending on game start difficulty.  If, by some miracle, you're ever actually short of cash I suggest interrogating your own agents to find out who the cocaine addict is. 

It does not change infirmary healing rates (yes, it can be done, but at this point... egads, enough already). 

It does not shorten the length of time to complete operations on the map.

It does not stop the doom bar that appears in certain parts of the story.  You will still have to go out and disarm bombs now and then if you don't want a bad game-over.