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United Nations Extraterrestrial Combat Command

Inventorum Development Team
A Cold War themed mod by the Inventorum Development Team

  • efrenespartano: sprite & ruleset designer
  • Badfella: sprite designer
  • DarkDust: support debugging
  • Ikhanad: support debugging & military history support
  • Luke83: map specialist
  • Noah183: main debugging
  • The Reaver of Darkness: balance specialist
  • Thunder_andr: sprite creator & main military history advisor

FEATURES


This mod is located chronologically right in the middle of the Cold War, almost at the end of the Vietnam War. There will be many pages of UFOpedia explaining the background of the story, as well as the course of the war. Now you can ask the World's Superpowers like NATO and USSR for support, provided by new guns, tanks and crafts.

*New Weapons (for the three Tiers, now Plasma are a little more difficult, so you can stick to Ballistic/Laser longer)

*New Aircrafts/Craft Weapons (real fighters, bombers, missiles and guns)

*New Enemies (three new alien races, more to come)

*New Armor

*New Storyline (you are not a super secret organization anymore)

This mod is a compilation, not all the work is mine. I would call it a "franken-mod", because it is made of many different mods, united with glue, love and some things that I have done myself. This compilation is playable from beginning to end, but there are still many of my ideas to be implemented. It's still WIP, so expect to find some missing things/items. Your feedback is useful.

This is currently version 0.7.4.1, a huge leap forward from the old UNEXCOM combat system. Now, you will find a reworked ammo and weapon system. You can share ammo between different guns from the same caliber and similar characteristics. Weapons has been classified into their different Faction allegations, from UNEXCOM to NATO or Civilian Tech. Also, a major rework has been made to the rulesets and resources, deleting unnecessary files. The starting game has been modified as well, you are equipped with some UN-provided weapon, armored cars and two unique fighters. USA/NATO/USSR support research includes and more equipment. Also, another major change is that on all of the terrains, there will appear various allied NPCs. They carry weapons that you could recover and employ or sell on the market, and will be very helpful on harder fights. This time, you can only choose to ask NATO or the Soviet Union for help. Choosing one disables the other. Also, there is another choice on Soviet fighters, between a lighter and cheaper craft and a faster and more expensive interceptor. Choose wisely, there is no turning back. Fixed some annoying issues found earlier today.

Hear some good songs while chasing hostiles in the jungle

Join the United Nations Extraterrestrial Combat Command on social media!

UNEXCOM on Instagram!

Join the UNEXCOM channel in the IDT server! Try the newest stuff and get updates before anyone else!

Installation:

First you need to get a legal copy of Xcom: UFO Defense. You can get it at Steam or GOG.com :) Download the latest OpenXcom Extended (OXCE) version here, available for PC, Android, macOS and iOS. Put your original Xcom data inside /UFO folder

PC:

- Open your "user" folder
- Copy the entire TGWotW zip file to the "/mods" folder. You can choose to unzip it or just move the zipped file.
- Enable the mod from the Mods option on the main menu.
(Instructions by Luke83)


Android:
- Open your "openxcom" folder inside the root of your Android device,
- Copy the entire TGWotW zip file to the "/mods" folder, You can choose to unzip it or just move the zipped file.
- Enable the mod from the Mods option on the main menu.

The original forum where you can ask questions, provide feedback and even make suggestions is located here.

Enjoy!

AIR COMBAT

Air combat is a very important thing now, inspired by Air Combat Rebalanced and Tech-Comm. Hangars can now host 2 crafts. There is a wide variety of aircraft and craft weapons of the time (and will come more, as well as a redesigned tech tree) It implements the HK features, a great addition made by Meridian. So expect to face UFOs actively trying to intercept your aircraft. You probably lose a lot of aircraft soon, that's why they will be somewhat cheaper. Also, you now can forget the ground radars. They are obsolete, actually I remove Large Radar and set the radarChance of the Small to 5%, just to mark the average combat range of your starting planes. Now you can (and you should) launch satellites to search for enemy UFOs and Bases. Be careful, they are reaaaally slow and HKs ate them for lunch.

