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RUNNING WITH RIFLES Multiplayer

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PostPosted: Sun Jun 28, 2015 9:45 pm 
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Running with XCOM changes the three factions and rebalances the game. The factions are as follows:

XCOM:

Spoiler:
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Built for versatility and raw power, soldiers of this faction wield well-rounded guns and have heavy armor. Their special weapons are rail guns. Soldier Types:

-Soldier: Default soldier. Very common, and can wield nearly every gun in the armory.
-Squad Leader: Higher-ranking soldier. Fairly uncommon, and exclusively wields Rail weapons and the Arc Rifle.
-Field Commander: Similar to the Squad Leader, though rarer, with a shorter range of weapons.
-Titan: Straight upgrade to the Squad Leader. Tanky, and uses rail weapons.
-Covert Operative: Sneaky soldier that moves quicker than others and is harder to detect. Mainly uses the Suppressed Rifle.
-Super-Titan: The rarest and toughest XCOM Soldier. Can take upwards of ten hits before going down, and uses XCOM's most lethal gun.
-Retro Trooper: Similar to the Titan, but wields a human-built plasma gun with a very distinct sound. Wears a UFO Defense Power Suit.

THE ARMORY:

XCOM Assault Rifle - Accurate assault rifle. Medium rate of fire, 30 shots per mag.
XCOM Sniper Rifle - Bolt action sniper. 7 shots per clip.
XCOM Shotgun - Pump action shotgun. 6 projectiles per shot, 7 shots.
XCOM Machine Gun - LMG that is fired from prone or cover. 100 shots per mag Fairly Accurate.
XCOM Suppressed Rifle - 3 Round burst suppressed assault rifle. 21 shots per mag. Accurate.
XCOM Rail Rifle - Rail Assault rifle. Accurate, low rate of fire, 10 shots per mag.
XCOM Rail Carbine - Fairly accurate, medium rate of fire, 20 shots per mag.
XCOM Arc Rifle - Bolt Action DMR that forces those hit into a "downed" state. Low zoom, 8 shots per clip.
XCOM Rail Disruptor - 40 Shots per mag, medium-to-high rate of fire.
XCOM Sidearm - Accurate and deadly secondary pistol. 10 shots per clip.
XCOM Arc Thrower - Suppressed pistol that forces targets into a "stunned" state when hit. 8 shots per mag.
XCOM Rocket Launcher - Rockets travel slower, but do more damage.

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EXALT:

Spoiler:
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Their operatives are fast and react quickly to sudden attacks and ambushes. Their special weapons are lasers, and their guns, while not as inherently deadly as XCOM's, sport high rates of fire. Soldier Types:

-Operative: Refer to XCOM's standard soldier.
-Team Leader: Similar to XCOM's squad leader, but uses a very small range of weapons. They are slightly more common as well.
-Deputy: Rarer than the Team Leader, but with a broader range of usable weapons.
-Veteran: The counter to XCOM's Titan. Their armor isn't as tanky, but they're more common and have access to specialist laser weapons.
-Infiltrator: Nearly identical in purpose to XCOM's Covert Operative.
-EXALT Boss: Wears a set of stolen red and black titan armor, this soldier wields a very deadly Laser LMG, called the "Endbringer."

