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Warspace Extension
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Описание:

Warspace Extension



Release: Version 1.63 - 15 January 2013

This update reduces the HP of Battleships, making it easier to shoot them down. This should make the entire strategic game easier.

I need more feedback on how people feel about the last few mod versions (since v1.60). Do you like it? Do you hate it? Would you like to see something changed? Would you like to see something not changed? Please tell me.



Release: Version 1.61 - 8 January 2013

Due to the game patch, it's recommended to restore your game to the original before installing this mod version. See number 3 at the following link on how to do that:
http://forums.nexusmods.com/index.php?/topic/834174-warspace-technical-support-v150/

This new mod version is compatible with the new game patch. If you experience technical difficulties, you most likely need to restore your game to the original and then install the mod onto the original game.

Also, I'm looking for feedback on the new mod version. So I'd like to ask everyone to post your thoughts. I need to know what parts are good or not good, so that I know what needs and doesn't need changing. But please play for a little while before posting your feedback.



Release: Version 1.6 - New game required! - 5 January 2013

After many weeks of hard work and testing, version 1.6 has finally been released! Look below for the changelog and all the details.

There are basically three changes:

1. A small change: Everything related to the late tactical game has been rebalanced in an attempt to make the late game less of a cake walk.

2. And a large change: The strategic game has been overhauled with some pretty drastic changes. As you all know, the strategic game in the original isn't very interesting and it's extremely easy. There's little point in doing certain things like getting new weapons for your aircraft. But that is different now. The strategic game is now challenging, it plays differently, and it now pays off when you carefully make your decisions.

3. Another big one: New languages! There's now support for the French and Spanish languages. I can't take much credit for that. Ericfr did the French translation. And Osito2dancer did the Spanish one. They did most of the hard work, so props to them!

I hope you guys enjoy it!





Technical Issues

Please go to the following link if you experience technical issues:
http://forums.nexusmods.com/index.php?/topic/834174-warspace-technical-support-v150/





Modding Questions

If you have any modding related questions, then go to the following link. Also post anything modding related in there or on the XCOM Nexus modding forum:
http://forums.nexusmods.com/index.php?/topic/808571-warspace-extension-discussion/





General Mod Info

This mod tweaks XCOM to make better use of the game's features and give more control to the player. I wanted the player's decisions to become more meaningful, rather than being punished randomly by the game all the time. So now, if you play it right, you will be rewarded. But if you play it wrong, you will be punished.

Note that this mod was designed to be played on the Classic difficulty (with full AI) but Impossible might work just fine too. Don't worry about it being too hard, the difficulty is the same as Normal, just with full AI and a few more enemies.

Also keep in mind that this mod was not designed for save scumming. If you save scum a lot, you might find this mod too easy. This mod is more "fair" than vanilla and is best played by letting the bad decisions simply happen, don't reload. You can recover from mistakes.


Please remember that, in a sense, this mod is the result of the entire XCOM modding community. The following people helped the development of this mod directly or indirectly. See the credits for what they've been credited for:
(In no particular order) Drakous79, Odalrick, Bokauk, ericfr, osito2dancer, Perceptiontwist, Daemonjax, Dreadylein, Freetup1, Gnarlyrider,
Goemonchan, ResonansER, Ajaxjs, Rookarike, JuggernautOfWar, Svinlesha, JohnnyZeWolf, Nolanoth, Tbkiah, Pannory
As you can see, quite a few people contributed to this mod. This mod wouldn't be where it is now if it wasn't for all those people. If you think you can contribute to this mod somehow, don't hesitate to PM me on XCOM Nexus.



Things that have changed:

Weapons rebalanced:
- Conventional weapons are now average. Nothing special about them. They are good allround. You could theoretically play the entire game using them.
- Lasers do a bit more damage, are more accurate and don't need to reload. But sometimes they do low damage. Their damage output can be unreliable.
- Plasma weapons do a lot of damage and have very high critical damage. But they are less accurate, which makes them hard to use, especially by rookies.
- The environment can take on a few more plasma hits before being destroyed. This allows the player to make better use of cover and play more tactically.
- Arc Thrower now goes in the pistol slot. Apart from that, it works the same as in vanilla.
- Different weapon types have different accuracy settings. Least to most accurate: Shotgun, LMG, Rifle, Sniper.
- On top of that, different weapon tiers have different accuracy levels.
- Pistols need to be reloaded (except the Laser pistol).
- Shotguns do more damage but have a bit less accuracy compared to rifles. Shotguns should be more useful now.
- The sniper rifle's close range accuracy penalty has been removed. It still needs two moves to be able to fire, I think that's harsh enough.


