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Mushroom Cloud (mod)

Featured Replies

I'm partway through making a mod of Apocalypse with Apoc'd. It is partially a balance mod, like karadoc's, but it comes at a lot of things from a different direction. About the only thing that's really the same in both is that Toxin A and Toxin B don't ignore shields. It also addresses the issue of some UFOs being literally worthless to research besides points, while others are completely required; the quantum physics tech tree has been massively revamped so that several different UFOs are capable of unlocking a given tech (the Mothership does have a couple of unique techs associated with it, but they're not necessary for victory).

 

One thing is bugging me, though: is there anyone besides me to play it? I don't see a lot of people posting in this board, and I don't really know any other boards where there's an active Apocalypse community. It feels kinda silly to keep making tweaks if no-one's going to enjoy it.

 

So, uh, post here if you actually want a magic9mushroom-flavour mod. Or know somewhere where I might find more people.

  • 8 months later...

I'm partway through making a mod of Apocalypse with Apoc'd. It is partially a balance mod, like karadoc's, but it comes at a lot of things from a different direction. About the only thing that's really the same in both is that Toxin A and Toxin B don't ignore shields. It also addresses the issue of some UFOs being literally worthless to research besides points, while others are completely required; the quantum physics tech tree has been massively revamped so that several different UFOs are capable of unlocking a given tech (the Mothership does have a couple of unique techs associated with it, but they're not necessary for victory).

 

One thing is bugging me, though: is there anyone besides me to play it? I don't see a lot of people posting in this board, and I don't really know any other boards where there's an active Apocalypse community. It feels kinda silly to keep making tweaks if no-one's going to enjoy it.

 

So, uh, post here if you actually want a magic9mushroom-flavour mod. Or know somewhere where I might find more people.

Heya @magic9mushroom dont know about strategycore but you can find many Apoc fans at OpenApoc discord =] https://discord.gg/0nS950g1olwDxzXB

  • 1 year later...

I'm partway through making a mod of Apocalypse with Apoc'd. It is partially a balance mod, like karadoc's, but it comes at a lot of things from a different direction. About the only thing that's really the same in both is that Toxin A and Toxin B don't ignore shields. It also addresses the issue of some UFOs being literally worthless to research besides points, while others are completely required; the quantum physics tech tree has been massively revamped so that several different UFOs are capable of unlocking a given tech (the Mothership does have a couple of unique techs associated with it, but they're not necessary for victory).

 

One thing is bugging me, though: is there anyone besides me to play it? I don't see a lot of people posting in this board, and I don't really know any other boards where there's an active Apocalypse community. It feels kinda silly to keep making tweaks if no-one's going to enjoy it.

 

So, uh, post here if you actually want a magic9mushroom-flavour mod. Or know somewhere where I might find more people.

Hey M9M hows your mod going?

btw want to mention that skin36 doing something like Apoc.D but better and its WIP

  • Author

Hey M9M hows your mod going?

btw want to mention that skin36 doing something like Apoc.D but better and its WIP

 

More or less done, although there are a couple of things I still need to alpha-test (alien tech levels might need to be slowed down given the somewhat-increased amount of UFOs, and I need to make sure the Battleship and Mothership loadout fixes actually work). Once I've done those and done my own playthrough test it'll be beta-test time.

More or less done, although there are a couple of things I still need to alpha-test (alien tech levels might need to be slowed down given the somewhat-increased amount of UFOs, and I need to make sure the Battleship and Mothership loadout fixes actually work). Once I've done those and done my own playthrough test it'll be beta-test time.

thats nice glad to hear that!
  • 2 months later...

I'm partway through making a mod of Apocalypse with Apoc'd. It is partially a balance mod, like karadoc's, but it comes at a lot of things from a different direction. About the only thing that's really the same in both is that Toxin A and Toxin B don't ignore shields. It also addresses the issue of some UFOs being literally worthless to research besides points, while others are completely required; the quantum physics tech tree has been massively revamped so that several different UFOs are capable of unlocking a given tech (the Mothership does have a couple of unique techs associated with it, but they're not necessary for victory).

 

One thing is bugging me, though: is there anyone besides me to play it? I don't see a lot of people posting in this board, and I don't really know any other boards where there's an active Apocalypse community. It feels kinda silly to keep making tweaks if no-one's going to enjoy it.

 

So, uh, post here if you actually want a magic9mushroom-flavour mod. Or know somewhere where I might find more people.

 

If you need help developing a mod, write. I have already developed a patcher. It is also possible to edit the code of the original game by injecting the code (inserting a new part of the code).

  • Author

If you need help developing a mod, write. I have already developed a patcher. It is also possible to edit the code of the original game by injecting the code (inserting a new part of the code).

The stuff I've needed help with, I've asked for as I needed it.

 

The roadblock is mostly in testing whether my changes work properly, not in making them in the first place.

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