UFO:Alien Invasion

General => User modifications => Topic started by: beng on January 26, 2015, 06:42:28 pm

Title: Super Humans mod for UFO:AI 2.5 (cheat)
Post by: beng on January 26, 2015, 06:42:28 pm
If you like your games hard and challenging, this mod is not for you. It gives the humans many advantages and seriously unbalances the game. It is basically a cheat mod. It does not add any new objects, just modifies specs for weapons, craft, base buildings in the game to make the humans super powered.

Some changes:


How to install / uninstall this mod: 2 ways

The quick and dirty unofficial way:
Just put the 1superhumans.pk3 file in your base sub-directory (and base is in your UFOAI install directory).
For example, the path to the file on my Windows system is: C:\Program Files\UFOAI-2.5\base\1superhumans.pk3

To uninstall just move it somewhere else or delete it.

The more complicated official (http://ufoai.org/wiki/Mod) way:

Update: New version uploaded 01/02/2015, bolter/EM rifle antimatter bullets will now explode when they hit aliens.
Title: Re: Super Humans mod for UFO:AI 2.5 (cheat)
Post by: DarkRain on January 29, 2015, 02:57:28 am
<...>
  • Run the game with the command line switch +set fs_gamedir superhumans (or whatever name you called it).
  • Alternatively start the game as normal, then pull down the console using ~ and type fs_mod superhumans to load the mod.

We need to bring back the 'choose your mod' window...
Title: Re: Super Humans mod for UFO:AI 2.5 (cheat)
Post by: beng on January 31, 2015, 05:22:36 pm
File in the first post has been updated to a new version. Laser guns and coilgun now have 255 ammo (max ammo of any weapon is 255).

Bolter/Electromagnetic rifle antimatter clip bullets will now explode when they hit bodies. Be careful how you use them.

Also, the hybrid missile now has a longer range than the antimatter missile. You don't really need it though, laser canons will do.
Title: Re: Super Humans mod for UFO:AI 2.5 (cheat)
Post by: beng on February 22, 2015, 01:20:39 am
Updated the file in the first post to a new version:

Coilgun no longer needs clips. It's clip can be used for the shotgun. Coilgun also can fire armour piercing plasma grenade rounds.

Grenade launcher now uses 1 type of ammo (until you research plasma grenade ammo) with selectable 3 types of effects: high explosive, or incendiary, or flechette. Flechette mode can be used for reaction fire.

Heavy laser can fire laser or armour piercing incendiary rockets.

Starting base layout has been improved.
Title: Re: Super Humans mod for UFO:AI 2.5 (cheat)
Post by: beng on June 13, 2015, 10:38:43 am
Updated new version of the mod file, some tweaks and bug fixes.
Title: Re: Super Humans mod for UFO:AI 2.5 (cheat)
Post by: hagamablabla on October 10, 2015, 06:44:10 am
Thanks for this, it's pretty much everything I wanted.
Title: Re: Super Humans mod for UFO:AI 2.5 (cheat)
Post by: ViolentAJ on February 06, 2018, 02:40:39 am
I'd like to know if there is a way to deactivate the mod, or toggle it on and off.

I used the mod to shoot down a Corruptor that was going to raep my base, but want to put the game's settings back to normal in a save game.

Is this possible?