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Modding => Released Mods => IDT Modding Hub => Topic started by: The Reaver of Darkness on June 27, 2017, 10:07:16 am

Title: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 27, 2017, 10:07:16 am
Reaver's Faithful Megamod
Runs on: Vanilla OpenXcom. This mod is 100% vanilla-friendly and you do not need OXCE to play it properly.

I have here a megamod I've been working on for quite a few years now. It changes many aspects of the game with the focus being on preserving the original feel of the game while balancing everything better and providing more options wherever choices were lacking. When you play this mod, you'll always have a choice at every turn. There's always two or three ways to do something, so you can customize your gameplay to what feels best to you.

Minor spoilers ahead, offering a glimpse into the features offered in the mod. You can download the mod on the OpenXCom Mod Portal (https://openxcom.mod.io/reavers-faithful-megamod) or at the bottom of this post.

Latest Version: 1.4.7.1
This mod is complete and will not receive any major content updates. If you experience any bugs or imbalances, let me know and I may fix them.


(http://i.imgur.com/8JyKUG7.png)


Aircraft
You start out with two interception craft, an Interceptor and a Punisher. The Interceptor is faster and has longer range, the Punisher is tougher and carries more armament. You also have two transport craft, a Skyranger and a Custodian. The Skyranger is fairly quick and carries a medium complement of troops, the Custodian is a lot slower but can carry more troops and features rear exits for rapid deployment. There are sixteen total craft and you'll unlock more gradually as the game progresses. Some are mid-tech and you'll get them before the Firestorm/Lightning, others are higher tech than the Avenger/Vanquisher. Each craft is unique and has its own special niche, with plenty of overlap so you can comfortably choose your favorite craft without having to worry too much about what it can't do. The higher tech craft are especially versatile, most of them can do everything you need them to do.

Patrol craft are a thing now, some of the craft you get will have an enhanced onboard radar and/or improved ability to stay in the air for long periods of time.

Get used to your early craft unlocks, because you will have to research Alien Containment and get a navigator before you can start researching Firestorm or Lightning. There are other things to research first, and you will be briefed on the details after you research an alien corpse.


(http://i.imgur.com/49uOSvW.png)
This is the Custodian. It can carry up to 18 soldiers or 3 tanks, and you start the game with one of these.
(http://i.imgur.com/3CuSbSk.png)


Base and Facilities
Living quarters hold 25 personnel and labs and workshops have 25 personnel space. The research and manufacturing projects still cost just as many points, so it'll be important to build plenty of labs and workshops! There are lots of ways to make good money in this mod. It won't be quite as easy as running lots of UFO sites, but that will get you off to a good start. The best thing to do with all of those surplus special materials you collect is to manufacture them into complex and expensive projects for sale. You can use the auto-sell function to predict how much you'll earn by making a given item, but as a general rule of thumb, the more complicated and difficult it is to manufacture, the better the profit margin will be on it. This does not hold true for ammunition, however.

You can make your base more space-efficient by producing large living quarters or general stores. Each large facility has the capacity of five small facilities, so you get 25% more within the same amount of space.


Air Combat
I added several aircraft weapons, so that there's two variants of each type. One variant will be long range and will hit hard, but it will be slow-firing and carry low ammo. The shorter range variant will have more damage throughput, higher average DPS, and higher accuracy and rate of fire so its damage will come out more smoothly. You might find stingrays useful in my mod, but you can still just use avalanches if you prefer. Plasma craft weapons use special ammo that cost elerium to manufacture, so if you're short on elerium it may be better to use laser weapons. Fusion weapons are much more powerful but very expensive to fire.

UFOs have longer attack ranges now, so you'll frequently find that they shoot back during interceptions. Your craft will need to be repaired more often and you may lose a few. Later craft repair each hit point more quickly, so they make decent brawlers with their higher toughness. Larger UFOs have increased hit points, so it'll be more common for your ammo to run out before downing something really big. You might find it useful to bring two or more craft to intercept.

Short video showing the Laser Beam and Pulse Cannon craft weapons in action against a medium scout.

I haven't added any new UFOs but I have made medium UFOs a lot more common. Terror ships are also less common now overall, however some ships that assault your base will be terror ships now. They have the same complement of troops, but are much easier to shoot down with base defenses. I also buffed missile and laser defenses a lot so they aren't completely useless anymore.

(http://i.imgur.com/OSrjXB0.png)
New aircraft UFOPedia images and maps from XCom Files make expanding your arsenal more exciting!


Ground Weaponry
You might be stuck with conventional weapons for longer in my mod, but fear not for there are plenty of ways to take down tough aliens with starter technology. If you find yourself fighting any armored opponents, try using a heavy cannon, autocannon, or rocket launcher against them. You can also use assault tanks to punch through tough armor, and there's more information on tanks further down. I've made AP damage type more viable in general, and I also increased the power of most grenades. Incendiary damage has been reworked and now should be particularly effective against both reapers and giant robots. No matter what you're up against, it can be killed with conventional weapons--even the sectopod, though I'm not going to tell you how, that's for you to figure out if you really want to! (I can think of at least three ways.)

All 3 classes of weapon come in pistol, rifle, and heavy with two variants of each: automatic and semi-auto.
Pistols have a very low time unit cost to fire, and are fairly accurate. The plasma pistol is considerably weaker than other plasma weapons, but before you get armor you might find it to be the most fearsome weapon in the aliens' arsenal due to its high rate of fire.
Rifles are all pretty accurate, with high accuracy aimed shots.
Heavy weapons have very high power and are great for punching through armor, but they are cumbersome weapons with slow fire rates. The semi-auto heavy will have a high accuracy, while the automatic heavy will have an autoshot but overall mediocre accuracy. The autocannon has an arcing shot which can be useful in a lot of ways. The heavy plasma has a much lower rate of fire, but it hits a lot harder. This weapon will scare you when you have your soldiers in heavy armor.

It'll take much longer to research Laser Weapons, but when you finally get it, you immediately unlock Laser Pistol and Laser Rifle. You then get the choice of researching Heavy Laser Weapons or Automatic Laser Weapons. Once you have researched both, you'll have unlocked the whole laser weapons tree.

The aliens use semi-automatic plasma weapons. Once you research these, you will be able to manufacture your own versions which will use the alien weapons in the project. Make sure you stock up on plasma clips, as you cannot manufacture your own clips without having alien clips on hand! The aliens will continue using all three types of plasma weapon into the end game, so you won't have to worry about one clip type disappearing. Automatic plasma weapons are specific to X-Com and are more expensive.

You can't manufacture the standard ammo for the blaster launcher or small launcher, but you can manufacture conventional variants. In the event you aren't securing enough ammo from the aliens, you will still be able to use these weapons. In addition to this, the small launcher is now one-handed and quick-firing with cheap lightweight bombs, and you will get other conventional weapon upgrades as you research some alien weapons. Fusion blaster bombs use a containment field to decrease their blast radius, making for a heavily concentrated precision explosive. The conventional blaster bombs do not have this feature so you'll have to collect blaster bombs from aliens if you want to take advantage of it.

(http://i.imgur.com/rTEKoKm.png)
The Small Launcher is a one-hand weapon and has low TU cost and weight. You can fire up to 3 small bombs per turn.


Tanks
Tanks come in three varieties: guardian, battle, and assault.
Guardian tanks are tough and heavily armored, but carry weak weaponry. Guardian tank armor is pretty uniform, so it doesn't matter which side gets hit.
Battle tanks are nearly the same as the original tanks, however I have improved their weapons a bit (especially aimed shots).
Assault tanks aren't so tough, but they carry a very powerful weapon which can punch through the toughest armor. Assault tanks have their best armor in front, and they are quite vulnerable in the rear.

Different tank types now come in different colors!
(https://i.imgur.com/2RnR7HX.png)

You must research alien alloys to be able to build laser tanks, but they have improved armor and time units now. The laser assault tank's aimed shot has over a 90% chance to hit. New alien explosive rocket tanks have the same improved armor and time units that the laser tanks have, and they require research in Alien Alloys and Alien Grenade.


