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XCOM Battlescape
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XCOM Battlescape

СКАЧАТЬ МОД XCOM: Enemy Unknown

XCOM Battlescape is a mod for XCOM: Enemy Unknown by Firaxis Games (2nd patch - Slingshot DLC recommended)

 

This comprehensive mod transforms XCOM into a thinking person's game. Every aspect of the game is carefully balanced to provide a challenging campaign where the player faces pressure on multiple fronts. At the same time, the more frustrating aspects of the game have been corrected.

 

Recovery takes longer so you will need to train up backup soldiers. Repair times are longer so you will need more interceptors and SHIVs. Research takes longer so you will need more labs and interrogations. Engineer requirements are increased so you will need more workshops. Power requirements are greater so you will need more generators. You will need to consider panic levels in addition to rewards when choosing abduction missions. Will has been balanced so you won't be able to shrug off psionic attacks and intimidate.

Survivability on early missions has been improved so your soldiers won't constantly be one-shotted by sectoids. Panicked soldiers are much less likely to fire on teammates. Countries won't withdraw from XCOM unless you make a mistake. Research and production won't go idle because you are missing critical resources - if you spend them wisely.

Finally, you are provided with all the information you need to mount a successful campaign against the aliens. The timeline provides strategic guidance. The strategy guide at the end of this document provides helpful tactical information. The tables provide the details you need to make informed decisions when choosing equipment.

I've enjoyed some truly epic battles on several playthroughs of the campaign on both normal and classic difficulty. I hope you will give the Battlescape mod a try.

 

Установка

Rename C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\Binaries\Win32\XComGame.exe XComGame.exe2

Extract the Battlescape mod files to C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\

Run Patch.bat

Item Build Time Installation

----------------------------------

These optional steps will enable the item build times feature.

Install Java 1.7 available from here: http://www.oracle.com/technetwork/java/javase/downloads/java-se-jre-7-download-432155.html

 

Rename C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\XComGame\CookedPCConsole\XComStrategyGame.upk to XComStrategyGame.upk2

Rename C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\XComGame\CookedPCConsole\XComStrategyGame.upk.uncompressed_size to XComStrategyGame.upk.uncompressed_size2

Copy XComStrategyGame.upk from the Battlescape mod to C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\XComGame\CookedPCConsole\

Remove the Rem statement from in front of the XShape line in Patch.bat.

 

Uninstallation

-----------------

Restore the backups you made of XComGame.exe2, XComStrategyGame.upk2, and XComStrategyGame.upk.uncompressed_size2

 

Characters

-------------

Soldiers start off with a little bit less will so rookies tend to panic more. This is balanced by the Iron Will officer training becoming available much sooner. In addition, the chance to shoot (potentially a teammate) when panicked has been reduced from 50% to 20%. This way it is still part of the game but rare enough that it isn't a problem.

The accuracy and HP of SHIVs have been improved so they are competitive with soldiers.

All aliens have been rebalanced so they become progressively more difficult while retaining their distinctive characteristics.

I smoothed out the progression of alien will so there is more middle ground to their Psi defenses. In vanilla, they tend to be either helpless or invulnerable to Psi attacks. Robots are still immune and zombies are still highly resistant though.

As the aliens become more advanced their critical hit chance progresses smoothly making them more deadly. In the vanilla game, they are pretty much the same.

 

Soldiers

----------

Soldiers level up a little slower in the Battlescape mod. Psionics take almost twice as long to level up.

In the Battlescape mod, aim increases smoothly as soldiers level up. From the least accurate to the most accurate: Assault, Heavy, Support, and Sniper.

All soldiers gain a point of mobility at some point in their career. The short range fighters get it sooner because they need to close with the enemy to be effective while the long range fighters get it later so they don't fall behind.

Different classes gain different amounts of will with promotions; from least to most: Snipers, Support, Heavy, Assault. Snipers and support wind up with less will at Colonel than vanilla while Heavy and Assault wind up with more. In the vanilla game, the mind shield is rarely needed or used. In the Battlescape mod, it might be worth equipping.

The barracks capacity has been reduced to 32 soldiers because 99 didn't make sense.

Reduced starting soldiers to 8 because that is all the player needs to start with and they can decide the best time to hire more.

