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ALTAR games official forum > UFO: Aftershock > UFO:AS Modding
Elevrai
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This mod will improve the militia's equipment to better configurations. Now, instead of a regular half-equipped joe, you will meet in the field:

-The Commander: Inspire his troops, fight even when uncouncious.
-The Scout: Observe and detect the enemy.
-The Medic: Heal and even revive fallen comrades.
-The Sniper: Kill at far range.
-The Heavy Gunner: Lots of bullets, lots of wounds.
-The Launcher: Incoming!
-The Technician: Different guns for different threats.

Take note that the 3 defense buildings will equip and train differently the classes above.

Screenshot:



Also, Defense buildings will generate more defense and troops overall, forcing invaders to change their plans and fight elsewhere. Cultists and other may even never attack an well defended base and provinces.

The Mod can be installed and removed by simply adding or removing the files in the MilitiaMod.Zip.

FILES:
MilitiaMod: Key file to be added.
ReinforceMod: File to add more friendlies on the battlefield. Delete this file if you use a "Enemy Increaser" mod such as "Alien Assault".

COMPATIBILITY:
This mod is compatible with current equipment mods such as ShadoWarrior's Weapon Rebalance Mod or Darkreaver1980's Laser and Missileweapons Balance Mod.
"Enemy Increaser" needs an specific installation as shown above.


Comments welcome. cool.gif
ShadoWarrior
You should mention in your readme file that this mod is 100% compatible with my Weapon Rebalance mod, since I know lots of people will ask that question ...


PS - great job!
Elevrai
QUOTE (ShadoWarrior @ Jan 2 2006, 02:38 AM)
You should mention in your readme file that this mod is 100% compatible with my Weapon Rebalance mod, since I know lots of people will ask that question ...


PS - great job!

Thanks!

I'm going to add this but I just need one confirmation. The mod gives modded weapons to the militias and they are using thoses:

XM-8
MP5
Laser Pistol
SR-25
Laser Rifle
LAW
M60E3
Colt submachinegun

If the hardpoints remains the same, it should be ok. If not, the only problem which will be encountered is that the game will not put units with conflicting weapons. Others will be ok.
ShadoWarrior
QUOTE (Elevrai @ Jan 1 2006, 08:52 PM)
If the hardpoints remains the same, it should be ok. If not, the only problem which will be encountered is that the game will not put units with conflicting weapons. Others will be ok.

My MP5 and Colt SMGs have an umderbarrel slot that the unmodded ones lack. I think the game will add 'conflicting' weapons anyway, because it is possible to have more than one of each type in inventory if they differ in number of slots. (I used to have several different MP5s until I did a savegame edit.) Perhaps you can test the compatibility to confirm (or refute) my supposition?
Elevrai
If it's something added, it should be ok. Withdrawn slots could cause small problems. For example, if one of the variants used for outfitting an "Cultist Commander" is judged invalid by the game(wrong items in backpack, wrong add-on, wrong health or skill), it will use one of the 6 others configs available. For militia, it may cause one of the 7 classes to be dropped but if your mod is ok with current possibilities & configs, no problems should occur.

The game was a lot picky when I tried to add something "not allowed" such as a Power shield on the Heavy Armor or 2 gyros. dry.gif But beside that, the game seems a lot permissive concerning equipment: Seems possible to give a PKM, hundreds of ammo, lvl 3 gunman and lvl 3 ranger to a MorelMan!
laugh.gif
ShadoWarrior
QUOTE (Elevrai @ Jan 1 2006, 09:52 PM)
If it's something added, it should be ok. Withdrawn slots could cause small problems ... but if your mod is ok with current possibilities & configs, no problems should occur.

The only weapon I removed slots from is the HK69 GL, so as long as you don't add any of them into your mod, our two mods will get along just fine.
Elevrai
Small update:
The new classes are showing up fine in their special missions but their numbers doesn't seems to change. I will investigate this to see if it's just a bug in my mod. Going to upload fix + updated readme as soon as possible.

But for the world strategic map, it's working really well:

Base without Militia:
Attacks from Wargots and Cultists everywhere possible.

Base with a lot of Militia:
No attack there even if it's near a lot of Cultist territory.