Firestorm and Lightning Buffed
I'm going to leave most of the aircraft for you to discover, but I'd like to mention the Firestorm and Lightning. When you finish UFO Construction, you'll be able to research either New Fighter Craft or New Transport Craft. The Firestorm now can carry 4 soldiers or a tank, so while it makes for an excellent interception craft, it can double as a weak but very fast transport. The Lightning was already able to perform interceptions but I've improved its transport capacity. It now carries up to 16 soldiers or 4 tanks, and deploys them in all directions. If you had any prior reservations about using it as your main transport, you can forget them. This craft no longer carries a heavy cost for its speed. Speaking of cost, the Firestorm and Lightning now cost less elerium to fuel, so they might find a use in your armada even after you've started building more advanced craft.

(https://i.imgur.com/mx3gxyh.png)


Soldier Classes
You can choose to recruit pre-screened soldiers at higher cost and wage. They have the same maximum starting attributes as well as attribute caps, but they will have certain minimum attributes increased to ensure you don't get a lousy soldier.
Breacher: high reactions and health, good for exploring UFOs and going around corners
Ranger: high time units and stamina with a small boost to firing accuracy and reactions, good for exploring large amounts of the map
Sniper: high firing accuracy and reactions, good for camping behind cover with a good line of fire to many areas
Heavy: high strength and health with a small boost to accuracy and decrease to reactions, good for using large weapons and explosives
Elite: slightly boosted starting attributes in all areas.
There are two more soldier classes you can unlock with further research, both are quite expensive but very useful if you can afford them!


Late-game Craft
Eventually you'll unlock craft even more advanced than the Avenger or Vanquisher. They aren't that much stronger overall but rather they focus on being more versatile, being able to perform many different roles all in one craft. There is no need to have them and they are very expensive, so it's something to spend time and money on if you don't have anything better to do.

I won't spoil these craft too much but here's some external views:
(https://i.imgur.com/YVHzMHu.png)
Stalker - excels as a patrol craft and despite using elerium for fuel, it is particularly fuel efficient

(https://i.imgur.com/UUyJ6lu.png)
Heracles - excels as a ground transport and has a complex interior design


Game Difficulty
I made a drastic change to the difficulty of the game. Experienced is now closer to what beginner used to be--not quite that easy but it makes a much more significant difference from Veteran than before. Genius is now about the same difficulty as Superhuman used to be. Beginner is very easy and Superhuman is very difficult. I haven't changed how difficulty affects alien craft spawns or alien deployments (yet), but it now makes huge changes to their time units, energy, health, and reactions. In addition, Beginner greatly reduces alien's armor and firing accuracy (just like in vanilla) while Superhuman greatly increases alien's armor and firing accuracy. Good luck trying to take out Sectopods now. (It's very possible, but won't be easy.) Celatids will probably never miss a shot in Superhuman, so you'll have to use their arcing shot against them. Melee units also have their strength greatly affected by difficulty, so that will affect their melee damage.
edit: I am being told that my mod is significantly more difficult than the original game. Experienced is probably more like the original Veteran, while Veteran is probably more like Genius or Superhuman. Let me know your thoughts on how it compares with the original!

I am eager to see someone try to take on my Superhuman difficulty setting. If you know the game really well, you can probably still dominate the aliens, since my mod offers so many resources you can take advantage of. There's always a way to get something done, you just have to figure out how. I guarantee you I'd get pulverized on this Superhuman difficulty. I'm having enough trouble on Genius. But I know it's possible to win, probably even what some of you would call easy.


Other Changes
There's a bunch of other changes made to the game, and some I'll leave for you to discover.
 * Late-game things often cost a lot more money, so you'll find ways to spend your money. Riches won't come easily in my mod.
 * The alien races are a bit different, especially sometimes in alien bases. You may encounter mixed race ships later in the game.
 * Power suit now has higher armor than flying suit, and both give special attribute bonuses.
 * Alien psionics are nerfed a bit so they will feel less cheaty.
 - - Your psionics are nerfed even more, so it'll be difficult to build up a squad of psi-warriors.
 - - You will need mind probes and ethereal corpses to build psi-amps, but you can get both of these in the late game.
 - - Get your Psi Lab built ASAP. Even if you can't use psionic attacks, you can still train psi defense.
 * There are six different ships you can take to Cydonia.
 * Some of the previously useless alien research (like alien food and alien entertainment) is now used to unlock important technologies.
 * startingBase ruleset is altered and gives you a lot of supplies plus a tank.
 * You can manufacture heavy armor immediately at the start of the game. It offers +12 armor on all facings and costs 5 strength and 5 TUs from the soldier. It's probably better to wear it, but it's a choice for you to make.


Slideshow demonstrating various explosive devices in my mod
http://imgur.com/a/oIyli (http://imgur.com/a/oIyli)

Video showing how to use guardian and assault tanks for best effect
https://www.youtube.com/watch?v=PzLoMC3VFb4 (https://www.youtube.com/watch?v=PzLoMC3VFb4)

How to get shot, and how to not get shot
https://www.youtube.com/watch?v=xOy7Wpy8hvU (https://www.youtube.com/watch?v=xOy7Wpy8hvU)

Video showing my blue plasma weapons, just ten minutes of me playing the game
https://www.youtube.com/watch?v=8Mj70Dv7ofU (https://www.youtube.com/watch?v=8Mj70Dv7ofU)


Future Changes
The mod is essentially finished. There's still things I wish I could have done, but I am moving this project to OXCE+ and am going to make some major changes. I will thus release the OXCE+ version under a new name.

The main things I still wanted to get done:
I'm still seeking improvements to aircraft artwork. I plan to also continue adding art assets to the game as I come across them. The final four aircraft unlocks also need plenty of work; their maps and sprites don't look much alike for one thing. I do not plan to add my own UFO battlescape variants, but this mod is mostly compatible with Luke's UFOs and should be compatible with Darkened UFOs but I haven't tested it yet. I want to eventually compile a set of UFOs from Luke's and/or Darkened mods to ensure compatibility, as I know at least Luke's UFOs mod has some redundant code that can interfere with this mod. I also want to fix research list order because that's currently a hot mess, and I'd like to iterate on the value of various aliens and corpses as well as their special items, making their sell values vary much more.



Version changes, credits, and recommended settings are on reply #3 (https://openxcom.org/forum/index.php/topic,5543.msg84625.html#msg84625).

(https://i.imgur.com/Hze75mE.png)
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: SteamXCOM on June 27, 2017, 08:42:35 pm

That is an impressive LIGHTNING, it is enlarged, no?  Maybe it should be the THUNDER.

I shall have to study your doors to see how you got them to work!
Yes, I should like to see how the nodes work to have aliens storm the craft, that should be a possibility on them all..
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: drages on June 27, 2017, 10:54:26 pm
This looks like a great mod to be a reference for beginner modders too.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 28, 2017, 01:58:36 am
Version 0.6.0 Changes:
 * Large Radar is now a large facility.
 * Advanced craft are locked behind some alien research, and you have to research alien containment to build one.
 * You can manufacture Heavy Armor for your troops at the start of a game.
 * Several research tweaks
 * Starting Base altered
 * Lots of bug fixes

Now introducing the new Heracles! This is a late-game craft you may eventually unlock, which can hold a large number of troops or tanks. The old map for it looks like an elongated Avenger, but I have made an exciting new map that gives the player a sort of ship you never get to have: it's like one of the UFOs! It's got rooms and hallways inside, and your crew start littered about the craft rather than all lined up. It also has nodes running through the ship so that aliens may enter and explore the interior.
(http://i.imgur.com/XEX4gH4.gif)
This is the outside view. I'm not spoiling the interior right here!
edit: This is an older map. I have a new map for the Heracles detailed in the OP.

