Rebalance Mod 4.1b


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#1 Fnurg

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Posted 23 November 2003 - 03:15 PM

This is mainly a bug fix that should hopefully cure the majority of problems that have arisen with version 4.1.

Changes
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- Alterations to the crew-pool (which caused the majority of the problems)
- Several ingame text problems fixed
- Weapon bugs/rebalances


Installation
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1. Execute Rebalance Mod 4.1b to extract the files into your UFO:Aftermath directory.
2. Run "play_mod4.1b.bat" to launch the game. (the batch file has only been tested with windows XP. If you have problems, please refer to the "installation.txt" file located within the mod4.1b directory)
3. Start a new game to take advantage of all the changes

NOTE: The gamedata.vfs file must be of version 1.2 and must not have any other mods installed on it! Using a different version or using a version that has had other mods installed will likely cause big bugs.


Download
-----------

Mirror 1 (9 megs)
Mirror 2 (ufoaftermath.co.uk)

#2 Slaughter

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Posted 23 November 2003 - 05:03 PM

Nice! :rolleyes: You can now download it from our mods section as well...


#3 Chryssalid_Victim

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Posted 23 November 2003 - 06:20 PM

Great Stuff  :rolleyes:  Still can't see Glossary entries for some of the new weapons (i.e. C-4)  :tank: . Could that be a conflicts with the stun rod mod?

Anyway, great job man.

I'll be off getting embarrasingly frozen by Chryssali
How the mighty have fallen due to a simple change of final letter

Chryssalid
UFO: EU - ARRRRGH, Death to all those with no Flying Armour
TFTD: Tentacluat as replacement - Arrrrrgh now they fly!!!!
Apoc: Chryssalis - Useless, pointless, ugh
UFOA: Chryssalis - XP Provider

(Disclaimer: Yes I know UFOA is not an X-Com game, and I know the Chryssali have nowt to do with the original demon from hell but work with me here)

Boomer: PhoeniX-COMpany. What Connection?

Mental Father of the FLAPPER OF DOOM!!!

#4 Fnurg

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Posted 23 November 2003 - 08:01 PM

Glossary entries havent been implemented yet. I figured that i'd better get the mod out asap to clean up the bugs.
The glossary entries will be added in 4.2 (hopefully)

#5 Chryssalid_Victim

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Posted 23 November 2003 - 09:24 PM

*Finally wakes up from being disabled*

Huh? What? Where?

Ok man great.

Looking forward to more great enhancements in the future....(no pressure though, need to finish the game with this version first  :rolleyes: )

*Zapped Again*
How the mighty have fallen due to a simple change of final letter

Chryssalid
UFO: EU - ARRRRGH, Death to all those with no Flying Armour
TFTD: Tentacluat as replacement - Arrrrrgh now they fly!!!!
Apoc: Chryssalis - Useless, pointless, ugh
UFOA: Chryssalis - XP Provider

(Disclaimer: Yes I know UFOA is not an X-Com game, and I know the Chryssali have nowt to do with the original demon from hell but work with me here)

Boomer: PhoeniX-COMpany. What Connection?

Mental Father of the FLAPPER OF DOOM!!!

#6 Ishantil

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Posted 25 November 2003 - 03:30 PM

I just crashed it again.  Keeps nuking on the head template on the way to the mod screen.  I guess I could try re-installing the game fresh.

Anyone else having this problem?  It's certainly not happening as often.

--Ishantil

#7 LT Mor

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Posted 25 November 2003 - 04:09 PM

Q : Do I need to start a new game if I install a new Mod ?
Q : Do the save game will "Undersand" the new Mod ?

#8 Aralez

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Posted 25 November 2003 - 04:59 PM

@Lt Mor: 1. In this case no  2. In this case yes   (If i understand correctly you have 4.1 installed and are converting to 4.1b?)

@ishantil: I completely removed the crash-source (Cyborgs) so your problem must be some kind of installation-error, yes a new install would be the best way.

#9 Ishantil

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Posted 25 November 2003 - 06:02 PM

I'll reinstall it completely and then patch it, THEN start playing again.  

I actually don't like how many guys you get.  Since there are no managing or sorting tools for the Squad screen, when you have 49 guys and it automatically scrolls back to the beginning everytime you train someone, management is sort of a pain in the rear.  There should be a cap at 14 or something.

And how safe is it incorporating other mods?  I'd sort of like to use the Power Armor mod, but I'm not sure about what the impact of both of them (since they both modify some of the same files) would be.

Hopefully we'll eventually work towards a true modification GUI that allows you to modify the game settings directly inside the interface.

Good work guys.  I for one, appreciate it.

Thanks,
Ishantil

#10 Aralez

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Posted 25 November 2003 - 10:22 PM

Ahem, sorry ishantil that isn't the Rebalance Mod4.1 you're talking about that's Ralf Solos Megablast Mod which uses the files of the 3.3 version.

#11 Ishantil

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Posted 26 November 2003 - 01:15 AM

Well, it looks like reinstalling the game seems to be working so far.  I'm past Area 51 (on normal) and it's pretty good.  The new grenade types rock, although for some reason I figure that plasma grenades should start showing up after you get plasma grenades (or better yet, research and then make them).

Balloon Fish and sporeblowers are a pain in the butt.  I don't even want to think about Deathbellows...  ::shudders::

This is the first time I've used grenades extensively, and I must say that the variety of grenades and a good thrower makes a very deadly combination.  Great for taking out enemies fast, before they annihilate your guys.  Too bad the Armor cannot be reworked completely.  I'd like to see Powered Armor, like in the first two X-Com games.  Which not only provide very good protection, but also enhance strength and allow the use of heavy weapons.

Mod seems great so far.  

Cheers,
Ishantil




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