osprey.1.png
screen072.1.png
callofcoding.1.png
skulljack.1.png
screen070.png
newarmours2.png
intheslums.png
polarnicy.png
blacklotus.png
castle9.png
screen027.png
unarmed_combat.png
x-com_hybrids.png
screen048.png
screen050.png
lilsub.png
dimensionxoutro.png
village08.png
village01.png
snakemananalysis.png
worker.png
lookatmeiamobliteratornow.png
hallucinoid_inventory.png
screen065.png
screen068.png
newarmours1.png
dimension_x_outpost.png

This megamod will allow you to grow X-Com from its humbled beginnings, as a two-men team travelling the world in an expensive-looking car to global the military force we all know and love. It contains many, many additions, like new mission types, enemies, equipment and story arcs (including the entirety of my previous project, the Final Mod Pack). It also places the game a bit more firmly in the 90's conspiracy genre and its clichés.
Defeat the enemies from the outer space, the oceans the underground, but primarily within our own society!

I have maybe 90% of things done, hence the 0.9.X number. Still, it's definitely playable.

Details

RankDownloadsCreatorAddedUpdated
1 of 10312,929 (17 today)Solarius_Scorch

Dependencies

NameAddedUpdated
OpenXcom Extended (OXCE)

Releases

FilenameSizeVersionAddedOptions
openxcom_xfiles_0.9.9d.zip157.63mb0.9.9d

openxcom_xfiles_0.9.9c.zip157.08mb0.9.9c

openxcom_xfiles_0.9.9b.zip156.77mb0.9.9b

openxcom_xfiles_0.9.9a.zip175.14mb0.9.9a

openxcom_xfiles_0.9.9.zip175.15mb0.9.9

openxcom_xfiles_0.9.8h1.zip149.75mb0.9.8h

openxcom_xfiles_0.9.8g2.zip129.65mb0.9.8g2

openxcom_xfiles_0.9.8g.zip129.65mb0.9.8g

openxcom_xfiles_0.9.8f.zip129.65mb0.9.8f

openxcom_xfiles_0.9.8e.zip129.6mb0.9.8e

openxcom_xfiles_0.9.8d.zip129.6mb0.9.8d

openxcom_xfiles_0.9.8c.zip129.45mb0.9.8c

openxcom_xfiles_0.9.8b.zip129.45mb0.9.8b

openxcom_xfiles_0.9.8a.zip129.45mb0.9.8a

openxcom_xfiles_0.9.8.zip129.45mb0.9.8

openxcom_xfiles_0.9.7c.zip134.76mb0.9.7c

openxcom_xfiles_0.9.7b.zip134.75mb-

openxcom_xfiles_0.9.6c.zip115.53mb0.9.6c

openxcom_xfiles_0.9.6b.zip115.5mb0.9.6b

openxcom_xfiles_0.9.6.zip115.5mb0.9.6

openxcom_xfiles_0.9.5.1.zip104.46mb0.9.5

openxcom_xfiles_0.9.4c.zip101.04mb0.9.4c

22 comments

#6
Guest @guest

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GO
gonciarz @gonciarz

Hi, I've added a ArchLinux package for your mod:
Aur.archlinux.org

JR
jritter @jritter

I'm getting a seg fault upon completing the project samael mission, is this a known issue? Is there a fix for it? Thanks. I've uploaded the log and a save file before the mission and right before the seg fault: Drive.google.com

#9
Guest @guest

New to the modding scene for the game, Does this require terror from the deep?

efrenespartano
efrenespartano @efrenespartano

Not at all! You just need your Xcom: UFO Defense files, all of the requiered TFTD files (mostly for the aqua missions) are already integrated into XCF by Solarius Scorch. ;)

bluewolf194
bluewolf194 @redhealer11

All I have to say is the Yogscast make this look easy.

bassturtle
bassturtle @bassturtle

I'm playing 0.9.9d now and the AI seems to be off. Enemies just run around in circles until you get close enough to them, kind of non-challenging and repetitive when you can just pick them off from a distance..

bassturtle
bassturtle @bassturtle

Loving the mod so far Solarius, its a work of love! So much new content and immersion. I've started on 0.9.9c and was wondering if I can upgrade to newer version at a later date and use my saves from 0.9.9c? I have an idea, capture/release balls a bit like planet centauri/pokemon, one per game perhaps as a mission reward.

sportyheadshot
sportyheadshot @sportyheadshot

I encountered a cult of apocalypse mission which was located in a cave system. After clearing it out and finishing the mission the game crashes every time giving an error that it cant find "STR_SPAWN_DOOM_IMP"

The only thing that allowed me to continue the game was loading a previous save and aborting that mission.

Solarius_Scorch
Solarius_Scorch @solarius-scorch

Sorry about that. Please update to 0.9.9c.

JR
jritter @jritter

Hi there, fantastic mod, I'm really enjoying it. I recently defeated the Church of Dagon, and I'm finding myself missing the music track that plays on their missions. What music is it, and is there any way to get my hands on it outside of the game? Thanks

Solarius_Scorch
Solarius_Scorch @solarius-scorch

It's from Galactic Civilizations II.

NE
nerber123 @nerber123

im getting a problem where it says "geodata/world dat not found" and then dosent open it any one no a solution to this

Solarius_Scorch
Solarius_Scorch @solarius-scorch

Sounds like an install problem. Certainly not a mod issue.

NE
nerber123 @nerber123

is there any more up to date mod installation guide

#7
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dptheog
dptheog @dptheog

This is an excellent mod--good to see the new versions making it even better.

If anyone wants the asset statistics to look different, you don't need to wait on the modder to "fix" it after you report it. Since the code is uncompiled in all OpenXcom mods, it can just be modified like a text file to suit your tastes. For example, the Viper's range is coded in crafts_xcomfiles.rul's fuelMax stat for str_viper_xcom. Set the fuelMax how you like, balance be damned.

Johnny_exe
Johnny_exe @lojkaexe

Hello there! Is there any way by chance to build X-Com Virtualized Headquarters over the normal one?

Solarius_Scorch
Solarius_Scorch @solarius-scorch

Should be, that was my intention anyway. :P

Johnny_exe
Johnny_exe @lojkaexe

Now that i built Viper it has ultra short range of 250 T.T Is it intended?