Version 0.8.1 Changes:
 * Added new aircraft maps, sprites, and UFOPedia graphics
 * Fixed Small Launcher to look like it's 1-handed
 * Changed/expanded difficulty settings
 * Added psionic prodigy soldier
 * Tweaked some alien tech weapons

Version 0.9.4 Changes:
 * Gave sectopod its own unique green laser. https://www.youtube.com/watch?v=YN7omKSvuSs (https://www.youtube.com/watch?v=YN7omKSvuSs)
 * Increased sell costs of most manufacturable items.
 * Tweaked Heavy Cannon, Autocannon, and Heavy Plasma accuracy and TU costs.
 * Switched plasma hovertanks to slow-firing. Their auto-shot is gone but their damage and accuracy is now higher.
 * Improved cannon tank rate of fire.
 * Increased alien TUs and reduced their reactions. This eliminates the frustrating ability aliens have of nearly always winning reaction rolls. On high difficulty, they will still have higher reactions than most of your soldiers, but on low difficulty you can easily have the higher reactions. I have also found that giving aliens more TUs makes them more aggressive and enables them to use tactics they previously would ignore. There is now much more reason to wait in ambush points to shoot aliens who come out in the open.
 * Tweaked smoke grenade/rocket/bomb.
 * Added Large Workshop.
 * Buffed incendiary damage. It is now effective against reapers and cyberdiscs. It is not particularly effective against sectopods but it will damage them right through their heavy armor and is still one of the most effective attacks your soldiers can make with conventional weapons.
 * Fixed bug with alien base race selection.
 * Fixed bug with live alien research.

Version 0.9.5 Changes:
 * Fixed UFOPedia bug.

Version 0.10.6 Changes:
 * Increased craft radar ranges
 * Added pieces to LIGHTNIA.MCD
 * Remade Heracles and Stalker maps
 * Various tweaks and bug fixes detailed in metadata.rul

Version 0.12.1 Changes:
 * Tanks are now colored by type: guardian=green, battle=blue, assault=red.
 * New Alien Explosive Rocket tanks!
 * Large Laboratory and Hyper-wave Decoder have been added. Many thanks to XOps for his artwork!
 * Spawn nodes added to various terrain types, ensuring all of the aliens will be able to spawn.
 * Late-game research projects now add a lot more points to your score.
 * A few craft tweaks. Assassin now can overtake a Terror Ship. Aircraft Cannon damage rate greatly improved. List orders adjusted. Fusion Defense will always destroy a battleship.
 * A few bug fixes detailed in the metadata file.

Version 1.0.0 Changes:
 * Tweaks to tier 2 tanks, Alien Rocket Tanks now shoot faster.
 * Changed Heavy Armor from that awful green to a nice brown.
 * Avenger and Starstreak can equip 3 and 4 weapons, respectively, iff you use OXCE/OXCE+.
 * Other minor tweaks detailed in the metadata file.
 * I changed recommended settings below: removed the recommendation to turn off psi strength improvement. As I understand it, it actually only improves psi strength when your soldiers receive psi attacks. It's also a reasonable amount of training and helps make up for your soldiers being incredibly psi-weak most of the time. Use if you want to, but you don't need it.

Version 1.0.5 Changes:
 * Various bug fixes

Version 1.1.0 Changes:
 * Fixed several sprite transparency indexes

Version 1.2.0 Changes:
 * minor bug fix
 * minor adjustments to Skyranger, Stormstrike, and Sparrow
 * First Aid Kit now heals three fatal wounds at once, but may only be used once per turn.
 * Some other Easter egg changes for you to discover, in the spirit of Easter.

Version 1.2.1 Changes:
 * minor bug fix

Version 1.2.3 Changes:
 * Fixed certain items not announcing they can be manufactured: Plasma Hovertanks, Fusion Rocket
 * Added back doors to Custodian; fixed issue with soldiers being unable to deploy from both sides of exit.

Version 1.3.1 Changes:
 * Added multiple new types of grenade, as well as some new types of craft missile.
 * Added many UFO variations based on Luke's UFOs mod.
 * Abductors now carry Alien Entertainment
 * Appearance of a race (e.g. mutons) no longer random but happens on a specific month.
 * Increased soldiers' minimum psi strength.
 * Tank armor reduced, health increased.
 * Alien psionics adjusted.
 * Sectoid terror site is less scary; floater terror site is more scary.
 * Funding increased slightly.
 * Varois other small changes.

Version 1.4.1 Changes:
 * Buffed all of the automatic weapons slightly. They should now have a larger margin of benefit above their semi-automatic counterparts.
 * Alien equipment is less random, instead is based on rank versus time. Each rank has a particular weapon progression.
 * Mind probes and small launchers will be more common now. Blaster launchers may show up where you do not expect them.
 * Large facility build time reduced significantly.
 * Battleship map is larger now, both fixing a longstanding bug with the Lightning as well as making the map feel less cramped.
 * Various bug fixes.

Version 1.4.5 Changes:
 * Major balance pass on automatic weapons and alien armor. Details in post #123 on page 9 (https://openxcom.org/forum/index.php/topic,5543.msg123499.html#msg123499).
 * Fixed a terrain bug that was causing crashes in some cases.

Credits:
# resource authors/sources:
# Chiko: alien and terran plasma variants
#      * https://openxcom.org/forum/index.php/topic,383.0.html
#      * available via Chiko's Alternate Xcom (Chiko)
# Shadow: variations on Chiko's designs and blue plasma bullet sprite
#      * https://openxcom.org/forum/index.php/topic,1710.0.html
#      * obtained via Terran Plasma Weapons (Shadow)
# CanadianBeaver: auto-pistol, submachinegun, automatic lasers, first aid kit, and a few other items
#      * https://openxcom.org/forum/index.php?topic=4823.0
#      * obtained via Awesome Guns (CanadianBeaver)
#      * additional credits on mod page
# Dioxine: large general stores and living quarters sprites, large and small living quarters maps
#      * https://openxcom.org/forum/index.php?topic=2806.0
#      * obtained via Improved Living Quarters + Large Stores (Dioxine)
# Ryskeliini: heavy armor design
#      * https://openxcom.org/forum/index.php?topic=1281.0
#      * available via Combat Armor (Warboy1982)
# Robin: variation of Ryskeliini's sprites
#      * http://www.openxcom.com/mod/armored-vest
#      * obtained via Armored Vest (Robin)
# XOps: corridor and large laboratory, radar, and hyper wave decoder sprites
#      * http://www.openxcom.com/mod/armored-vest
#      * obtained via Armored Vest (Robin)
#
#
# tool authors/sources:
# Volutar: MCDEdit
#      * https://www.ufopaedia.org/index.php/MCDEdit
#      uses: edit MCD tileset pieces and images
# DaiShiva: MapView
#      * http://openxcommods.weebly.com/mapview.html
#      uses: edit battlescape maps
# Bomb Bloke//Humax: XCOMExtractor
#      * http://www.openxcom.com/mod/xcom-image-extractor
#      uses: convert .PCK images into .gif format
# Mark Tyler: mtPaint
#      * http://mtpaint.sourceforge.net/
#      uses: pixel editor which preserves palettes
# Falko: SpriteConverter and PaletteConverter tools
#      * https://falkooxc2.pythonanywhere.com/
#      uses: make spritesheets, fix palettes, perform palette swaps
#
# special thanks:
# Meridian:
#      for always being extremely patient and helpful no matter how difficult I have been
#      for being extremely skillful with the code and helping me when I get stuck
#
#
# I need to sort out credits for all of the images, maps, and tilesets from XCom Files. In the meantime, you can check
#   the XCom Files mod for credits.
#
#
# The Reaver of Darkness(myself): all battlescape maps in this mod unless otherwise stated; various tiles
#      in LIGHTNIA.MCD; red/blue laser pistol and heavy laser; blue plasma auto pistol and assault cannon;
#      smoke, fusion, and alternate incendiary rockets; conventional ammo for blaster and small launchers;
#      additional graphics for the plasma rifle; alien explosive cannon ammo; sprites for Heracles and
#      Stalker, Sectopod green laser graphic, Large Workshop sprite and map; tank color swaps; adjustment
#      to AwesomeGuns' machinegun; all added bullet sprites

Recommended settings:
Geoscape:
 * Force craft launch: yes
 * Storage limits for recovered items: yes
 * Psi-Strength Evaluation: yes
Battlescape:
 * Explosion height: 3
 * Alien weapon self-destruction: no (important!)
 * Alien bleeding: yes

Recommended mods:
 * Luke's UFOs - set Luke's UFOs above Reaver's X-com to ensure it does not have priority, this is important!
 - Luke's UFOs are incorporated into Faithful as of version 1.3.1 -


---------- original post ----------

That is an impressive LIGHTNING, it is enlarged, no?  Maybe it should be the THUNDER.
It is enlarged, but only a bit. The original had a 7x7 interior, mine has an 8x8 interior. I wanted to avoid adding too many craft, so I kept it as the Lightning. Also, I found in the original game that I generally avoided using the Lightning for anything as I much preferred the ability to bring tanks to battle. Even if it could have carried tanks, having only 12 capacity is a bit short, considering it also had about the same range as an interceptor. There were too many downsides to make me want to build one of these when I'd be better served with a Skyranger. My Lightning shouldn't have you questioning whether or not it's worth the hangar space, but more whether or not you can afford to drop a couple mil on it and spend several weeks building it.


