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First screenshots of new mod !


Aralez

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Ok here are the very first screenshots of a small mod i'm working on atm.

 

https://www.lognvik.no/Aftermath/10.jpg

https://www.lognvik.no/Aftermath/11.jpg

https://www.lognvik.no/Aftermath/12.jpg

 

They are pre-alpha screenies, beware! ;)

 

This will be the full version of the "Ironman-Mod" i was working on earlier.

 

The thought behind this is to make a mod where some very advanced alien "Hunters" fight the reticulans.

 

Planned Features: (will be included IF! possible)

 

-FIXED set of NEW weapons, armours, equipments and shields right from the start (for your crew only)

-COMPLETE replacement set of CREW and voices

-NO Research and production, your weapons will be stronger and better than anything the retis have anyway ;)

-No final mission, this will be some kind of endless game (you can win by getting all bases probably)

-You will collect reti and other weapons as throphies

-No interceptions

-only one type of base: An anti-biomass/military one

-High stealth stats for your troops, but not much hitpoints.

-interface changes (graphics and sounds)

 

Atm the mod has no name. The folder it is in is called PoG (Pissed_off-Greys), but that will NOT be the final title ;) I'm open for suggestions :)

 

Questions, ideas ? Post them here!

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Well the name could be an Arena. The story behind this could be something like Half-Life's for instance: The aliens were bored so the created a planet-arena where they kill their own creations just for fun (something like Hirogen hunters in Star Trek Voyager).
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If we get enough name-ideas we could make a poll....

Btw the body-model was "made" by putting the reticulan armour on humans. I discovered that effect some time ago but had no use for it... The faces of the "Hunters" will be completely changed, the pics above were a mere test.

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Change the texture or color of the Reticulan Armor to green, and you have passable Muton armor. Then you just change the head and you've got a Muton. I don't know if you could change the hands to green, but if not, who cares. You still would have something that would pass as a Muton.

 

If you are going to replace the whole Crew in the new mod, I don't see anything wrong with recruiting aliens from off planet, such as Mutons and Etherials.

 

The Etherials could be in regular orange human clothing. The face of the Etherial would be a black hole or black spot with an orange human helmet on top of the head. Or give them a black head with two glowy eyes so that they look reasonable without their orange helmet on.

 

Using the existing clothing and armor, you should be able to create approximations of the original XCom favorites just by changing the color of the clothing, armor, and helmets.

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Talk about a tough critic.

 

I thought the Muton looked great. I even liked the Cool Grays up above. If Altar would have put such things into the game to begin with, UFO:AM would have done better in the reviews, I do believe.

 

All of your armors above in the screen shots look better than what Altar provided. It's also neat to some some vivid colors beside the drab browns and grays that Altar did most of their uniforms and aliens in.

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More random screenshots from my testing: (as you can see some things didn't work properly) ;)

 

https://www.lognvik.no/Aftermath/13.jpg

https://www.lognvik.no/Aftermath/14.jpg

https://www.lognvik.no/Aftermath/15.jpg

https://www.lognvik.no/Aftermath/16.jpg

https://www.lognvik.no/Aftermath/17.jpg

https://www.lognvik.no/Aftermath/18.jpg

https://www.lognvik.no/Aftermath/19.jpg

https://www.lognvik.no/Aftermath/20.jpg

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After some more experiments i think the mutons maybe won't make it. See my sectoid here:

 

https://www.lognvik.no/Aftermath/21.jpg

https://www.lognvik.no/Aftermath/22.jpg

https://www.lognvik.no/Aftermath/23.jpg

 

For the face and skin colour i used this as a source:

 

https://www.lognvik.no/Aftermath/24.jpg

 

I prefer the sectoids because they better fit some main ideas of the mod: Stealthy and weak. The Mutons don't fullfil this requirements.

 

But not all hope is lost! I'm trying to find a workaround to include both of them. I will have to do armours as shields only, to make it work. This means no visible change when using another armour except the shield effect. This is a bit complicated and will require more time, though...

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Put the Sectoid in the Human Solder Pool or the Crew.

 

Replace the Reticulan Enemies with the Steroid Mutons.

 

Do something creative and unique when you replace the 'silent' Qualveg and Slooz? Etherials are supposedly silent and brainy most of the time.

 

You could have all sorts of things in the game if you start replacing Cudgels and Morelmen with your own creations?

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Eek, sounds like work! ;) Hm, I never thought of replacing the Cudgel and the Morelman before, i only tried to add them to the crewpool. Maybe i should kick the "Ironman-mod" idea and make a creature-replacement mod. Ah well, i'll get some sleep first. ;)
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Having some of your colorful creatures (such as those shown above) as enemies would be much better than the Walking Mushrooms, Stationary Potatoes, and Floaty Balloons that Altar created, imho.

 

Your Steroid Muton looked a lot cooler and scarier than any Reticulan that Altar made. I wouldn't mind a mod that brought back all the X-Com enemies and completely replaced the ones that Altar gave us - even if you had to dump the GYRO weapons and anything else that didn't fit in.

 

Of course, a 'human-sized alien crew' could be kitted out with the Heavy Armor and Gyro weapons, and the various types of gun-toting enemies could be restricted to the weapons that look good on them?

 

People get tired of IronMan mods after awhile, especially if there is no way to win. I sensed that even BlackAlmaz got tired of the original IronMan, and he recently stepped in and said in another thread something to the effect that he didn't want all the Aliens to have 100 percent Psi weapons. And I have said many times that I don't want the aliens all to show up with stun weapons ending a tactical mission in the first few seconds of play. That wouldn't be any fun at all.

 

But, I'm with Slaughter and Lurker, having a menagerie of new aliens to hunt would be really cool. ;) And everyone wants a working X-Com mod for UFO:AM.

 

--

 

The UBER_eq_mod thing will work, but only because it can be removed or replaced at will without having to start a new game in order to get rid of it. I imagine the UBER_eq_mod would be used by me and others for a few games in the hopes of winning one of the games and getting new weapons added to the inventory. Then we would move on to something else. BlackAlmaz would probably play with UBER_eq_mod for a day or two before getting discouraged and replacing it with something else less trying.

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Ahh.. the original enemies were quite good ideas... just let down in representation. I quite like their twisted near H R Gieger-ness. A High-definition re-do of some of the enemys would be pretty neat... but I ask that the ballonfish be replaced by the legendary Popper of X-Com:Apoc fame.

 

Oh, to be shooting at those wierd little blue chickens again.

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Ok, here's what i'll do: I will NOT continue work on the Ironman-Mod, instead i will add mutons, sectoids and others to the RB-Mod. Mutons will be in the crewpool, you will be able to take their armour off. (This means the Muton shape will be gone, or visible on another soldier) The Sectoids will maybe replace one of the two original greys, i don't know for sure yet... Sounds: Strahd sent me the Xcom sound files, so i can give them fitting screams, i don't know if i should add voices to them, let's see what my sound-editor proggie can do. Now for that etherals... and that Popper.... let's see what i can do! I will most probably release this mod NOT in parts (like the old RB-versions) as there might be savegame issues with it. Instead i will make it complete and THEN upload. I will post screenies, though ;)
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