Mod: Balance Mod 1.4
In the code there is a line that allows players to detect UFO's that are conducting terror missions as well as abduction missions but for some reason it's turned to off by default.
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- File Instructions:
- While I was going through the files for the game I noticed a few things that struck me as odd. In the code there is a line that allows players to detect UFO's that are conducting terror missions as well as abduction missions but for some reason it's turned to off by default. I can only guess the reason why is because they assume the game will be too easy if you can find all the UFO's that are conducting these missions. I on the other hand disagree with that because from my own testing I found that it makes the game harder since you have to deal with more UFO's.
Instead of just getting a pop up of three places to save from abduction missions you will now have the chance to find the UFO's that are doing this. If you don't have any satellite coverage in the area then you won't find them of course and there is always a chance you just won't find it. The UFO's that conduct these missions tend to all come around the same time so you'll have to deal with a potential of 1-3 UFO's all within a 2 day period (roughly). This means you have a lot more work to do and a higher chance of losing soldiers. On the plus side it gives you more UFO's to shoot down and more combat with the chance of stopping panic from spreading. On the down side it gives you a much higher chance of losing soldiers and spreading panic if you're unable to deal with the extra UFO's. For every UFO that you deal with that is going to do a abduction mission means one less place to choose from when the game forces you to pick a abduction mission to do. I've been able to get it down to just choosing one place instead of three!
Included with these changes is a small change to the reward that you get from doing the abduction missions. Instead of getting 4 scientists or engineers I rounded it up to 5 because this game likes to work with combo's of 5. It made no sense to me to have 9 engineers when I needed 10 to make new buildings and I felt trolled so I fixed that. I also made the monetary reward from 200 to 250 to make it slightly more tempting to choose. Be warned though, for every abduction UFO that you shoot down means one less to choose from which means you won't get that reward. Your reward in that case is stopping the panic spread and lowering the panic via shooting down the UFO.
I also lowered the amount of time that it takes to make a satellite from 20 days to 10 days. It always bugged me that making a firestorm which is a combination of alien and human tech and highly advanced only took 14 days to make but a simple satellite took 20 days. You're still limited to making only as many as you can cover though so while you can make them faster you can't make any more then normal.
Health for soldiers is also normalized in this to their base health of 5, which translates to 6 in the game since the base armor gives +1 health. This is changed from the -1 health in classic and -2 from impossible. While looking over the files the aliens all give a health bonus in classic (a small one) and in impossible (a huge one) and if you hired new soldiers they all came with base health of 5 I didn't see why you needed your starter soldiers to be 'gimped'. I will have a version up though if possible that doesn't include the health changes in case someone doesn't want this or they fix the bug later down the line. In case you didn't know the bug is that if when you hire new soldiers they all come with 5 health instead of the lowered health of your starter soldiers.
I also slightly balanced out the rewards you get per satellite over counties in classic mode only. In the files it has the rewards for easy and normal being the same and classic and impossible mode being the same and there is a steep difference between the two. All I did very, very slightly increase the rewards (not the money just the scientist and engineers) in classic mode so there is a clear difference between normal, classic and impossible. At most you get +1 scientist / engineer per continent which isn't a huge deal but I wanted to balance everything out.
Installation: Unzip file and run patcher.bat It will edit your exe file with the changes and then make a backup copy in: steamapps/common/xcom-enemy-unknown/binaries/win32/ labled 'xcom-orignal'
If installing the second wave optional file, please take the profile.bin file that is included and move it to your mygames/xcom/savedata folder and replace your profile.bin file. This won't reset any of your options or mess with the keybindings, it will just update your profile to have beaten the game.
Delete XComGame.exe in the above mentioned folder and rename 'xcom-orginal' to 'XComGame'
Running: To play just use steam to play or use a desktop shortcut. Double clicking the modified exe file will NOT run the game.
Thanks to Dreadylein for his help in getting this to work via his patcher that he made.
|File Name: Balance mod-1-4.rar|| Author: Admin
|File Size: 14 KB||Files Added: 9,663|
|Downloads: 351 (4 last week)||Author Downloads: 16,449,530 (74,167 last week)|
|Posted: 18.10.2012||Supporters: n/a|