THE ARMORY
EXALT Assault Rifle - Standard assault rifle, fairly accurate, 25 shots per clip. High rate of fire.
EXALT DMR - Single-Shot sniper, 10 shots per clip. Medium rate of fire (for a sniper rifle.)
EXALT Shotgun - Single-Shot shotgun, reloaded all at once. 6 projectiles per shot, 8 shots.
EXALT Squad Support Weapon - LMG that can be fired from crouch. Fairly inaccurate, 75 shots per mag.
EXALT Infiltrator Gun - Suppressed SMG. High rate of fire, fairly accurate, 30 shots per mag.
EXALT SMG - Unsuppressed SMG. Somewhat inaccurate, 30 rounds per clip. Ideal for CQC.
EXALT Laser Shatterray - Laser SMG. High rate of fire, fairly accurate, 35 shots per mag.
EXALT Laser LMG - 120 shots per mag, medium rate of fire, somewhat inaccurate.
EXALT Laser Rifle - Laser Assault Rifle. Medium Rate of fire, 40 shots per mag, fairly accurate.
EXALT Laser Longrifle - Laser Sniper. Almost a complete upgrade to the DMR, 12 shots per clip.
EXALT Laser Endbringer - Laser HMG that is fired from crouch. Very high rate of fire, 175 shots per mag fairly accurate.
EXALT TMP - Autopistol secondary. Extremely high rate of fire, 15 shots per clip.
EXALT Pacifier - Secondary grenade launcher that launchers flashbangs. Identical stats to MGL Flasher, but only holds 3 grenades.
EXALT Rocket Launcher - Rockets travel fast, but do less damage.

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The Aliens:

Spoiler:
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While they don't have as many tactical assets as the other factions, such as MG Turrets and Cover Deploys, they make up for it with an extremely diverse roster of specialist soldiers. Their guns are accurate and very deadly, but have low ammo caps and fire rates. Their special guns consist of specialist gear. Their elite units also spawn more often than the other factions'. Soldier Types:

Muton: Refer to the standard soldiers of the other two factions.
Outsiders: These units are marksmen who use single-shot and burst-fire plasma weaponry.
Floaters: Fodder unit. Very common, wield the same weapons as Outsiders, but aren't as accurate.
Thin Men: Similar to XCOM and EXALT's covert units. However, Thin Men spawn far more often.
ADVENT Soldier: Human turncoats who act as shock troopers for the aliens. Their guns are full-auto, as opposed to traditional alien weaponry.
ADVENT Stun Lancer: Rusher unit with a full-auto rifle. Will disregard cover to move in close to their targets, and faster than normal units.
Muton Elite: Armored Mutons who use the Fusion Bomber (full auto grenade launcher) and the Suppression Rifle (high ammo cap LMG.)
Outsider Elite: Use the Plasma Sniper and the Stormgun, a deadly alien SMG with an extremely high rate of fire, but low ammo cap.
ADVENT Captain: They use modified MAG guns that fire two projectiles per shot, while retaining the same fire rate.
Muton Berzerker: Fast and Tanky melee-only unit that will charge its enemies and attempt to disrupt their ranks.
Ethereal: Psionic units that use their mind as a weapon. Extremely deadly, but a rare sight on the battlefield.

THE ARMORY:

Alien Plasma Rifle - Single Shot, low rate of fire. 20 Shots per charge.
Alien Heavy Rifle - Two-shot burst, medium rate of fire. 12 shots per charge.
Alien Plasma Carbine - Full-Auto, medium rate of fire. 15 shots per charge.
Alien Needle Rifle - Suppressed Sniper. 3 Shots per charge.
Alien Plasma Stormgun - Full-Auto SMG, extremely quick rate of fire. 15 shots per charge.
Alien Suppression Rifle - Full-Auto LMG, high rate of fire. 125 shots per charge.
Alien Sniper Rifle - Far zoom distance. 5 shots per charge.
Alien Alloy Cannon - Shotgun that fires 18 projectiles per shot. Medium retrigger, 12 shots.
Alien Fusion Bomber - Full-Auto grenade launcher. Low rate of fire, 5 grenades per charge.
Alien Plasma Pistol - Single Shot secondary pistol. Fairly accurate, 15 shots per charge.
Alien Masterkey - Secondary Shotgun. Fires 6 projectiles per shot, 5 shots.
Alien Blaster Launcher - Rocket Launcher secondary. Fires three rockets at once, inaccurate.
ADVENT Mag Rifle - Used exclusively by ADVENT troopers, and can't be bought. Accurate and deadly full-auto assault rifle, 30 rounds per clip.
ADVENT Mag Rifle Mk. II - Upgraded rifle used by ADVENT Captains. Same states as the Mk. I, but fires two projectiles per shot.