The injury recovery days has been increased so the player is encouraged to train up some backups and to make the Rapid Recovery OTS course useful.

The Officer Training School courses have been reorganized. Wet Work, Iron Will, and New Guy now come first to provide the most benefit. Squad Size I and II have been moved later. This mod is designed to spend a third of the campaign at each of the three squad sizes.

 

Armor

-------

Kevlar armor provides 2 HP as opposed to 1 in vanilla to increase survivability of early missions.

Carapace armor provides 3 HP instead of 4 but gains a point of mobility due to light weight.

Skeleton armor gives heavies an extra inventory slot so they can equip Chitin plating for extra protection and a scope to increase their accuracy. As light armor, it grants them two points of mobility to stay close to the action. Finally, it retains the grappling hook for extra versatility.

Titan armor gives assault troops maximum protection after Run and Gun and the most benefit from Extra Conditioning. As powered armor, it provides three points of mobility to help them stay in front. It retains immunity to fire and poison.

Archangel armor provides flight so snipers can gain elevation bonuses, Damn Good Ground bonuses, and a clear line of sight across the battlefield. Devestating when used effectively.

Ghost armor gives support units the stealth they need to defeat overwatch and remain hidden when scouting and spotting. The stealth also provides a 100% critical bonus to improve their combat effectiveness. Ghost armor loses the grapple because stealth, mobility, and high protection make it powerful enough.

Psi armor needs to be usefull for any class. It provides 7 HP and an extra pocket to make up for the lack of specialization. It retains the 20 will bonus. Psi armor gains a grapple to make up for the lack of a mobility bonus.

All armors in this mod provide a defense bonus equal to twice the HP bonus. This way, the real protection matches the perceived protection when looking at the HP over a soldiers head.

 

Weapons

-----------

The arc thrower now goes in a pistol slot.

Grenade range has been increased to make them more useful. In the vanilla game, by the time you could use a grenade it was often too late.

Pistols no longer have unlimited ammo because that was unnecessary and didn't make sense. Instead, all laser weapons have unlimited ammo to make them more unique and because lasers don't shoot projectiles.

In the vanilla game many of the weapons, such as shotgun, sniper rifle, and LMG, do the same amount of damage; snipers are overpowered and heavies are underpowered. In the Battlescape mod, damage progresses smoothly from: pistol, rifle, sniper, shotgun, machine gun. In my play testing, the classes are more equal now and the weapons support their roles better.

In the vanilla game, all the weapons did too much environment damage and the environment damage was the same for many of the weapons. This resulted in cover being vaporized too quickly. In the Battlescape mod, environment damage has been toned down and is proportional to weapon damage - which makes sense. In addition, grenades do more environment damage than guns giving them a secondary use. Rockets do the most environment damage of all giving the heavy another way to be useful.

Most of the weapons have the same reaction angle in the vanilla game. The reaction angle now varies from 180 degrees to 360 degrees in 45 degree steps based on the maneuverability of the weapon: Sniper, LMG, Shotgun, Rifle, and Pistol.

Critical hit chance goes up as weapon damage goes down to balance them out. In addition, laser weapons have a higher critical chance than standard ones and plasma weapons have a higher critical chance than lasers.

Because the vanilla game isn't balanced properly, many players skip laser weapons and get plasma weapons too soon spending most of the campaign with plasma. The weapon costs, research times, and engineer requirements have been adjusted so that each tier of weapons is useful for roughly one third of the campaign.

Weapons have two range settings. Ability range is the range that abilities such as suppression can be used. Reaction range is the range at which reaction fire occurs. In the vanilla game, all weapons have ability range set to sight range except for shotguns which are shorter and snipers which are longer. In the Battlescape mod, ranges progress smoothly by weapon type and technology level. From shortest to longest: Shotgun, LMG, Pistol, Rifle, Sniper; Standard, Laser, Plasma. In addition to adding a bit of realism, a nice side effect of this is that everyone on overwatch won't fire at once as soon as an enemy enters visible range. This does not affect the range or accuracy at which weapons can fire during a soldiers turn.

I removed the +10 aim bonus from the light plasma rifle because a bug in the game prevented it from having any effect.

Plasma pistol, light rifle, rifle, and heavy now require two captured weapons to begin research instead of one.