GROUND COMBAT


Hatred just a tool the aggressors to control
Into the jungle's depth, into the desert storm
Caught between legions of hate
Caught beneath malefic eyes of fate


Ground combat is another important part. You will use realistic weapons of the time, such as rifles M16, AKM, LMG like M60 and Bren, snipers like XM21 and Dragunov among others. Each major power of the Cold War will supply you with unique tanks, weapons and equipment, you can choose to stick to the reliable Soviet guns or try the advanced NATO weaponry.

Forget the outdated HWP, now you will be in charge of an M551 Sheridan, a BMD-1 IFV or a FV701 Ferret SC, light tanks that can really be transported on an airplane.
Of course, an indispensable mod in any game, UNEXCOM includes Terrain Pack, so you can fight in different and beautiful terrains.
There are new races (made by Solarius Scorch) and their weapons are now much more alien (drawn by XOPs), so the combat is more enjoyable.


Credits by name:

*Alex_D: UH-1 Huey, Mi-24 Hind maps
*alinare: BMD-1 & Laser Tank sprites
*Andr: M12 Beretta, M72 LAW, FN MAG, M16, XM117 (and variants) 9mm Pistol x20 Mag sprite, F-104S Starfighter sprite, plus ideas and historical/technical advice
*Arpia: SCOUTCAR (Ferret AC) sprites and codes
*Badfella: Mercenary & Special Forces artwork, plus ideas.
*Blood Angel Tactical Marine: bug hunter.
*boodman123726: XCOM 2 Music Pack
*bulletdesigner: Old Pilots graphics from 40k mod (now unused), COPTER map (Huey placeholder, now unused)
*danielpembrink: bug hunter
*DarkDust: bug hunter
*Dioxine: Original Double-barreled shotgun, M79 Thumper
*efrenespartano: main ruleset and sprite creation, lead designer
*Finnik: Astronaut sprites
*Fox105iwsp: original UN Combat Uniform and XM-72 Combat Armor sprites
*garretrgang: bug hunter
*hellrazor: Skystriker (C-130 Hercules placeholder, now unused)
*Hobbes: Terrain Mod, Tech-Comm HKs, ruleset reference.
*IgnisAbentorn: bug hunter
*Ikhanad: FN FSC sprites, plus ideas.
*Internet: UFOPedia images, further artwork reference
*Istrebitel: craft weapon reference codes
*KingMob4313: Plasma & Laser ruleset form Equal Terms
*Meridian: modding help on the forums, OXCE dev
*Mitra Lightbringer: bug hunter
*Noah193: bug hunter, plus debugging and ideas
*Luke83: overall Terrain & Map support
*Ryskeliini: Grenade Launcher (now unused)
*SG_Barton: bug hunter
*Solarius Scorch: RecycledAlienCollection, Alien Armory Expanded, Celebrate Diversity, original XM21, FN FAL, old M16, M60 sprites, ruleset reference, Farmer NPCs sprites
*ThatDude: JustRussia AK original weapons (now adapted)
*The Reaver of Darkness: overall balance support, LIGHTNIA mapset, plus ideas
*Valmont and his girlfriend: bug hunters
*Warboy1982: Shotgun firing sound
*XOps: Alien Plasma Weapons
*xover88: XCOM 2012 Music
*Yataka Shimaoka: bug hunter
*Zane: original Delta sprites*Alex_D: UH-1 Huey, Mi-24 Hind maps
*alinare: BMD-1 & Laser Tank sprites
*Andr: M12 Beretta, M72 LAW, FN MAG, M16, XM117 (and variants) 9mm Pistol x30 Mag sprite, F-104S Starfighter, MiG-21 craft sprites, Cigarettes, Flask, Field Dressing, M18 Smoke Grenade plus ideas and historical/technical advice
*Arpia: SCOUTCAR (Ferret AC) sprites and codes
*Badfella: Mercenary & Special Forces artwork, plus ideas.
*Blood Angel Tactical Marine: bug hunter.
*boodman123726: XCOM 2 Music Pack
*bulletdesigner: Old Pilots graphics from 40k mod (now unused), COPTER map (Huey placeholder, now unused)
*Crab Nicholson: bug hunter
*danielpembrink: bug hunter
*DarkDust: bug hunter
*Dioxine: Original Double-barreled shotgun, M79 Thumper
*efrenespartano: main ruleset and sprite creation, lead designer
*Finnik: Astronaut sprites
*Fox105iwsp: original UN Combat Uniform and XM-72 Combat Armor sprites
*garretrgang: bug hunter
*hellrazor: Skystriker (C-130 Hercules placeholder, now unused)
*Hobbes: Terrain Mod, Tech-Comm HKs, ruleset reference.
*IgnisAbentorn: bug hunter
*Ikhanad: FN FSC sprites, plus ideas.
*Internet: UFOPedia images, further artwork reference
*Istrebitel: craft weapon reference codes
*Kzer-Za: wounding scripts on Ballistic Weapons
*KingMob4313: Plasma & Laser ruleset form Equal Terms
*Meridian: modding help on the forums, OXCE dev
*Mitra Lightbringer: bug hunter
*Noah193: bug hunter, plus debugging and ideas
*Luke83: overall Terrain & Map support
*Ryskeliini: Grenade Launcher (now unused)
*SG_Barton: bug hunter
*Solarius Scorch: RecycledAlienCollection, Alien Armory Expanded, Celebrate Diversity, original XM21, FN FAL, old M16, M60 sprites, ruleset reference, Farmer NPCs sprites
*ThatDude: JustRussia AK original weapons (now adapted)
*The Reaver of Darkness: overall balance support, LIGHTNIA mapset, plus ideas
*Valmont and his girlfriend: bug hunters
*Warboy1982: Shotgun firing sound
*XOps: Alien Plasma Weapons
*xover88: XCOM 2012 Music
*Yataka Shimaoka: bug hunter
*Zane: original Delta sprites