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General and Misc:
-Each faction has had its color changed: XCOM is blue, EXALT is red, Aliens are purple.
-As opposed to ambiance, background tracks from XCOM play during day, night, and when in battle.
-Each faction has faction specific dialogue.
-Every faction has special weapons that can be bought if you're a high enough level.
-Every faction can call in a team of minibosses.
-The mod comes with loading screen hints!
-AI is geared more towards single-player play, though it's just as enjoyable with friends.
-The weapons in this mod are fairly deadly all-around; surviving a hit would be pure luck.
-The mod does not regard continuity much; expect to see XCOM: UFO Defense and XCOM 2 units on the same battlefield.
-A faction's special weapons tend to deviate from that faction's typical armory/playstyle. This is intentional.
-This mod features some unused and campaign-specific vehicles from vanilla.
-Each faction's primary weapons are split into two tiers; Tier 1 weapons are common and you can respawn with them. Tier 2 have an XP requirement, are rare, and you cannot respawn with them.
-This mod should be considered an alternate "flavor" of Acake's original XCOM mod, and a good chunk of the content seen here is his work. (Link to original mod below.)

Old Screenshots: http://imgur.com/a/S25xR
Newer Screenshots: http://imgur.com/a/98amQ
Gameplay Video by TheInsaneGuy

Credits:
-Acake: Base Mod and modding help.
-Testpilot14: Alien explosive particle effects
-Noobmodmaker0808: Base files for the "Alien Suppression Rifle"
-Tremozl: Base models for some EXALT models and various assets
-Firaxis Games: Sounds, Icons, and XCOM IP.
-Valve: CS:GO Sawed-Off Firing Sound
-Matricaria: BalanceRethink AI.

Download Link: http://www.mediafire.com/download/l3lcp ... h+XCOM.zip


Last edited by Ramsoos on Tue Nov 10, 2015 2:53 pm, edited 35 times in total.

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PostPosted: Tue Jul 07, 2015 12:12 am 
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-Changelog: Shiny new toys edition-

Features & Touch-ups:
-EXALT now has access to the "Patriot," a techincal.
-EXALT now has access to the "Vulcan Tank."
-XCOM now has access to the "Battlestation," a super-tank that can take and dish out loads of damage.
-AI's will now use the Spawn Truck, Patrol Boat, and Armory Truck.
-EXALT now calls in a Patriot instead of a Humvee. 150 RP cost.
-EXALT tank call has been replaced with a Vulcan Tank call. 750 RP cost.
-XCOM tank call has been replaced with a Battlestation call. 1750 RP cost.
-Vanilla footstep sounds have been replaced with ones from XCOM: EW.
-Cheesy new death sounds!
-EXALT Cover Drop call has been replaced with a Proxy Mine drop. 80 RP cost.
-New hints for the loading screen!
-More UFO Defense throwbacks for XCOM: Some default soldiers can be found wearing UFO Defense Coveralls. This is purely cosmetic.
-AI's now have more dialogue and triggers for more events.

Balancing:
-EXALT Laser Rifle has been made more accurate.

Notes:
-The "new" vehicles in this mod aren't made from scratch; rather, the Patriot and Vulcan are unused vehicles in the files, and the Battlestation is a renamed DarkCat Tank, which is the boss of one the final missions of the vanilla campaign.
-The new death sounds are from the N64 game "Perfect Dark."
-Decided to get this update out the door and reserve the new guns for the next update.


Link in the OP has been updated.


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PostPosted: Fri Jul 10, 2015 1:26 am 
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Hey mod maker man dude. I made a semi-review/gameplay video of your amazing mod. It's up to you what you want to do with it, but it's there for the people who wan't to see what this mod is all about.
https://www.youtube.com/watch?v=AQMoWhp ... e=youtu.be
P.S. This mod is F***ing amazing
P.P.S. I'm pretty damn awkward at the start of the video. (It gets better I swear :P)


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PostPosted: Fri Jul 10, 2015 1:36 am 
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Holy shit, someone made a video.