This looks like a great mod to be a reference for beginner modders too.
I hope so! I'm pretty new to modding myself, though I've accumulated a tiny bit of code experience here and there through my years of interest in computers. I keep my mods simple and similar to the original game rulesets. I started out by copying the rulesets and changing the attributes. New modders could look at my rulesets and compare them to the base rulesets to see what I did to achieve my results.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: SteamXCOM on June 28, 2017, 03:54:19 am
Quote
  REAVER: I'd also like to find a use for some of the unused things, such as alien entertainment or alien food, but I don't have any ideas yet.

Alien Food= the tech should be researched before aliens can be researched (interrogated).
Alien containment can be built as the result of researching  alien containment and maybe something else early  so alien containment facility can be built, however aliens can now be kept but will not co-operate unless fed and that means researching their food at least.

Not sure if food can be used as an disposable item to interrogate the aliens.
Researching an alien requires an alien which is removed from the game afterwards, no sure if two items (the alien and 1(or more) food) can be implemented that way.

Alien Entertainment- a component required to manufacture certain things like weapons etc (the parts are taken out and re-purposed).

As it is, I gated laser weapons behind Alien Entertainment just to slow that research path down to stay in conventional weapons longer (the tech is understood and able to be weaponized into the laser weapons).
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 28, 2017, 07:19:21 am
Alien Food= the tech should be researched before aliens can be researched (interrogated).
Alien containment can be built as the result of researching  alien containment and maybe something else early  so alien containment facility can be built, however aliens can now be kept but will not co-operate unless fed and that means researching their food at least.
I love your idea!

I think it makes sense that these aliens are made of sterner stuff. I don't think they are interrogated through basic torture. I imagine the scientists have to come up with creative ways to study the way they think by watching how they respond to various stimuli, perhaps by using a combination of high stress and mild psychoactive drugs to put their mind in a receptive state, then putting them into artificial stages that look like their home environments. Perhaps they measure the way the aliens communicate and attempt to replicate communications, or put multiple live aliens together to see how they interact. Example: if they could fool a doped and stressed engineer into believing it is back home and/or get it into a state in which it doesn't care much anymore, they might convince it to start acting like it's at work--and watching it may reveal technological secrets.

However they get it done, keeping the aliens alive and able to be studied may require knowing a bit about their environment. Perhaps alien food is necessary for keeping them alive, so you can't research alien containment until you research food. Then perhaps alien entertainment is needed for interrogations, as that research helps understand a crucial part of the puzzle: that the aliens depend on psionics to a great extent. The entertainment devices can simultaneously teach us about the basics of psionic feedback devices while also helping us to see how the aliens communicate and think.

I don't see any use for alien reproduction in our interrogations, and alien surgery and examination room are designed to be used on Earth animals. Maybe researching alien surgery and examination room can help us expand our medical technology.

edit: I gated super soldiers behind examination room, alien abduction, and alien medic. After learning about what the aliens are doing to "enhance" humans, X-Com is able to use the aliens' research for their own benefit.

I also gated alien containment behind alien food and alien entertainment, and I had already gated UFO construction behind alien navigator, so now you have to assault a harvester or supply ship and a terror ship or battleship, or assault an alien base, before you can research superior aircraft designs. That'll give more time to enjoy the 8 craft you have available before that, and it'll make the new craft seem like more of an accomplishment when you finally get them.

I added a research project called Aliens in Captivity which you can research as soon as you get any autopsy done. It explains why the aliens don't survive capture, and hints at what might be needed to support them. Once you have researched alien food and alien entertainment, you'll get a research project called Alien Containment, this time unlocking the base facility.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on July 07, 2017, 12:39:36 pm
Major update: 0.6.0!

I've added lots of content to the mod, fixed bugs, and tweaked things. Important highlights are outlined in the OP, while you can find a more in-depth changelog in the metadata file. Download is on the OP.

I've been playing my mod and it seems pretty difficult. Granted, I am playing on Genius (I usually play on Veteran), and I've been using the smaller Skyranger as my main transport. But having research and production slower forced me into lots of combats with starter tech. I researched Alien Grenade and Alien Explosives as soon as possible, then skipped laser and went straight for the plasma pistol. I have the ability to kill the aliens I come across, but it's often not very easy. This is especially true for Cyberdiscs and Chryssalids.

I made the Stormstrike slower but now it carries more troops. It's effectively an upgrade to the Skyranger, carrying 12 soldiers instead of 10, as well as moving faster and having patrol and radar bonuses. I'm trying to get one of those in my game as fast as possible, ever since I got rid of my Custodian, I've been feeling inadequate in terms of taking on the larger UFOs or terror sites. I was never using the Stormstrike before with just 6 soldiers, but my experience with 10 tells me 12 is adequate to use as a troop transport.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on July 17, 2017, 04:11:24 am
Major update: 0.8.1!

I've added lots of content for all of the different aircraft. Finally, each craft looks and feels unique! I got all of the craft images, sprites, maps, and tilesets from X-Com Files, however I did tweak some of the maps and tilesets.

Difficulty also got a huge makeover. Beginner sets various alien stats at low values, and they increase by 25% per difficulty, to double at Superhuman. Beginner and superhuman are now extremes, with Experienced being "easy" and Genius being "hard". Most players will probably want to choose from those three difficulties. If you really want a challenge, try Superhuman. And if you really find the game to be too difficult, try Beginner.

If you had a previously existing game on Superhuman, the update might make your game significantly harder, but you should have some advantage from all the progress you've already made while it was easier. It won't be as difficult as starting at Superhuman from scratch and having to claw your way forward, struggling to make enough kills to get the money and items you need to advance in the game before the aliens crush you. And if you had a previously existing game on Beginner, you might find aliens die significantly more easily now, though their armor should be the same and their firing accuracy actually slightly higher.

I made this change to difficulty because I have always felt that there's too little difference between difficulties to justify having five of them. When I was new to the game, Beginner was brutal to me. Once I got good at winning on Beginner, it wasn't much of a step up to play on Veteran, and even Superhuman was no longer daunting.

More info in the Original Post.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: drages on July 17, 2017, 10:09:32 am
Hey Reaver! I am following you mod, as art based for now..

I am creating new tanks if you follow my sprite thread, like 2 palette one and TFTD tank.. maybe you want to use them at your tanks too..

You got great assets collection, for air things i will probably get help from them!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on July 17, 2017, 11:08:54 am
I am creating new tanks if you follow my sprite thread, like 2 palette one and TFTD tank.. maybe you want to use them at your tanks too..
I definitely do! I was just thinking I need to get alternate looks for the guardian and assault tanks. Alternate colors would be acceptable but what I really want is for guardian tanks to look beefier but with small guns, while assault tanks look more skeletal like little more than a heavy artillery platform.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on July 31, 2017, 09:58:45 pm
Can I get someone to try to abuse this mod? I want to see if there's overpowered stuff I'm not noticing. Try incendiary.