 

Funding

---------

A countries’ GDP factors into the funding it provides to XCOM to add a bit of realism. In addition, each continent has one country that has agreed to provide a significant amount of funding in order to encourage XCOM to protect their continent.

I decreased the amount of funding countries provide while increasing the amount of money from selling alien artifacts. This reduces the pressure to buy satellites at the expense of everything else and makes the missions more rewarding.

In the vanilla game, the funding is the same for all difficulty levels except easy. In the Battlescape mod, it varies from one difficulty level to the next.

 

Facilities

-----------

Decreased the starting, workshop, and reward number of engineers from five to four because there were too many engineers relative to scientists in the vanilla game.

Increased the number of scientist and engineers required to build another lab/workshop and satellite link/nexus so they are more evenly spaced throughout the campaign.

Redesigned the power requirements and generation of all facilities so some thought and effort is required to power your base.

Adjusted the build times of facilities to provide better pacing of the campaign.

 

Difficulty Levels

--------------------

In the vanilla game, most of the settings are the same across Easy, Normal, Classic, and Impossible while a few settings provide extreme changes. In the Battlescape mod, everything varies gradually as the difficulty level increases and the extreme changes have been toned down.

The range of difficulty has been reduced so easy isn't a cakewalk and impossible isn't unplayable. Instead, they are smaller steps away from the sweet spot to make the game a little easier or a little harder.

The aim and critical hit chances are the same in all difficulty levels so the game doesn't "cheat" to make it harder.

In the vanilla game, many of the tactical chances, such as the chance for a Thin Man to use the plague ability are the same across difficulty levels. In the Battlescape mod, the chance to use a special ability increases smoothly with difficulty level.

On the impossible difficulty level, all the aliens tend to rush the soldiers as soon as they are discovered. This mod gives soldiers 8 HP and 8 Defense on impossible difficulty to give them some survivability against 3 to 1 odds.

 

Strategic

-----------

Increased the frequency of UFO's.

Increased the interceptor/shiv repair time so there is a need for more than one and to make the foundry project Advanced Repair useful.

 

Panic

------

Starting panic now progresses smoothly across the difficulty levels and goes to a max of 8 instead of 16 for impossible.

Reduced max country defections per month for Impossible from 8 to 4.

In the vanilla game, the chance for a country to leave XCOM at full panic is 50% and satellites have no effect on that.

In this mod, the chance for a country to leave XCOM is roughly 90% with no satellites, 60% with a satellite over the continent and 30% with a satellite over the country.

Thwarting an abduction now reduces panic on the continent by 1 instead of 0.

Thwarting an abduction now reduces panic in the country by 2 instead of 3.

Smoothed the progression of satellite monthly panic reduction chances and lowered the high-end from 100% to 60%.

 

Misc

-----

Enabled second wave with marathon mode fix.

The number of weapon fragments recovered now varies slightly by difficulty level.

 

Credits

---------

Mod Patcher version 0.12 was created by Dreadylein

XShape version 0.14 was created by Daemonjax

 

Change log

-------------

v2.1

Extended the campaign to a 9 month timeline with a story mission every three months.

Adjusted the resource requirements to account for the Slighshot DLC missions.

Reassigned titan armor to assault troops, ghost armor to support troups, and skeleton armor to heavies to match their skills better.

Interlaced weapons, armor, and other research projects so they are more evenly spaced.

Reduced starting soldiers to 8 because that is all the player needs to start with and they can decide the best time to hire more.

 

v2.0

Items which used to be produced instantly now have build times (optional).

The moddable aspects of the difficulty levels are a little easier - see tables for details.

Included marathon mode fix.

Increased the frequency of UFO's.

Improved alien mobility.

Thermo Generators now cost less and produce more power to account for steam vents.

 

v1.0

Initial Release

------------------------------------------------------------------------------

XCOM Battlescape - Classic Strategy Guide

------------------------------------------------------------------------------

This strategy guide is designed to get you off to a good start so you can save the world and be proud of a hard fought victory.

I recommend completing the campaign in Normal mode before tackling Classic difficulty otherwise it may be more frustrating than fun.

 

Home Base

 

* I like to place the base in the Germany because Europe's continent bonus becomes obsolete soonest and Germany is the richest country in Europe.