Thanks for the kind words, video was a joy to watch. I may post that on the OP.

Also, as a general PSA, mod development for this is currently at a halt. I'm working on another minimod that's based off of one of my favorite games of all time. The minimod should be released in a about a week, probably less. If there are any developments, I'll post an update here. Once the mod is released, I'll likely go back to working on this. (Though, I have another mod in mind that may begin development on.)

Thanks again, InsaneGuy!


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PostPosted: Mon Jul 20, 2015 8:28 pm 
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-Changelog: Back from the Dead Edition-

Features & Touch-ups:
-Death sounds have been reverted back to vanilla RWR's.
-EXALT has some new models, including two female agents.
-Female EXALT agents have their own namelist.
-The EXALT TMP's model has been touched-up a bit.
-New daytime ambiance: "Hidden Movement" from the Enemy Unknown OST.
-Slight touch-up on EXALT Team Leader model.
-New dialogue cues and lines to bring the game up to date with vanilla.
-Alien mortar calls have been replaced with Fusion Bombardment calls; shorter AoE, more direct damage.

Bugfixes:
-Fixed a bug where Covert Ops Gear had no encumbrance.
-Proximity Mines should now detonate when a unit steps on them, in addition to when a vehicle drives over them.

Credits:
-Tremozl: Base models for the new EXALT agents.

Download link in OP has been updated. I will be taking a break for a while, so here's the last bit of bugfixing and material I was working on.


Last edited by Ramsoos on Tue Jul 21, 2015 7:06 pm, edited 3 times in total.

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PostPosted: Tue Jul 21, 2015 1:06 am 
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I just wanted to slink out of the shadows to show my support for this mod Ramsoos. Out of all the mods for RWR that I've tried, yours (or rather your version of Xcom alongside Acakes,) is one of the most enjoyable. The models are excellent, the sounds and weapons are great and the differences between the factions in terms of strengths and weaknesses is wonderful.

About the only complaints I can think of off the top of my head is the lack of 'unique' vehicle for the Aliens and their anti-tank option, the blaster launcher, is awful to attempt to aim. Maybe I'm just ineffective with it, but the shots never seem to go where I'm aiming them.

I'm not sure how difficult it is to model and add in new vehicles, but there's always the option for a cyber disc as an Alien tank alternative.

I'd also -love- to see Chryssalids (the classic black grinning buggers,) making an appearance in the mod, operating off of the same AI as the berserker. Of the people I know that played the classic Xcom, -everyone- hated encountering them and for bloody good reason.

At any rate, I hope you'll continue to add things to the mod itself!

Now with that out of the way... back to lurking I go~


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PostPosted: Tue Jul 21, 2015 6:38 pm 
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Now with that out of the way... back to lurking I go~


No, wait! Don't goooooooo....

Seriously though, I appreciate the feedback. To address some of your points:

Alien Vehicles: Unlike soldier and weapon models, vehicles aren't voxel-based. The unique vehicles for the other factions already exist in the vanilla game, I just unlocked them and tied them to a call (still working how to get them to spawn in normally.) There are no other unused vehicles in the files that I could tie to the aliens. And I have absolutely no experience with actual 3D modeling. Trust me, I've been wanting to give the Ayys a Cyberdisk or Sectopod for a long time now, I just have no idea where to start.

Blaster Launcher: This is something I have been meaning to address for a long time. The Blaster Launcher is extremely inaccurate, and while the same could be said for all of the rocket launchers, the Blaster Launcher is near-useless. I'm still trying to find a way to retain its uniqueness with making it reliable.

UFO Defense Chryssalids: This really isn't a bad idea at all. The current trend of the last few updates has been adding UFO Defense throwbacks. So far, this has only been for XCOM, but I'd like to extend this to the other factions as well. The only problem is finding a way to make the Chryssalid functionally different from the Berzerker. Alternatively, I could just make the Chryssalid an alternate skin for the Berzerker, though I can see that being confusing. Definitely considering this though.