Update: Version 0.9.4
 * Gave sectopod its own unique green laser.
* Increased sell costs of most manufacturable items.
 * Tweaked Heavy Cannon, Autocannon, and Heavy Plasma accuracy and TU costs.
 * Switched plasma hovertanks to slow-firing. Their auto-shot is gone but their damage and accuracy is now higher.
 * Improved cannon tank rate of fire.
 * Reduced aliens' reactions and increased their TUs. It is now easier for you to perform reaction fire, but the aliens are significantly more dangerous during their turn and they will charge at you more aggressively.
 * Tweaked smoke grenade/rocket/bomb.
 * Added Large Workshop:
(http://i.imgur.com/FwDpRYI.png)
 * Improved incendiary damage.
 * Fixed bug with alien base race selection.
 * Fixed bug with live alien research.

The Sectopod now has a special weapon. Its UFOPedia entry has been changed to say that it fires a laser. This laser is of alien design but works along similar principles to the laser weapons that X-Com employs. You can mind-control Sectopods and use them to shoot other Sectopods. (But you'll need a very powerful psionic attack!)

The Sectopod always had laser damage type even though it looked and sounded like plasma, and the UFOPedia entry said it was plasma. I liked the laser better so I retconned it.

I boosted incendiary damage by a lot. It's still not a very good way to damage small units, but 2x2 units get hit by the attack up to four times. I gave them a resistance to it so it wouldn't be overpowered, and reduced reaper's weakness to incendiary. Incendiary is highly effective against reapers, pretty effective against cyberdiscs, and a bit effective against sectopods.


More info and download in the Original Post.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: wolfreal on August 01, 2017, 12:52:54 am
I am going to give it a shot. But... where is the last download available?
 
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on August 01, 2017, 05:01:03 am
where is the last download available?
Oops, I forgot to put it up. It's up now on the OP.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Yataka Shimaoka on August 01, 2017, 11:52:25 am
Well Reaver, you really have out done yourself! Back then your mods just add stuff without new graphics. But now, you combined all of your mods to make this fantastic project of yours. I hope in near future, your mod will be one of the most popular megamods around!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: SIMON BAILIE on August 01, 2017, 03:16:01 pm
Is a file missing as when I check the ufopaedia in debug mode the game crashes per attached log file. This happens whether I run the game off nightly 01/08/17 or oxce+ 3.9a of 14/07/17. Using v0.9.4 of your mod.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on August 01, 2017, 05:02:52 pm
Is a file missing as when I check the ufopaedia in debug mode the game crashes per attached log file. This happens whether I run the game off nightly 01/08/17 or oxce+ 3.9a of 14/07/17. Using v0.9.4 of your mod.
It was a typo with a late game ship. You could play the whole game and never see it, but I included a fix. Get 0.9.5 if you feel it's important.


edit: Try psionics early. You should be able to build a psi-lab with very little research in that field, and get your training started early. You'll need it for when you finally get psi-amps, also it's just good to know what your soldiers' psi strength values are.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 03, 2017, 12:23:02 pm
Version 0.10.6

This update integrates my new LIGHTNIA.MCD tile pieces into the maps of the Lightning, Heracles, and Stalker. I have completely re-done the Heracles and Stalker maps, I think they look better now. I also added a set of baseview and interception icons for the Stalker.

I added some debug "races" which are just the terrorists, but with regular aliens in the terrorist slots. You won't see them during normal play but you can use them to test the terrorist units easily in a custom battle.

There are some other minor changes listed in the metadata file.

But the most important impact on gameplay is from the change to craft radar ranges. On an earlier update, I released the 2x2 Large Radar System facility, making it much more difficult and expensive to have a large radar at your base. I increased the range of either radar very slightly, but overall you'll find you have less radar coverage from your bases. But now I have increased the minimum radar range of your aircraft. They used to be 672 but now are 900, about a 34% increase. All of the other craft radar ranges have also been increased, with the larger ranges receiving a smaller increase. So mostly this makes it easier to patrol with your non-patrol-specialized aircraft. The game now expects you to fly your aircraft frequently, scanning for alien activity.

Eventually I intend to release the Large Hyper-Wave Decoder, a very expensive 2x2 facility which will have 1/3rd longer range than the Large Radar and will wrap nearly 30% of the way around the planet. This will enable you, in the late game, to easily cover the world with your ground-based radars if you choose to devote enough resources into that pursuit. I need to make resources for this facility: the map (easy) and the baseview sprite (not so easy). Please let me know if you have a decent sprite for the large hyper-wave decoder. edit: done!

I increased the radar range of the Skyranger and Interceptor a bit past the 900 that other craft have. This makes them "baby patrol craft" and gives you some decent patrol options before you unlock any dedicated patrollers.

You can check out the changes to LIGHTNIA.MCD here (https://openxcom.org/forum/index.php/topic,5577.msg89696.html#msg89696).
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Dwarmin on December 03, 2017, 09:01:33 pm
Time for me to pillage another mod for resources. ;D I've been grabbing bits and bobs from everything lately. But as someone who uses tank strategies pretty heavily, this mod is really welcome as an addition to area 51.

Eventually I intend to release the Large Hyper-Wave Decoder, a very expensive 2x2 facility which will have 1/3rd longer range than the Large Radar and will wrap nearly 30% of the way around the planet. This will enable you, in the late game, to easily cover the world with your ground-based radars if you choose to devote enough resources into that pursuit. I need to make resources for this facility: the map (easy) and the baseview sprite (not so easy). Please let me know if you have a decent sprite for the large hyper-wave decoder.

I got just what you are looking for! Xeno Operations mod has a 2x2 base facilities for both extra large radars, and extra large Hyper-wave decoders.

https://openxcom.org/forum/index.php/topic,2913.0.html

It contains both sprites for the map and the base. I made sure, just had to edit the battle.cfg file.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 04, 2017, 05:51:13 am
Time for me to pillage another mod for resources. ;D I've been grabbing bits and bobs from everything lately. But as someone who uses tank strategies pretty heavily, this mod is really welcome as an addition to area 51.
Great! I love using tanks! I need to check out other tank mods and get some resources to snag.


I got just what you are looking for! Xeno Operations mod has a 2x2 base facilities for both extra large radars, and extra large Hyper-wave decoders.
It's been a while since I checked out Xeno Ops, looks like a lot has happened since I was there last. Thanks for showing me that! I can use that large laboratory as well! I see the large radar graphic uses a similar trick to what I did, but overall it looks much better. The Hyper-wave decoder is simple and brilliant!


Do you know where I can get alternate guns and chassis for tanks, to make my guardian and assault variants look different?
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Yataka Shimaoka on December 04, 2017, 01:51:30 pm
Try the SAR mod by Drages
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 10, 2017, 05:15:07 am
Cool mod, but it doesn't have the kind of variety I'm looking for.


I got my hands on Falko's sprite and palette converter tools, and made some color swaps to make the different tank types at least visually clearer, which is in version 0.11. Maybe someday I'll make my own graphics for the tanks but for now at least they're all visually distinct.

I might post an update for 0.11 later, or maybe I'll jump straight to 0.12 and include the large hyperwave decoder and laboratory.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: drages on December 11, 2017, 12:44:25 pm
Cool mod, but it doesn't have the kind of variety I'm looking for.

I nearly (maybe missed a few) searched for all OpenXcom mods for all vehicle sprites for SAR mod. I used and created the most vanilla friendly versions with all possible weapon turrets. There is more sprites out there but mostly from other games and without turret options.

If you want to use 3 tank types, you can use TFTD-UFO/SAR default-SAR heavy tanks for that combinations.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 11, 2017, 11:07:05 pm
Don't get me wrong, they look great, they just don't look like a light, medium, and heavy of the same tank. Same deal with the turrets, it's just going to look funny if one of the laser turrets is a round tube with red paint while the other is a rectangular tube with green lights.

I didn't want to use the disk SARs either, because while they have a clear light, medium, and heavy, they look too much like cyberdiscs.

I might be setting my aspirations a little high, but I want the battle tanks to look like the originals, and the assault and guardian tanks to look clearly similar yet significantly different.

It's alright though, I'm not asking anyone to whip up difficult sprites on my behalf. If I never find or make what I want, I still have decent recolors already which make the tanks easy to tell apart, like they're painted colors based on what type they are.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 22, 2017, 06:34:32 am
Major update: 0.12.1!