Details

RankDownloadsCreatorAddedUpdated
21 of 1201,352 (0 today)efrenespartano

Dependencies

NameAddedUpdated
OpenXcom Extended (OXCE)

Releases

FilenameSizeVersionAddedOptions
unexcom_v0.7.4.1_vendetta_burns_inside.zip71.28mbv0.7.4.1 Vendetta Burns Inside

unexcom_v0.7.4_vendetta_burns_inside.zip71.26mbv0.7.4 Vendetta Burns Inside

unexcom_v0.7.3_vendetta_burns_inside.zip70.35mbv0.7.3 Vendetta Burns Inside

unexcom_v0.7.2_vendetta_burns_inside.zip70.34mbv0.7.2 Vendetta Burns Inside

plasmacraftweaponfix_unexcom_v0.2e2.zip3.03kb0.2e2

unexcom_v0.2e1.zip65.24mb0.2e

unexcom_v0.2d.zip65.19mb0.2d

unexcom_v0.2c.1.zip63.88mb0.2c

69 comments

#0
Guest @guest

Reporting bug


[10-10-2019_17-00-48] [FATAL] A fatal error has occurred: Sprite Set FEMALE_CIVILIAN.PCK not found
[10-10-2019_17-00-48] [FATAL] 0x585c30 OpenXcom::CrossPlatform::stackTrace(void*)
[10-10-2019_17-00-48] [FATAL] 0x586fb0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[10-10-2019_17-00-48] [FATAL] 0x41c780 exceptionLogger()
[10-10-2019_17-00-48] [FATAL] 0xaff950 MPEGaction::MPEGaction()
[10-10-2019_17-00-48] [FATAL] 0xcb9060 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[10-10-2019_17-00-48] [FATAL] 0xcbdf60 OpenXcom::ScriptGlobal::addTagType<OpenXcom::ScriptTag<OpenXcom::RuleItem, unsigned char> >()::{lambda(unsigned long long)#1}::_FUN(unsigned long long)