Every bases with Militia:
The enemy will try everything else before attacking the player. This mean attacking every reacheable Human/Psionic/Cyborg/Mutant near the player before. Had more than 30 Wargot/Cultists attacks in a month and 20 went to a Psionic territory while the other 10 went to a lone Human territory in South Africa which, being out of reach from Cultists, was getting mauled by Wargots everytime. Even saw an angry mutant offensive taking Moscow from Cultist's hands.

Great way to direct the global fight.
lgonggr22
Just one question :
Will you still lose the base if all the milita are killed, but your troops are still alive ?

Cheers,
Lodewijk
ShadoWarrior
My guess is yes, since that is likely to be hardcoded inside the game .exe itself.
mailor
What? mutants can attack other provinces? This never happened to me.

PS: nice work ELvrai!
Elevrai
QUOTE (lgonggr22 @ Jan 2 2006, 08:46 AM)
Just one question :
Will you still lose the base if all the milita are killed, but your troops are still alive ?

Like ShadoWarrior said, it's hard-coded. But the equipment/skills/hit points are better on the field. They should not be killed as easily but if it's the case, I'll improve their health. Also, the "Militia" autoresolve button which is added when obtaining defensive missions REALLY tilt in your favor if your garrison is full.
Slaughter
Nice! Mind if I add it to StrategyCore?
Elevrai
QUOTE (Slaughter @ Jan 2 2006, 05:04 PM)
Nice! Mind if I add it to StrategyCore?

No problems! smile.gif
Slaughter
QUOTE (Elevrai @ Jan 2 2006, 07:12 PM)
QUOTE (Slaughter @ Jan 2 2006, 05:04 PM)
Nice! Mind if I add it to StrategyCore?

No problems! smile.gif

Added here. Let me know if anything should be changed.
Greyhunt
This is a mod I was waiting for smile.gif

Keep up the good work!
Greyhunt
Elevrai, have you stopped developing the militia mod?
Elevrai
QUOTE (Greyhunt @ Feb 28 2006, 01:24 PM)
Elevrai, have you stopped developing the militia mod?

Short Answer:
Yes until more info is available(I don't have high hopes about that).

Long answer:
A while ago, I've tried to rebuild the militia into a more squad-based group(for example, a minimum of 1 leader, 2 medics, 1 snipers, etc. Just like the cultists & others) . For this, I had to add brand new units in the game. Sadly, every attempt at this failed and I didn't found a way to reconfig the militia into something more potent beside changing the stats. Also, I suspect that the same negative results will happen to anyone trying to add new units(mutants, wargots, etc) too in the game. I may be wrong but until someone find a way to add new units, I'm blocked.

Also tried, out of curiousity, to see if there's a way to add new missions in the game(militia-based missions) or to change the interface to add knowledge information in defense buildings's tab. Seems out of reach for modding too.

So, in conclusion, I'm quite limited on what I could add and until updates, I will leave this as it is.
mailor
Even if this isn't very constructive, I have to make the following statement:

THIS SUCKS!!!

PS: Not your great work Elvrai, but the impossibility to continue it...
Klaflefalumpf
QUOTE (mailor @ Mar 1 2006, 04:12 PM)
THIS SUCKS!!!

Any reason?

Or it just does? huh.gif
Gorre
lol, he means the inability to mod it further. (I think)
magica
when you say different garrision buildings will build the classes differently do you mean that barracks will train two classes garrisions another two and miltia will train the rest, or is it like barracks with tier 1 garrision with tier 2 and miltia tier 3? Thanks in advance either way i'm installing this mod when i get off work today, this looks to make defense building totally worthwhile.
NinoRivera
Hello

This mod have been ended? Where i can fint it? The link is broken!

Thanks


Español: Hola, ¿Este mod está acabado? ¿Dónde puedo encontrarlo? El enlace está roto.

Gracias.
Avenger
QUOTE (NinoRivera @ Nov 26 2006, 08:36 PM) *
Hello

This mod have been ended? Where i can fint it? The link is broken!

Thanks

Welcome to the forum NinoRivera smile.gif

You can find the mod over at StrategyCore
sloul
Hello Elevrai,


I wished I could use your mod, but it seems it doesnt not work at all on my game which is update to v1.2
So I was thinking that maybe it was only compatible with v1.1 of the game? is that the case?

In fact I downloaded 4 mods, and none of them is working.
Your Militia mod.
Training mod.
Better Research Buildings mod.
Largelandbase mod.

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