Updates will trickle in as my interest renews itself. After releasing Running with Datadyne, I thought I'd take a break for a while. I've been obsessing over this game for about a month and a half, and I need a change of pace. Rest assured though, this mod will continue to receive updates, even if it is only to keep it compatible with vanilla.


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PostPosted: Tue Jul 21, 2015 7:19 pm 
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Ramsoos wrote:
Blaster Launcher: This is something I have been meaning to address for a long time. The Blaster Launcher is extremely inaccurate, and while the same could be said for all of the rocket launchers, the Blaster Launcher is near-useless. I'm still trying to find a way to retain its uniqueness with making it reliable.


I haven't scoured your code that much so I can't be sure on this but is the inaccuracy caused by the weapon firing three projectiles at the same time? If it's possible (and if it would help,) you could have the Blaster Launcher fire three projectiles in a quick and semi-accurate manner rather than all at once. Anything is better than immediately hitting the ground in front of my soldier or worse, firing it off into the sky.

Ramsoos wrote:
UFO Defense Chryssalids: This really isn't a bad idea at all. The current trend of the last few updates has been adding UFO Defense throwbacks. So far, this has only been for XCOM, but I'd like to extend this to the other factions as well. The only problem is finding a way to make the Chryssalid functionally different from the Berzerker. Alternatively, I could just make the Chryssalid an alternate skin for the Berzerker, though I can see that being confusing. Definitely considering this though.


I was giving this a little thought myself for both the Berserkers and 'Lids. How about making the Chryssalids be twice as tough as a berserker (or near abouts,) but they cannot be knocked over? Give them a vest that allows them to absorb a lot of punishment but will never put them into a stunned or wounded state.

It might sound a little op, but too many times I've seen a berserker run at a small group of soldiers and immediately get planted on his ass from a hail of bullets. The old Chryssalids were meant to feel a tad bit unfair with the insane amount of TUs they had along with that health and one hit pregnancy attack, so I think this should also ring true in RWX.

Heck, if this kind of Chryssalid is adopted in the mod you could even make them into a small but expensive call for the Aliens in lieu of them having a vehicle option. 4 to 6 'lids dropped on an enemy base that can't be stunned? It's like a tiny version of a terror attack.


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PostPosted: Tue Jul 21, 2015 7:38 pm 
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Heck, if this kind of Chryssalid is adopted in the mod you could even make them into a small but expensive call for the Aliens in lieu of them having a vehicle option. 4 to 6 'lids dropped on an enemy base that can't be stunned? It's like a tiny version of a terror attack.


"I'M LOSING CONTROL OF THE SITUATION!"

Will look into all of this. I've also been meaning to give the Berzerker a bit of an upgrade. Your idea for the 'Lids is a good one, I try that out sometime to see how it affects gameplay. As for the Blaster Launcher, the other idea I had was maybe giving it two shots per charge, instead of one like the other launchers. Testpilot14 does this in his Halo mod and it works quite well.

Quote:
How about making the Chryssalids be twice as tough as a berserker (or near abouts,) but they cannot be knocked over?


For the record, Zerkers can take ten hits before going down. 20 Hits + No knockdown? ;_;
Though, come to think of it, this gives XCOM's Arc weaponry a good purpose. Having an Arc Rifleman in a squad to break a 'Lid charge would be mighty helpful.

Thanks again for the feedback!


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PostPosted: Thu Aug 13, 2015 3:51 am 
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This mod looks absolutely amazing. I got somewhat bored of the base game after awhile, because all the factions use almost identical equipment with little meaningful differentiation. But this mod introduces aliens, lasers, plasma weapons, more unlocked vehicles... It's awesome.

...Sadly, I can't seem to download it, as the download site says that the file has been removed. :( I did DL the old version, from the last thread, but this one seems to have a whole lot more content. If at all possible, could the author please re-upload the mod? Or perhaps another user could upload their own copy? I'd really love to have the new version.


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