[10-10-2019_17-00-48] [FATAL] 0x535dd0 OpenXcom::Map::drawTerrain(OpenXcom::Surface*)
[10-10-2019_17-00-49] [FATAL] 0x659690 OpenXcom::Surface::blit(SDL_Surface*)
[10-10-2019_17-00-49] [FATAL] 0x657b80 OpenXcom::State::blit()
[10-10-2019_17-00-49] [FATAL] 0x59ee70 OpenXcom::Game::run()
[10-10-2019_17-00-49] [FATAL] 0x41c8c0 SDL_main
[10-10-2019_17-00-49] [FATAL] 0x91adc0 console_main
[10-10-2019_17-00-49] [FATAL] 0x91aee0 WinMain
[10-10-2019_17-00-49] [FATAL] ??
[10-10-2019_17-00-49] [FATAL] ??
[10-10-2019_17-00-49] [FATAL] 0x7ff89a727bc0 BaseThreadInitThunk
[10-10-2019_17-00-49] [FATAL] 0x7ff89c1aceb0 RtlUserThreadStart
[10-10-2019_17-01-10] [FATAL] OpenXcom has crashed: Sprite Set FEMALE_CIVILIAN.PCK not found
Log file: D:/TWoTS 2_33/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)

efrenespartano
efrenespartano @efrenespartano

Fixed, mate! Download the latest update. ;)

efrenespartano
efrenespartano @efrenespartano

Thanks for the report, comrade! Let me solve it and post a patched version. :D

#0
Guest @guest

hello, heres a list of bugs,

1.ufopedia entries some are missing or have placeholder,others like the new armors dont have an entry at all,its the armor with a shield
2.decoder has 0 chance of finding ships in the ruleset,dunno if intended,upped it to 90 and it works,previously was 0
3.some missions when i enter i get the game crashed because ubaseredux_04 map too big for this mission,block is 6 needs to be 2 ill try to paste the log(tried with huey,lightning,hercules all get the same error,its an alien base i m trying to attack

[07-10-2019_13-08-15] [WARN] Image Resources/Aircraft/Starfighter_dogfight.png (from lodepng) have set incorrect transparent color index 255 instead of 0
[07-10-2019_13-18-18] [FATAL] A fatal error has occurred: Height of map MAPS/UBASEREDUX_04.MAP too big for this mission, block is 6, expected: 2
[07-10-2019_13-18-18] [FATAL] 0x585c30 OpenXcom::CrossPlatform::stackTrace(void*)
[07-10-2019_13-18-18] [FATAL] 0x586fb0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[07-10-2019_13-18-18] [FATAL] 0x41c780 exceptionLogger()
[07-10-2019_13-18-18] [FATAL] 0xaff950 MPEGaction::MPEGaction()
[07-10-2019_13-18-18] [FATAL] 0xcb9060 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[07-10-2019_13-18-18] [FATAL] 0xcbdf60 OpenXcom::ScriptGlobal::addTagType<OpenXcom::ScriptTag<OpenXcom::RuleItem, unsigned char> >()::{lambda(unsigned long long)#1}::_FUN(unsigned long long)
[07-10-2019_13-18-18] [FATAL] 0x4e53d0 OpenXcom::BattlescapeGenerator::loadMAP(OpenXcom::MapBlock*, int, int, int, OpenXcom::RuleTerrain*, int, bool, bool)
[07-10-2019_13-18-18] [FATAL] 0x4e8830 OpenXcom::BattlescapeGenerator::addBlock(int, int, OpenXcom::MapBlock*, OpenXcom::RuleTerrain*)
[07-10-2019_13-18-18] [FATAL] 0x4eeca0 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*)
[07-10-2019_13-18-18] [FATAL] 0x4f2d10 OpenXcom::BattlescapeGenerator::run()
[07-10-2019_13-18-18] [FATAL] 0x6759d0 OpenXcom::ConfirmLandingState::btnYesClick(OpenXcom::Action*)
[07-10-2019_13-18-18] [FATAL] 0x5a18a0 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[07-10-2019_13-18-18] [FATAL] 0x657c90 OpenXcom::State::handle(OpenXcom::Action*)
[07-10-2019_13-18-18] [FATAL] 0x59ee70 OpenXcom::Game::run()
[07-10-2019_13-18-18] [FATAL] 0x41c8c0 SDL_main
[07-10-2019_13-18-18] [FATAL] 0x91adc0 console_main
[07-10-2019_13-18-18] [FATAL] 0x91aee0 WinMain
[07-10-2019_13-18-18] [FATAL] ??
[07-10-2019_13-18-18] [FATAL] ??
[07-10-2019_13-18-18] [FATAL] 0x7ff89a727bc0 BaseThreadInitThunk
[07-10-2019_13-18-18] [FATAL] 0x7ff89c1aceb0 RtlUserThreadStart