Enemies rebalanced:
- Enemies have been changed in such a way that combat becomes more logical, resulting in more fluid battles.
- Enemies won't cheat as much. If something bad happens, you'll know it's probably because you screwed up or because the enemy AI made a good decision.
- Smaller enemies are a bit harder to hit and large enemies a bit easier. This is balanced by accuracy and/or movement speed advantages/disadvantages.
- When a Chryssalid kills a civilian offscreen, the civilian will now always turn into a zombie.
- The AI will now always use more than 5 NPCs in combat, instead of hiding when the NPC limit is reached.
- The AI is a tiny bit more aggressive at long distance. They are more likely to fire when their accuracy is low.


Strategic map rebalanced:
- The missions the player ignores won't increase the panic level of entire continents anymore, but only of specific countries, and panic penalties are larger now.
- This allows the player to somewhat direct the spread of panic and have more control over the strategic map. But there's still some luck involved.
- Countries have a small chance to leave the council at the end of the month when their panic level reaches level 4.
- Having a satellite in the continent or country drastically reduces the chances of leaving at panic level 4.
- Satellites are much more likely to decrease panic levels inside the country they are positioned in at the end of the month.
- Normal satellites have a small chance not to be destroyed by UFOs when undefended.
- Stealth satellites have a high chance not to be destroyed by UFOs when undefended.
- European countries give slightly more money to give the player an incentive to put your satellites there.
- There's slightly a higher chance that UFOs will show up.
- The Research Lab's effectiveness has been increased. It's very effective at decreasing research times.
- Research time has been slightly increased to give the Research Lab a useful purpose.
- Increased research time of plasma weapons to make it harder to unlock them and make lasers a bit more attractive.
- Facility maintenance costs have been increased, so that you won't be swimming in cash later in the game.
- Transfering Interceptors to a new base takes much less time now, allowing you to more quickly redeploy your air forces where they are needed.
- Workshops and labs are enabled from the start, allowing the player to begin the strategic game with a different starting move, if so desired.
- Items aren't build instantly anymore. It takes a few days to create something.
- Abduction missions will sometimes happen in countries with a satellite.
- Engineer discount bonus has been reduced.
- Slightly reduced the size of storms over countries that have left the council.
- Increased repairs times of Interceptors.


UFO combat rebalanced: NEW!
- The UFO and Interceptor system has been overhauled. It now requires more thought and your choices make a difference.
- During the early game, you need 4 Interceptors on a continent to successfully defend yourself against UFOs.
- You want to create better weapons and consumable powerups for your fighters ASAP.
- Ignoring a flying or shot down UFO does not increase panic. Ignoring a landed UFO still does.
- If not shot down, some UFOs will trigger UFO missions. So if you let a UFO go, another UFO might arrive on a satellite hunting, terror or abduction mission.
- Very fast UFOs like the Large Scout and Abductors cannot be intercepted by standard Interceptors with low-tier weaponry. You will need high-tier weapons or the Firestorm fighter to take them out.
- Battleships are now very slow and won't run from you during combat. You can swarm them with Interceptors, even with low-tier weaponry.


Soldiers rebalanced:
- Rookies start with a bit less Will, but now you get more tools to combat panic.
- Human soldiers gain a bit more Will with each level.
- Armor plays a large role in how fast soldiers will panic. The higher the HP bonus you give your soldiers, the smaller the chances of panic.
- Just like armors, higher tier weapons provide a Will bonus, but a very small one. See it as a confidence boost.
- Soldiers who panic will now only shoot enemies.
- Game balance doesn't resolve around your soldiers getting killed, but instead around your soldiers recovering for a much longer time.
- Soldiers who take damage during missions will be recovering for a MUCH longer time, especially if they are "gravely injured".
- You can avoid this by giving your soldiers better armor. Your soldiers will only become wounded if they lose all their hitpoints provided by the armor.
- Armors are now more likely to protect your soldiers from getting wounded.
- Soldiers who got shot can be kept in the rear to make sure they don't get shot again and then need to recover for a long time.
- Needlessly leading your soldiers to their deaths is not cost effective in the long run.
- SHIV tanks take a few more days to be repaired when heavily damaged.
- SHIVs are a bit cheaper.
- SHIVs carry the best weapons from their weapon tier.
- Soldiers who go down have a higher chance to become critically injured, so keeping a medkit at the ready is now a lot more beneficial.
- Overhauled the skill trees of all classes to balance out the classes and solidify their roles.
- The will penalty for becoming critically injured has been drastically reduced.
- Soldiers now have new ranks that mimmick a custom, secret international orgnization structure, instead of copying American/British ranks.
- (Compliant with international law and regulations)
- Soldiers are now mostly called "operatives" to make you feel like you are commanding an elite special forces unit.


