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Apr 13 2007, 12:47 PM
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#1
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![]() Chief Patchmaker ![]() ![]() ![]() Group: Honoured Posts: 740 Joined: 19-August 05 From: Finland Member No.: 927 |
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
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
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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Apr 13 2007, 01:50 PM
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#2
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Member ![]() ![]() Group: Members Posts: 255 Joined: 17-February 07 Member No.: 4519 |
Brilliant! Nice work with the scripts.
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Apr 13 2007, 01:57 PM
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#3
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High Member ![]() ![]() ![]() ![]() Group: Admin Posts: 1406 Joined: 14-April 04 Member No.: 8 |
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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Apr 13 2007, 02:19 PM
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#4
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Newbie ![]() Group: Members Posts: 10 Joined: 17-March 07 Member No.: 5018 |
Good job!!!
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Apr 13 2007, 03:08 PM
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#5
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![]() Member ![]() ![]() Group: Members Posts: 116 Joined: 28-March 07 From: England. Member No.: 5113 |
The secret mod unveils itself and it is full of juicy mission goodness, or will be
Finally we can use those landmines. -------------------- |
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Apr 13 2007, 05:38 PM
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#6
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![]() Member ![]() ![]() Group: Members Posts: 84 Joined: 25-February 07 From: Norway Member No.: 4711 |
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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Apr 13 2007, 05:48 PM
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#7
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High Member ![]() ![]() ![]() ![]() Group: Admin Posts: 1527 Joined: 7-April 04 From: Norway Member No.: 4 |
-------------------- Greetings from Olav (Staff at StrategyCore.co.uk, Slaughter)
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Apr 13 2007, 06:02 PM
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#8
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 422 Joined: 23-January 07 From: Romania Member No.: 4299 |
Judging from affected files, it's also compatible with TRM, recolour mod (like, duh!) and MAM.
Very very interesting approach. -------------------- Formerly known as switch.. Special thanks to Alphadrop for the avatar pic.
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Apr 13 2007, 07:30 PM
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#9
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
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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Apr 13 2007, 08:38 PM
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#10
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 422 Joined: 23-January 07 From: Romania Member No.: 4299 |
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. -------------------- Formerly known as switch.. Special thanks to Alphadrop for the avatar pic.
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Apr 13 2007, 08:51 PM
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#11
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 317 Joined: 20-February 07 Member No.: 4581 |
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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Apr 13 2007, 09:01 PM
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#12
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Member ![]() ![]() Group: Members Posts: 219 Joined: 24-February 07 Member No.: 4676 |
YAY
Finally a reason to produce more dynamite in my spare time Good Job ! keep it going ! and with less anticlimactic you surely mean hordes of evil enemies right -------------------- my game crashed - reading this forum didn't help - can't even delete this account !
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Apr 13 2007, 09:28 PM
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#13
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![]() Chief Patchmaker ![]() ![]() ![]() Group: Honoured Posts: 740 Joined: 19-August 05 From: Finland Member No.: 927 |
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 and with less anticlimactic you surely mean hordes of evil enemies right Yup, that's one of the many changes I'm planning to do to the last mission -------------------- |
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Apr 13 2007, 10:03 PM
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#14
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 317 Joined: 20-February 07 Member No.: 4581 |
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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Apr 13 2007, 10:04 PM
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#15
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3882 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Will the mission still be successful if you retreat when the reinforcements arrive? That's an excellent question! -------------------- |
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| Lo-Fi Version | Time is now: 3rd September 2010 - 08:10 AM |