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Kjell Granlund

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liv2dieat8

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6 comments

  1. liv2dieat8
    liv2dieat8
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    I am toying with more setting and now have a setting that causes some missions to be easy (no loses and 12 kills) to other missions destroying your most ranked soldiers. I like the ambush chances that were added my messing with the sight ranges and this also disables a few of the cam shots from happening everytime. Still have more balancing to do, then I will begin messing with the stats of the weapons to help balance end game weapons.

    I lowered starting panic to 0 so you can abandon missions in the begining without instantly losing. Also to help with the long haul style of the game. I increased the starting HP so you can take a shot or two from sectoids but be careful, Thin Men and others have a chance to kill with one shot and they also see farther than you, so you can become ambushed.

    Version 1.2 will be out today.

    also this mod http://xcom.nexusmods.com/mods/31 works well with mine. I like the name changes it adds.
  2. thrakkemarn
    thrakkemarn
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    I've also been working towards something like this. The biggest problem I've encountered is with the lack of Base Attacks (aliens attacking your base) there's never any setbacks to X-com aside from countries leaving. I find that I am either losing badly, or winning handily ... there's never any game where I'm doing great and then an "xcom baby" moment happens where I'm suddenly struggling to win.

    I think you are onto something by making missions so hard that they occasionally need to be abandoned. If you are forced to abandon a few Abductions in a row, or fail a Terror mission, you would cause a HUGE spike in panic levels across the globe.

    I guess the trick is making it so that this will happen, but not all the time...
  3. kushaholic
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    hey, I dont mean to talk about another mod but you should check out http://xcom.nexusmods.com/mods/27 and pretty much just add your concept in with that and then i think well have mod of the year!

    can you tell me how to increase max terror level to 10 pls? i want to add it to that mod
  4. Sir_Toejam
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    I can't find it, but maybe there is a way to delay the onset of terror missions until the 3rd month, and then increase the frequency of council missions the 1st couple of months?




  5. liv2dieat8
    liv2dieat8
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    Well after testing some I see some values need to be changed. First is the terror levels. I want to allow you to abandon missions early one to save your soldiers. But I still want the end game to be challenging. Also need to adjust the first 2 ranks a bit. First play on impossible and I only beat one out of 6 missions. One thing I did like is if a soldier as a rookie gets shot they will panic for one turn. But after the first rank they can usually take a shot without panicing. After two deaths though they panic. Think that seems real enough. Also want to add more starting soldiers. You Should lose a few (alot) in the begining because these are freaking aliens that are far more advanced to us. And after fighting them a few times you should become alot better to reflect learning new tactics. So yeah more balancing issues to come in the next version.
  6. Sir_Toejam
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    yeah, this is the kinda thing I have been thinking about too.

    good to see someone already moving in this direction!

    I definitely thought the research times were way too short; you don't even need to build a lab at all! I'm in the 5th month, but actually could have easily finished the game in the 4rth, playing classic mode.

    I'll probably mod yours as a base for my next run

    cheers