Armors rebalanced:
- Armors are divided into Heavy Armors and Light Armors.
- Heavy armors consist of the Carapace, Titan and Archangel. Light armors consist of the Skeleton, Ghost and Psi armor.
- Heavy armors provide more armor than the light armors.
- Heavy armors provide two item slots. Light armors only one.
- Carapace reduces mobility by 1 square, Titan and Archangel by 2. Light armors increase mobility by 3 squares.
- Heavy armors increase Will a lot. Light armors increase Will a bit less. Secondary armors (the ones that go in the item slot) also provide a Will boost.
- Light armors increase the chances of evading incoming fire.
- Light armors have special mobility abilities (except Psi armor) that allow them to move around the battlefield with more ease.
- Secondary armors provide a bit more HP now, making them great for use with the heavy armors that have increased inventory space.


General tweaks:
- Normal, Classic and Impossible difficulty levels are basically the same now, apart from having more enemies and unlocking the full AI.
- If you want full AI, play on Classic or Impossible.
- Keep in mind, this mod was made for the Classic difficulty level, but Impossible works great too. AI is shackled on Normal, so don't play that!
- Second Wave is enabled. You'll need to finish the game on Impossible to unlock all options, or download a profile which has them unlocked already.
- (See Second Wave mod for profile).
- Second Wave Marathon mode is fixed. You can build the Hyperwave Relay with just one Hyperwave Beacon.
- Dead bodies won't disappear.
- English text descriptions have been modified to reflect the changes of this mod.
- The player no longer needs to wait after activating Overwatch or Hunker Down. This allows the player to queue up commands much faster. It makes the gameplay much smoother.
- There's support for the following ingame languages: English, French and Spanish.





Changelog

Version 1.63

- Reduced HP of Battleships. This should make it a bit easier to shoot them down.
- Increased XP required on soldiers for higher levels.


Version 1.62

- Fixed continent bonus text (when starting a new campaign) for English Slingshot users.


Version 1.61

- Mod made compatible with new game patch version "347752".
- Due to the game patch, you most likely will need to restore your game to the original before installing this mod. See number 3 of the tech support FAQ.
- Decreased the effect of Marathon mode to make it more compatible with the new mod changes.


Version 1.60

- The installer now shouldn't give 32bit users an error message about 64bit.
- When selecting the install path manually, it now points to the right folder.
- Fixed bug where the installer would create a backup of a modded text file, restoring the modded file when the mod is uninstalled.
- To fix the above bug in your currently installed Warspace installation, you will need to restore your game to the original.
- Added support for French and Spanish languages. You can choose your desired language during the installation setup.
- Some other minor tweaks to the installer.
- Fixed minor typos in the difficulty menu.
- Modified aircraft weaponry text descriptions to reflect the changes of this mod.
- Updated "things you need to know" document with new info about overhauled UFO combat. It's recommended to read it.

- Overhauled the strategic game. The strategic game should now be more challenging and the player can influence the game progress a lot more.
- Rebalanced all aircraft and aircraft weapons stats.
- Large Scouts and Abductors can only be shot down with alien aircraft weaponry, so that abductions keep happening until the late game.
- Ignoring a flying UFO will no longer increase the panic rating. It also won't affect the council grading and Bradford won't complain about it.
- During the beginning of the strategic game, small scouts will take the role of satellite hunters.
- Increased repair time of Interceptors.
- Decreased price of aircraft weapons and powerups.
- Increased research costs of high tier aircraft weapons, Firestorm and Blaster Launcher.
- Reduced price of satellites.
- Rebalanced country income levels to make South America and Africa more feasible.
- Decreased continent bonuses.
- Reduced money reward for abduction missions.
- Increased scientist reward for abduction missions.
- Lowered the high amount of money you receive for "fetch quests". The reward amount was bugged and should now be a bit closer to vanilla levels.

- Slightly increased accuracy and HP of high level enemies.
- Slightly increased mobility of Heavy Floaters.
- Slightly lowered HP bonus of high tier armors.
- Lowered HP gain of soldiers.
- Soldiers will now become gravely injured when losing half of their base HP.
- SHIV price slightly reduced.

- Many minor tweaks.

(See the ReadMe for the changelogs of previous versions.)

Загружено:
SHREDDER (SHREDDER)
Добавлено:
23 Jan 2013
Скачиваний:
639
Версия:
1.63
Автор:
BlackAlpha
Рейтинг:
Всего голосов:0
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