efrenespartano
efrenespartano @efrenespartano

1.- I didn't notice it. Working on it.
2.- Done on purpose, the Recon Satellites now work as the Radars.
3.- Fixed, the patch will be ready on the next update. It will be released on the next few days
4.- Damm issue! Some other users reported it too. I'm working to solve it, I think is something related to crafts IDs.

Thanks for the feedback, pal. Is very important to the project!

#9
Guest @guest

hey again,np i m playing this game for 25 years,was my first game ever. Is the scientist scheme on purpose to advance slowly? The problem with the original game was that when you downed a big ufo you got all tech immediately, big plasmas blasters etc. A solution would be first 8months to one year plasma pistols, second rifles,third heavy plasmas, afterwards aliens go all out with their best tech. Just throwing an idea out there dunno if its feasible at all. Also one last thing, the ai of civilians is weird,i mean if i see a downed ufo and am a farmer i surely would not go into it,neither would i step in a celatids fire. They actually move into the fire for some reason,or go as near to an alien as possible like they have a death wish.

efrenespartano
efrenespartano @efrenespartano

Hey, mate!
Replying your questions:

1.- Yes, it is intented. The research tree is longer and it takes more time to get plasmas. Also the setting of the mod is 1970s, the tech on those years was less advanced than on 1999 (as the original game).

2.- Doable, I'll modify the appereance of the alien weapons on further updates.

3.- Hahaha yes, Civilians are still a bunch of idiots. Their AI is hardcoded at some degree, we can't modify it so much. But at least, sometimes they kill aliens too!

#0
Guest @guest

Hey efrenespartano and any other modders out there reading this.

Please if possible make engineers-medics-navigators look different a bit, by either different color,or maybe have them have a bandana or something,currently its either save reload stun to see enemy or use that mind thingy.( eg muton soldiers all green,muton leader red, muton engineer maybe gray, i ve seen some mod that does it with floaters)

Idea2 would it be possible to eg each soldier caught would give maybe a bonus to aim? like max +5 plasma rifles or maybe each medic caught could upgrade the first aid kit by max +5 after you catch 5 medics eg. Otherwise late game capturing aliens is pointless.

Idea3 could it be possible after 95% of aliens die,that the rest surrender? Always a chore to find that last alien in the alien base

Unless all above are hardcoded in which case disregard.Thanks for all the work mates God bless you

efrenespartano
efrenespartano @efrenespartano

Hi, comrade!

Replying to your suggestions:

1.- Doable, I'll do some recolors to differentiate who is who.

2.- Not possible.