I've made some important changes, and I have finally finished the large facilities! I also made it so you can tell different tank types apart by their color. The Large Hyper-wave Decoder is very expensive but covers a very substantial portion of the planet's surface.

I've added a new line of tanks which fire rockets made from Alien Explosives. These are like the laser tanks with improved armor and time units, and they are more powerful than the basic rocket tanks. It's an advancement of the alien explosive technology that I had previously added to the Heavy Cannon, Autocannon, and Rocket Launcher. The explosive weapons line is complete, offering a variety of early, mid, and end-game options for all of you demolitions "experts"!


I added several spawn points to Forest, Jungle, Desert, Mountain, Arctic, and Urban tilesets. Aliens will normally spawn in the old places, but if there isn't enough spawn points they will have new places to spawn now. This will make a big difference in higher difficulties especially, as it was previously very common to have aliens fail to spawn on large UFOs or terror missions. In my preliminary tests, I found that all aliens were able to spawn with a few spawn points left over even on the largest craft. What you'll notice is that if your map gets a lot of empty segments (just flat terrain), you may see one alien in the center of each map segment. I made every segment have at least one spawn point, though I added some extras to the normal spawn segments so it should usually look pretty normal. I didn't have to touch the Farm tileset, in fact it was so well done that it helped me understand how the spawn nodes work. Props to MicroProse for getting that done! I'm guessing they were going to put more time into the others but didn't get around to it.

Many research projects grant more points toward your score when completed now, especially late-game research. It's not a lot, but it should be significant. If you get a lot of labs and blaze through the research, you might get some very high scores for a while, and that might help improve your funding or at least pay for all those scientists.

The craft Cannon has had its damage and rate of fire greatly increased. It's still crap range, but it deals damage even faster than the plasma autocannon now. I'm not saying you'll often want to use it, just that finally you might ever want to use it. It's not good, but it's not completely useless. You might use it to shoot down an abductor or harvester early in the game, or a supply ship in the later game. And as before, you can still use it to ensure the small scout makes it safely to the ground.

The larger alien craft are quicker to run away now. Usually you still won't notice anything different, but if you take too long to shoot them down, even the biggest ones might flee. I noticed it especially when using Firestorms equipped with laser beams to attack abductors. The abductor can go slightly faster, thus is able to flee combat from a Firestorm. I had mine equipped with a laser beam and plasma autocannon, and any ship I could out-range I was saving my ammo and beating them slow. After enough abductors ran away, I learned it's best to spend the elerium to shoot them down faster.

More details in the OP.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: SteamXCOM on December 24, 2017, 11:34:22 pm
Quote

The Reaver of Darkness==>>>This will make a big difference in higher difficulties especially, as it was previously very common to have aliens fail to spawn on large UFOs or terror missions.

I thought all the actors spawned, in experiments on terror maps I added like 30 civilians  for experimental purposes and they all seemed to appear;
.. its interesting to know they all apparently do not spawn.

Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 25, 2017, 01:58:56 am
On superhuman difficulty they will be forced to spawn in, but they will all group up around one spawn node if there aren't enough. If you get enough of the larger buildings, you can easily have extra spawn points. But it is not uncommon that a terror site gives you very few spawn points. On forest, jungle, desert, or arctic it was nearly guaranteed.

I made a race that was cyberdiscs in all of the regular rank slots, but sectoids in the terrorist slots. I ran it on a terror mission on superhuman difficulty without my extra spawn nodes. First try, this is what I got:
(https://i.imgur.com/qX2GnOs.png)
(https://i.imgur.com/N8vuOkR.png)
This was caused by one shot from the selected tank.

The large units can only use a spawn point which has free spaces to its south and east, apparently not including free spaces on the next terrain segment. This is problematic for terror sites in particular as the small segments often have spawn nodes along their south or east edge. In the above example, all of the extra cyberdiscs attempted to spawn at the 2-floor store. When testing this, I have often seen the large terrorists clustered up around a single 2-floor store, and also sometimes around the fenced hotel.

In the second try, there were 5 fenced houses, a short house, a small warehouse, and an orchard. The rest of the tiles were ground or street. Not a single large segment spawned on the map. This gave zero large spawn points on the entire map, and so the large units could not be force-spawned. There were about 8 sectoids on the map, carrying no equipment because they are in the terrorist slots. The 20-ish cyberdiscs that were supposed to spawn were completely absent.

- - - -

If it's run with my added nodes, this is what you're more likely to see:

(https://i.imgur.com/9shIX8O.png)

Remember, this is with cyberdiscs in all of the regular rank slots. On a normal sectoid terror mission you'll get much more standard results, but it will eliminate all of those times when you get few or no large spawn points, or not enough total spawn points. Main changes you'll notice, aside from more total aliens on genius difficulty, is you won't ever see them clumped up, and you'll sometimes see them arranged "symmetrically" on flat terrain, with one alien in the center of each segment. The "symmetrical" arrangement should happen most commonly with terror missions as well as desert, forest, and arctic tilesets with large UFOs.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on January 02, 2018, 11:54:44 am
Final release!

I am releasing version 1.0 of my mod. There are some things I wanted to do with it that I'm temporarily leaving behind, because I met up with my brother and got him to playtest my mod for me, and he helped me uncover several balance and feature problems. I've got a bunch of ideas for some very major changes, and I am planning to release these under a new mod name. When I am finished, the mod won't seem as faithful but it's really all about delivering the content in a way that is as palatable and fun as possible for new and veteran players alike, free from frustrating bugs, balance inconsistencies, and other shoddy development work. Sometimes I just need to add something new to fix a problem from the original game. I'm going to keep it as vanilla as I can, but I feel it's more important that it be good quality than vanilla.

I won't go into detail on the changes here, but at some point you'll see the new mod go up. For this mod, I am mostly ending further support, however if you encounter any major problems in playing it, please let me know and I may yet release a patch to fix it. I never got around to playtesting the tier 4 aircraft so I expect bugs in those. The manufacturing profit is also a little warped due to various changes disrupting the development process and I haven't got around to fixing the whole thing. Some of the prices are pretty high so it might get a little grindy, but I'm managing to get by in my game so it's not close to impossible.

For the final release, I have changed the heavy armor from that awful green to a nice brown, I buffed alien rocket tanks a bit, I tweaked some tank and aircraft attributes, and I doubled the craft item limits. My brother was hitting the limits very quickly because he plays with much more items on his crew than I do, so I am going to re-think the item limits over time but for now I'm raising the ceiling.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: SteamXCOM on January 14, 2018, 07:03:16 pm
On superhuman difficulty they will be forced to spawn in, but they will all group up around one spawn node if there aren't enough. If you get enough of the larger buildings, you can easily have extra spawn points. But it is not uncommon that a terror site gives you very few spawn points. On forest, jungle, desert, or arctic it was nearly guaranteed. 

Thanks for the explanation about testing and spawning, Reaver. 

Here is my takeaway:
1--all units will spawn if  not blocked by objects or other units; else they cannot spawn. there may be a limit as to how far they can spawn from a crowded spawnpoint.
2--If more units than spawnpoints, units will multispawn around said spawnpoints creating clusters (said clusters should disperse as the AI begins to control the units on subsequent turns).
3--more spawnpoints better disperse the units and reduce inappropriately placed or possible no show spawns

It seems to be a couple of factors at work that you introduced:
3--Units will spawn without equipment if designated as terrorists
4--Increased numbers of large units especially will have problems spawning correctly if not enough room around the spawnpoints
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on January 18, 2018, 04:32:00 am
It seems to be a couple of factors at work that you introduced:
3--Units will spawn without equipment if designated as terrorists
4--Increased numbers of large units especially will have problems spawning correctly if not enough room around the spawnpoints
I didn't introduce those effects, however they become apparent when you load a map with one of my debug terrorist races. There isn't any equipment listings for ranks 7 and 8, and I haven't changed that since in the normal races they are always terrorists and are thus never able to have equipment anyway. It has the neat effect of making the non-terrorist aliens in debug races spawn without equipment, potentially useful for testing. I've sure been enjoying not having my assault tanks get shot at while I explore the map to see how it spawned. Also, the debug races with large terrorists are a good way to reveal a map's ability to handle large units. If the debug race can spawn them all in, you should never have a problem with a normal race. I still get the large terrorists stacked a bit sometimes on superhuman while using a debug race, but they have plenty of space to spawn on the roads so it's minimal at worst and can't happen with a normal race.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on February 09, 2018, 11:37:34 pm
I'm glad to hear you found enjoyment in my mod! If you like the heavies, research alien grenade and blaster launcher to check out some of the improvements I added for the heavy weapons.


