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About to begin UFO:AM - RM Mod or no?


Buatha

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I'm about to begin the game, however I see a lot of negative perspectives on this game, with a few positive ones. I understand that reviews are normally based on out of box experiences and not patched games, so I'm trying to make sure I don't get a skewed perspective of this game.

 

So, to all of you veterans here, how should I begin the game? In other words, other than the patch, should I use any particular mod to fix any possible problems I might have with the game?

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Just as Kret said: The mods ADD things, the patches are there to correct things. Albeit the last patch ADDED a very annoying bug when moving in OUFOs becomes impossible.

 

But Slaughter said 1.4 is on the horizon (maybe a bit BEHIND the horizon, ok) and we will finally be able to play UFOAM without bugs.

 

 

I would first play an unmodded game on easy and if you completed it: Go choose your mods!

 

The Camera-Mod is a must, as well as Kret's Skill-mod. If you like Xcom sounds -> try the Xcom music -and-sound mod! Maybe when you are back looking for the RBmod, it's newest "grandchild" the combo-mod is available in its newest version!

 

Otherwise try the old RBMOD or Combomod. They are worth their price, too !

(What ? They are freeware ? oops)

 

And not to forget the Stargate-mod, which is in work atm!

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Thanks, everyone for your answers.

 

For the camera mod, is that the first person one or the other that adds a bunch of different views?

Both I believe. The one Fulby made for ALPine has more views I think. As for Aftermath, play without the mods first (at least the big ones that adds a lot of stuff). And welcome to the boards!

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Mods that alter the same parameters will conflict. In the least problematic case, only one of the mods will prevail (which one you'll only know after loading the game) and in the worser cases it will lead to a CTD on game load, game start or mission load
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