* I pick up the South American continent bonus next to keep research progressing nicely.

* The North American continent bonus is most helpfull before producing Firestorms if you can swing it.

* Sometimes I defer OTS courses and foundry projects until after I get the Asian continent bonus.

* Plan ahead for lengthy facilities such as the Thermo Generator needed to power the Psi Labs and the Elerium Generator for the Satellite Nexus.

* I tend to pick half the abduction missions for scientists/engineers and the other half to reduce panic or for money.

* Buy satellites after you get the engineers to lower the cost.

* Sell alien artifacts on the grey market if necessary to afford buying satellite links.

* Wait till the end of the month to deploy the satellites in order to reduce the most panic.

* Deploy two satellites in the month the link is built, but reserve the third for the next month in case a country is in panic.

* You can assault the alien base at any time to reduce global panic by two. I usually have several countries in full panic by May.

 

Leading Your Soldiers

* Initially, I take vets on missions until I get a Sergeant to unlock the Officer Training School.

* Then, I spread the promotions evenly among the initial 8 soldiers so they don't suffer too much from a lack of Iron Will.

* After I get New Guy, I hire as necessary to get four soldiers of each class.

* Next, I try to take the lowest ranked ones on missions except for very difficult / important missions.

* When I get a Psi Lab, I train 4 of the same class in an attempt to get one psionic of each class.

* I hire more soldiers if necessary because there is plenty of time to train them to Colonel before the final mission.

* I take the psionic soldiers on missions until they max their psionics and are promoted to Colonel.

* Finally, I take two supports, two heavies, one sniper, and one assault on the last mission.

 

Equipping Your Soldiers

* Assault troops get Nano-fiber Vests/Chitin Plating for best survivability after run and gun.

* Heavy troops carry grenades because they can carry two or scopes to compensate for low accuracy.

* Support troops get a medic kit because they can use it three times.

* Snipers get scopes so they can make the tough shots.

* Support troops replace the pistol with arc projectors.

* Capture aliens until you have 6 of each type of plasma weapon so you don't have to spend resources making them later.

 

Training Your Soldiers

* Assault: Tactical Sense, Lightning Reactions, Rapid Fire, Close Combat Specialist, Resiliance.

* Heavy: Bullet Swarm, Shredder Rocket, Heat Ammo, Danger Zone, Rocketeer.

* Support: Covering Fire, Field Medic, Revive, Combat Drugs, Savior.

* Sniper: Squadsight, Damn Good Ground, Disabling Shot, Opportunist, Double Tap.

 

Research

* You need to build labs, interrogate aliens, and take scientists reward missions in order to avoid falling behind in technology.

* Get the South America continent bonus We Have Ways to speed up autopsies and interrogations of the more advanced aliens.

 

Air War

* If you neglect interceptor upgrades, panic and your monthly evaluations will suffer as a result of escaped UFO's.

* Send an interceptor after the large UFO's and have him retreat if necessary. The public appreciates the effort.

* If you don't have enough elerium or alloys, equip your interceptors with EMP weapons.

* Make sure your fleet is strong enough to take down the Overseer ship - don't neglect Firestorms and EMP/Plasma cannons.

 

Tactics

* Don't charge into the center of the map or you may get mauled in crossfire. Instead work around the edges.

* Never rush into the unknown, only rush where you have visibility.

* You want the first soldier you move on a turn to discover the enemy, not the last; so move the later soldiers cautiously.

* Take a minute to locate heavy cover at the start of a fight.

* If they have tactical advantage then fall back, go on overwatch, and hope they come to you.

* Use grenades to soften up enemies without killing them and to blast away the cover they are hiding behind.

* Fire your heavy weapons first and reserve the lighter weapons for finishing them off.

* Use pistols when the alien has few HP left to conserve ammo. Use pistols when trying to capture aliens alive.

* Put one of your soldiers on overwatch to discourage the enemy from moving around and possibly flanking you.

* After killing the last alien, have everyone go on overwatch for a turn in case of counterattack.

* Snipers can defeat sectopods with no casaulties if someone runs in to spot for them, then runs out of view.

Загружено:
SHREDDER (SHREDDER)
Добавлено:
23 Jan 2013
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116
Версия:
2.1
Автор:
Silvermane
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