i was trying to place a High Explosive on 1 Attack Dog, and it made it TUs/mobility decreased so bad (The attack dog won't move and activate the High Explosive which is so frustrating for me).
I believe that Dioxine set the dog's strength low because you aren't suppose to equip anything to them. I think he wanted to remove their inventory slots, but settled on giving them almost no strength instead, because the first idea wasn't available.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on April 01, 2018, 06:56:26 am
Did you know that the corner walls of the heracles can just be walked through? also the rear doors make odd sounds when going through them
and you can exit side walls on the lighting as well.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on April 01, 2018, 12:29:02 pm
I knew about the movement issue. I need to set those diagonal walls to bigwall type. I consider it low priority because the bug has existed since vanilla and it seems to do nothing more than offer you a way to exit your craft faster if you choose to use it.

I have been noticing the weird sounds but I don't know what's causing them. My initial tests had the doors using correct sounds. I'll have to go through it and reset their sounds at some point.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: DorgoDorato on April 16, 2018, 01:00:29 am
I might just be really dumb, but I'm trying to install this modpack by dragging the files and folders into the data folder. It doesn't show up in the MODS section and does this to my game.
(https://i.imgur.com/tFNjgJJ.png)
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on April 16, 2018, 02:32:26 am
I might just be really dumb, but I'm trying to install this modpack by dragging the files and folders into the data folder. It doesn't show up in the MODS section and does this to my game.
(https://i.imgur.com/tFNjgJJ.png)

You can a) only install it with the nightly version and b) you have to install it to your user folder.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on April 18, 2018, 09:07:13 am
Sounds like you should do a reinstall, you may have corrupted or destroyed some basic files. Make sure you install a nightly version. The 1.0 Milestone is WAAYY out of date. After that, the proper way to install a mod is to put it in the mod folder: C:\Users\YourComputerName\My Documents\OpenXcom\mods\

Extract the files from the zip into the mod folder and you're done.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Meridian on April 18, 2018, 11:14:59 am
You can just throw it in there as a zip file and it'll work fine.

What exactly do you mean by this?
I'm pretty sure you can't use just a zip... you need to extract the mod files.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on April 19, 2018, 01:04:18 am
What exactly do you mean by this?
I'm pretty sure you can't use just a zip... you need to extract the mod files.
I must have been thinking about a different game. My mistake.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on May 13, 2018, 10:01:17 am
I've used the Training Facility in the "From the Apocalypse" mod. It's nice, I like it.


I released a stealth update with 2 minor bug fixes.
* fixed graphical bug with auto-pistol clip
* fixed text bug in UFOPedia
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on July 20, 2018, 10:24:15 am
Do you have edited versions of the vanilla maps with it routes?
Yes, they're in the latest version of this mod.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: new_civilian on July 20, 2018, 05:02:59 pm
One minor thing that drives me crazy: (even in vanilla): Could you mirror/swap the standard pistol graphics? all weapons have their grip pointing to the right, but NOT the pistol, this makes me itchy  :D

impressive mod, gonna play it over the weekend.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on July 21, 2018, 12:04:30 am
Could you mirror/swap the standard pistol graphics?
Absolutely! I was considering doing that already. I'll bump up the priority and/or do it soon.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on July 26, 2018, 08:48:21 pm
(https://i.imgur.com/13IZEJV.png)

I have released another minor update, including the following changes:
 * Fixed door sound bug with Heracles map.
 * Adjusted Machinegun graphic to better fit within its 1x3 space.
 * Swapped Pistol graphic so that it faces the same way other guns face.
 * Updated and increased soldier melee accuracy.
 * Stun Rod now has increased power based on soldier attributes.

I have not yet figured out how to stop soldiers from walking through the walls. I tried setting them to bigwall type, and I tried copying the settings on the UFO walls, but neither seemed to work. I must be missing something. But at least you will no longer hear tanks being destroyed when you exit the Heracles. Turns out the little content tiles I put adjacent to the doors needed to have a sound attached, even though the floor tile under them had a sound. Apparently in combined tiles, the content is what determines the footstep sound.

I swapped the pistol graphic, and while I was at it I fixed the machinegun a bit so that it better fits within the space. It was originally designed as a 2x3 sprite but I'm doing all my auto-rifles as 1x3 and besides, the sprite looked like it should fit into 1x3.

New feature: soldier melee accuracy has been improved, however you will have to hire new soldiers for it to take effect. It matters little if you are running my mod in OXC, as the melee accuracy is ignored and melee weapons hit automatically. But if you run the mod in OXCE+, the stun rod will now use soldier melee accuracy to determine hit chance, and it will also gain 20% of their strength and 40% of their reactions as additional power. Running the mod in OXCE+ also allows your Avenger to equip a third weapon. I recommend using OXCE+; it seems to run vanilla mods without any issues. It only adds features; it doesn't take any away, and it's quick to update with changes to the nightlies.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: new_civilian on July 27, 2018, 01:46:03 pm
Nice!  :D *downloads*

I have to admit i did not encounter the heracles door sound bug. The stun-rod change is good.

btw, iirc you have to change the "TU used" fields  for a tile to 255 to block it. (in mcdedit or via MCD patch in OXCE)
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on July 28, 2018, 04:49:43 am
btw, iirc you have to change the "TU used" fields  for a tile to 255 to block it. (in mcdedit or via MCD patch in OXCE)
Yes, all the tiles are already set that way. The reason they differ from UFO walls is that they are placed as content. When you have two content pieces diagonally adjacent to each other, you are allowed to step between them. There appears to be some conditions which can prevent that, as not all of the diagonal walls can be stepped through, but I can't figure out what is allowing some and disallowing others. I suppose I could add invisible impassible content tiles to block exiting, but it seems like going overboard and it would interfere with movement around the outside of the craft which is already difficult enough.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on August 14, 2018, 09:27:59 pm
I fixed it! Changing the walls to various bigwall types worked exactly as I expected. Apparently I wasn't updating it correctly before.

Wall fix update released, along with upgrading the Lightning, Heracles, and Stalker maps to the same version I have in my mod in development, that way there's less chance of me releasing a mod update with mismatching map and tileset which I may or may not have previously done.

Update thoroughly tested by awake me, so should be much more bug-free than any other recent updates.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on August 15, 2018, 12:38:42 pm
I fixed it! Changing the walls to various bigwall types worked exactly as I expected. Apparently I wasn't updating it correctly before.

Wall fix update released, along with upgrading the Lightning, Heracles, and Stalker maps to the same version I have in my mod in development, that way there's less chance of me releasing a mod update with mismatching map and tileset which I may or may not have previously done.

Update thoroughly tested by awake me, so should be much more bug-free than any other recent updates.

I will test this and annoy you on discord!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: ubai on December 09, 2018, 02:57:57 pm
Just wanted to say thanks for this mod, it is great fun! So far, I have to say that your mod has the best difficulty balance and is the only one I would consider for iron man mode.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 11, 2018, 04:28:58 am
Thanks! I did indeed have iron-man mode in mind with this mod. It has always bugged me that 90%+ of my reloads are due to game bugs and not user error. I try to ensure that the player is given enough communication and control such that it ideally eliminates as much internal error as possible. That being said, I won't play iron man mode even on my mod! :P

I have also been working on more balance updates and adjustments in my upcoming mod, so I'll probably eventually do a balance pass on this one. A few things are still out of balance. Let me know if you find any!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: ubai on December 12, 2018, 02:08:39 am
The main thing I have noticed is that laser rifles and pistols are no longer transparent in the inventory UI, but you may know that already.

