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> Advanced Missions Mod, Adds new features to tactical missions
PetteriB
post Apr 13 2007, 12:47 PM
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Advanced Missions Mod v0.99



This mod aims to make the tactical portion of the game more interesting by adding various new features to the existing mission types. This mod also adds the 'Steal object' mission type which was cut from the final release of UFO: Afterlight.

Current features
  • Radar stations allow you to arrive to the battlefield before your enemies, buying you some time to set up defences (mine fields, snipers etc.) beforehand
  • Enemy counterattacks during attack missions
  • Target units in 'assassinate one', 'assassinate group' and capture missions will try to escape if they feel themselves threatened
  • 'Steal object' mission type reconstructed
  • Your allies aid you in defending your territories
  • Maintenance bots in defence mission maps
  • Customizable through a separate configuration file
Changes in v0.99

Added: Compatibility with UFO:AL v1.7
Added: Easy to use installer application
Added: Sigget's VFSTool is now bundled with the mod package

Planned additions
  • Restore the cut 'help allies' mission type -- planned for v1.0
  • Add more 'save captured alien' type missions -- planned for v1.0
  • Add an easy-to-use application for editing the configuration file -- planned for v1.0
  • Expand enemy main base assault missions
  • Making the final mission less anticlimatic
Downloads

Main download link
StrategyCore.co.uk mirror

Modified data files

Way too many to list here. See amm_readme.txt for a comprehensive list.

Compatibility

This mod should be compatible with all mods that are currently available for UFO: Afterlight. This includes ShadoWarrior's Total Rebalance Mod and my Martian Assault Mod (v0.951 upwards).

Reporting bugs

Should you encounter a bug while using this mod, please provide a screenshot from the situation where the bug occured along with any other information about the mission (mission type, enemy faction etc.). You can take screenshots during the game by pressing the F12 key (the game places them into the 'screenshots' subfolder in 'UFO Afterlight' folder).

Frequently Asked Questions

Do I have to start a new game if I install/upgrade/remove this mod?
It's not necessary to start a new game after adding, removing or updating this mod. However, keep in mind that any pre-mod saved games from the tactical portion of the game may not work properly after installing the mod and vice versa.

Also, any existing 'Kill one unit' and 'Kill a group of units' missions on the globe are not automatically replaced with appropriate assassination missions. They will show up after the current missions time-out and new missions are generated in place of them.

I'm seeing strange text strings in place of mission descriptions. What's up with that?
Looks like your localization file got replaced with a version that doesn't contain the text strings that are specific to this mod. You can remedy this situation by executing the file amm_install.bat in your Afterlight folder and answering yes when you're being asked if you want to patch the localization file again.


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Rising Phoenix
post Apr 13 2007, 01:50 PM
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Brilliant! Nice work with the scripts.
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Kret
post Apr 13 2007, 01:57 PM
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Now this is a mod that's caught my eye. And this saying alot since I'm not a player that gets into mod-using.
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Satan Claus
post Apr 13 2007, 02:19 PM
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Good job!!! smile.gif
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Alphadrop
post Apr 13 2007, 03:08 PM
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The secret mod unveils itself and it is full of juicy mission goodness, or will be laugh.gif
Finally we can use those landmines.


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Merlon
post Apr 13 2007, 05:38 PM
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Sounds great! Finally get to play defence and not "offence in our territory". Can't wait to see where this is going.


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Slaughter
post Apr 13 2007, 05:48 PM
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Added to StrategyCore.co.uk

Very intriguing!


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switch
post Apr 13 2007, 06:02 PM
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Judging from affected files, it's also compatible with TRM, recolour mod (like, duh!) and MAM.

Very very interesting approach.


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ShadoWarrior
post Apr 13 2007, 07:30 PM
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This will make those incessant, annoying defense missions more interesting, plus as PB says, make mines more useful. Good work!

But I'm really more interested in the planned additions. Those look sweet!