3.- Doable! Nice suggestion, I'll implement it on the next update. If you login into a mod.io account I'll put you on the credits of the mod. ;)

#7
Guest @guest

Cool mod. Upon landing on first alien base I got:
[FATAL] OpenXcom has crashed: Height of map MAPS/UBASEREDUX_04.MAP too big for this mission, block is 6, expected: 2

efrenespartano
efrenespartano @efrenespartano

Fixed, you will see the changes on the upcoming update. :D
Thanks for your support, mate.

efrenespartano
efrenespartano @efrenespartano

Roger roger, working on it! Thanks for the feedback, pal!

#8
Guest @guest

I'm getting the same crash, same error message as the previous guest.

[04-10-2019_20-04-19] [INFO] Loading rulesets...
[04-10-2019_20-04-20] [WARN] disabling mod with invalid ruleset: UNEXCOM
[04-10-2019_20-04-20] [ERROR] failed to load 'UNEXCOM'; mod disabled
Weapon STR_M16_M203 has clip size 0 and no ammo defined. Please use 'clipSize: -1' for unlimited ammo, or allocate a compatibleAmmo item.

I'm using OpenXcom 1.0 git 2019-08-21 00:00 according to the main menu screen. All mods disabled except this one. If I look at the file "BallisticWeapons_UNEXCOM_27_Sep_19.rul" I do see the following defined for STR_M16_M203:

ammo:
0:
tuLoad: 10
tuUnload: 20
compatibleAmmo: [ STR_5_56MM_NATO_RIFLE_X20, STR_5_56MM_NATO_RIFLE_X30 ]
1:
tuLoad: 20
tuUnload: 20
compatibleAmmo: [ STR_40MM_FRAG ]

I've tried adding a clipSize entry but doing so simply throws the same error for the next weapon in the list. And the next, and the next, etc...

And as I'm typing this I see above, "Dependencies: OXCE". So.... I guess there is the issue. Jesus.

efrenespartano
efrenespartano @efrenespartano

Hahaha don't worry, I'm glad you noticed it. Thanks for the feedback, mate.

On OpenXcom Extended, there is the possibility to further expand the ammo types on the weapons, making possible to have two different ammo on the same weapon at the same time! I suggest you to keep your installation updated with the latest OXCE!

#0
Guest @guest

disregard previous post, i failed by not using oxce,mod works fine except some ufopedia entries which are not visible well

efrenespartano
efrenespartano @efrenespartano

Roger roger, I'll take a look. Thanks for your feedback, mate. 🙌

#8
Guest @guest

[03-10-2019_15-57-35] [INFO] Loading rulesets...
[03-10-2019_15-57-35] [WARN] disabling mod with invalid ruleset: UNEXCOM
[03-10-2019_15-57-35] [ERROR] failed to load 'UNEXCOM'; mod disabled
Weapon STR_M16_M203 has clip size 0 and no ammo defined. Please use 'clipSize: -1' for unlimited ammo, or allocate a compatibleAmmo item.

getting above problem

efrenespartano
efrenespartano @efrenespartano

Hello there!

What version of OpenXcom Extended are you using, mate? I couldn't recreate the crash
This is the ammo defined for the M16 M203

ammo:
0:
tuLoad: 10
tuUnload: 20
compatibleAmmo: [ STR_5_56MM_NATO_RIFLE_X20, STR_5_56MM_NATO_RIFLE_X30 ]
1:
tuLoad: 20
tuUnload: 20
compatibleAmmo: [ STR_40MM_FRAG ]

bluewolf194
bluewolf194 @redhealer11

Have you though about using the 40K mod's HWP deploment method?

efrenespartano
efrenespartano @efrenespartano

Do you mean like mounting turrets on crafts (static HWP)? I have some turret sprites, but I'm still looking for a good use. Probably fixed weapon emplacements on certain maps or missions. We are open to new ideas. :D

bluewolf194
bluewolf194 @redhealer11

No the equip tanks as armor like the bike and Sentinel from the 40K mod.

efrenespartano
efrenespartano @efrenespartano

OH! Good idea, I'll take a look about how the 40k devs did it and I'll try to implement it on future updates. :D