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switch
post Apr 13 2007, 08:38 PM
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I'm here with some preliminary feedback: the mod opens up some pretty cheesy possibilities early on versus berastmen and into lategame vs reticulans. This involves running 1-2 soldiers to the spawn points and waiting there, shotguns in hand.

Not sure how this is fixable, but it might help to decrease the initial delay so you can't run twice around the map before the enemies spawn. This might be a double-edge sword, as it would decrease the time available for intended use (i.e. mine deployment and sniper positioning).

The 0.2 mod is a pretty nice place to start, however the planned additions look REALLY NICE. Especially the enableing of the special cut missions. Hopefully the AI works on those.


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Subjagator
post Apr 13 2007, 08:51 PM
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QUOTE (switch @ Apr 13 2007, 08:38 PM) *
I'm here with some preliminary feedback: the mod opens up some pretty cheesy possibilities early on versus berastmen and into lategame vs reticulans. This involves running 1-2 soldiers to the spawn points and waiting there, shotguns in hand.

Not sure how this is fixable, but it might help to decrease the initial delay so you can't run twice around the map before the enemies spawn. This might be a double-edge sword, as it would decrease the time available for intended use (i.e. mine deployment and sniper positioning).


You could maybe limit the amount of defence missions where the enemy spawn after your team arrive. If there is a radar base on the territory then you sort of detect the enemy attack and can deploy your men first. All the other missions on territories without the radar base are normal, although they are defence missions the enemy arrive and attack and your troops just respond so those missions are played normally with both teams arriving at the same time. This would make radar bases actually do something before they are upgraded.

What does the enemy counterattack in offensive missions mean?
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DARI
post Apr 13 2007, 09:01 PM
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YAY

Finally a reason to produce more dynamite in my spare time laugh.gif
Good Job ! keep it going !

and with less anticlimactic you surely mean hordes of evil enemies right biggrin.gif


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PetteriB
post Apr 13 2007, 09:28 PM
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QUOTE (Subjagator @ Apr 13 2007, 11:51 PM) *
You could maybe limit the amount of defence missions where the enemy spawn after your team arrive. If there is a radar base on the territory then you sort of detect the enemy attack and can deploy your men first. All the other missions on territories without the radar base are normal, although they are defence missions the enemy arrive and attack and your troops just respond so those missions are played normally with both teams arriving at the same time. This would make radar bases actually do something before they are upgraded.

Actually, I was going to do it exactly like that first, but couldn't find a way to check the presence of a radar base within the mission scripts. I also checked if it would be possible to generate different, custom-made missions on territories with radar bases, but couldn't figure out a way to do that either.

QUOTE
What does the enemy counterattack in offensive missions mean?

When attacking enemy military camps, there are sometimes additional enemy squads positioned outside the actual mission area. As soon as they hear noises of battle echoing from their camp, they will hurry to aid their comrades. However, it will take some time before they arrive, so after killing all the main inhabitants of the base you have two options:

1.) Set up your defences and use the enemy fortifications for your advance to fight off the enemy counterattack
2.) Retreat to the UFO and leave while you are still able

QUOTE (DARI @ Apr 14 2007, 12:01 AM) *
and with less anticlimactic you surely mean hordes of evil enemies right biggrin.gif

Yup, that's one of the many changes I'm planning to do to the last mission smile.gif


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Subjagator
post Apr 13 2007, 10:03 PM
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QUOTE
When attacking enemy military camps, there are sometimes additional enemy squads positioned outside the actual mission area. As soon as they hear noises of battle echoing from their camp, they will hurry to aid their comrades. However, it will take some time before they arrive, so after killing all the main inhabitants of the base you have two options:

1.) Set up your defences and use the enemy fortifications for your advance to fight off the enemy counterattack
2.) Retreat to the UFO and leave while you are still able


Will the mission still be successful if you retreat when the reinforcements arrive?
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ShadoWarrior
post Apr 13 2007, 10:04 PM
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QUOTE (Subjagator @ Apr 13 2007, 06:03 PM) *
Will the mission still be successful if you retreat when the reinforcements arrive?

That's an excellent question!


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