Thanks!
Matt
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on December 12, 2018, 03:49:56 am
thats a bug with how oxce uses transparency I have attached a fix that will be part of my mod (which is a mod of reavers mod, but more on that later.)
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 12, 2018, 05:47:21 pm
thats a bug with how oxce uses transparency I have attached a fix that will be part of my mod (which is a mod of reavers mod, but more on that later.)
I think it might be a bug with how OXC uses transparency. Some of my textures were bugged, and I never found out until I started playing in OXCE. Sure enough, I check the images, and they don't have a transparency set.

But I had thought I fixed them all.

edit: I'm not experiencing transparency issues with my laser sprites in-game even though they display without transparency in photo viewer. However, when I install your fix sprite, which looks correct in photo viewer, it causes a lack of transparency in-game.

edit edit: I found out why. Your fix image uses color index 255 as transparency. Image editors and viewers usually recognize this, but openxcom ignores the image's palette and uses its own.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on December 12, 2018, 06:06:40 pm
I think it might be a bug with how OXC uses transparency. Some of my textures were bugged, and I never found out until I started playing in OXCE. Sure enough, I check the images, and they don't have a transparency set.

But I had thought I fixed them all.

edit: I'm not experiencing transparency issues with my laser sprites in-game even though they display without transparency in photo viewer. However, when I install your fix sprite, which looks correct in photo viewer, it causes a lack of transparency in-game.

Its for OXCE not OXC, I noticed that too, its weird, I think OXC and OXCE have different means of handling transparency.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 12, 2018, 06:16:53 pm
Its for OXCE not OXC, I noticed that too, its weird, I think OXC and OXCE have different means of handling transparency.

No, I'm seeing black boxes when loading it in OXCE. Above, in the edit edit, I explain why. Your image won't work for normal OXC or OXCE, and if you have a version of OXCE in which color index 255 does work for transparency, you should update, also tell Meridian about it.

edit: I fixed it such that it looks right both in-game and in photo viewer. I copied the image into a file that had the correct transparency setting, and put in the correct palette including index 0 as green. I'll put up a new version of Faithful for it eventually but it looks like I might have a lot more of these to fix first.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on December 12, 2018, 07:15:56 pm
No, I'm seeing black boxes when loading it in OXCE. Above, in the edit edit, I explain why. Your image won't work for normal OXC or OXCE, and if you have a version of OXCE in which color index 255 does work for transparency, you should update, also tell Meridian about it.

edit: I fixed it such that it looks right both in-game and in photo viewer. I copied the image into a file that had the correct transparency setting, and put in the correct palette including index 0 as green. I'll put up a new version of Faithful for it eventually but it looks like I might have a lot more of these to fix first.

Reaver, I am using the latest version!  and the only things broken in megamod (and mine initially ) for me where the laser bigobs everything else was fine
here is some screenies using the latest oxce + my fix:

something funky is going on, either we arent communicating properly or I am missing something....(both are extremely likely considering its me here)
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 12, 2018, 10:58:16 pm
Reaver, I am using the latest version!  and the only things broken in megamod (and mine initially ) for me where the laser bigobs everything else was fine
here is some screenies using the latest oxce + my fix:

something funky is going on, either we arent communicating properly or I am missing something....(both are extremely likely considering its me here)

I don't know what's wrong with OXCE and I may not have the latest version, though mine is pretty close to up to date. The fact that you aren't experiencing the issue with other images in Faithful means that the image fix I provided should work both for you and me, and anyone else, because it doesn't have any format changes from the other images that work. My original laser image had a format problem in which the image's palette listed index #255 as transparent, instead of 0. It worked fine because I used 0 for background anyway. Your fix switched the background to index 255. Any version of OXCE in which it worked would be one that checks the transparency indexing on the image, rather than assuming #0 is transparent, which I'm pretty sure is not what it is supposed to do.

My fix will work because it keeps 0 as the index color for the background and sets the palette to treat 0 as transparent.


In summary:
Original image
Palette index 0: opaque
Palette index 255: transparent
Background color: 0 (opaque)
XCom index 0: transparent
XCom index 255: opaque

Your fix
Palette index 0: opaque
Palette index 255: transparent
Background color: 255 (transparent)
XCom index 0: transparent
XCom index 255: opaque

My fix
Palette index 0: transparent
Palette index 255: opaque
Background color: 0 (transparent)
XCom index 0: transparent
XCom index 255: opaque
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on December 12, 2018, 11:03:28 pm
I don't know what's wrong with OXCE and I may not have the latest version, though mine is pretty close to up to date. The fact that you aren't experiencing the issue with other images in Faithful means that the image fix I provided should work both for you and me, and anyone else, because it doesn't have any format changes from the other images that work. My original laser image had a format problem in which the image's palette listed index #255 as transparent, instead of 0. It worked fine because I used 0 for background anyway. Your fix switched the background to index 255. Any version of OXCE in which it worked would be one that checks the transparency indexing on the image, rather than assuming #0 is transparent, which I'm pretty sure is not what it is supposed to do.

My fix will work because it keeps 0 as the index color for the background and sets the palette to treat 0 as transparent.

It is working, but so did mine, so I don't know whats going on.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Yankes on December 12, 2018, 11:53:12 pm
I could say I'm culprit, in 5.1 I do lot of reactor and unify graphic bitting in most cases. But then I test it I saw that some mods have used incorrect indexes on some no battlescape graphic and I get "Great Idea (tm)": "I will fix it of you". On load I check if palette have transparent colors and if it not on index 0 then I swap it with 0 to fit general convention in code that 0 mean transparent.

As I see, you relay on old behavior to fix incorrect graphic and with this "fix" I un-fix your graphics.

Currently working combinations:
No-transparency: index 0 used as transparent
Transparency at 0: only index 0 work as transparent
Transparency at other index: engine will try fix palette, all pixels with this transparent index will be converted to index 0 and it will be set transparent.

There we had case where index 0 was used as background and index 255 that have transparency set, this triggered my code and it swap 255 with 0 making all background opaque.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Meridian on December 13, 2018, 12:26:07 am
Morale of the story: Stick to the official format.

Official formats are:
1. "no transparency"... the only true xcom format... in which the game represents your non-transparent color index 0 as transparent
2. "transparency on index 0"... this is not the original format, but it is fully compatible and most people use it because it looks nicer in external image editors/viewers

Any other format (e.g. transparency on index 255) is NOT officially supported and whether it works or not depends on time of the year, and 20 other random factors... don't risk it.

I will discuss with Yankes how to align the "side effects" with OXC again... but I strongly recommend using official formats... it's the only way to be sure it works everywhere and for everybody.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 13, 2018, 12:39:51 am
The problem is that mtpaint ignores the transparency setting and has no way of fixing it. The only way for me to fix a broken image is to copy its pixel data into an image with correct transparency. I had to figure this out in order to understand why all my images were getting broken.

I appreciate the change, though, thanks Yankes. My images would have wound up working correctly in the first place if this change had been made prior to my work.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on December 13, 2018, 12:52:56 am
Weirdness, because I am just using photoshop to edit this stuff, oh well I guess if it works it works
just fix it as the problems come I guess.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Meridian on December 13, 2018, 12:40:00 pm
The problem is that mtpaint ignores the transparency setting and has no way of fixing it. The only way for me to fix a broken image is to copy its pixel data into an image with correct transparency. I had to figure this out in order to understand why all my images were getting broken.

So, I installed mtPaint... and changing transparency index looks incredibly easy to me... it's a very prominent input field when saving an image (both as GIF and as PNG), see attached.

What am I missing?
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 14, 2018, 05:59:49 pm
When saving!? Why can't I change it during editing?? I would have never looked for it there!! Well thanks anyway. I am bewildered by its placement.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Meridian on December 14, 2018, 06:11:00 pm
Why can't I change it during editing??

Because it depends on the image format/container.

The palette itself does not contain information about transparency... the image container (e.g. png, gif, etc.) contains this information saved completely independently of the palette.

PS: some palette formats (e.g. Adobe's ACT) can store information about transparency in their palette file... but in the final image, it will still be saved separately in two objects: object 1 = palette without transparency; object 2 = transparency index

PPS: of course, the GUI could make this easier to edit... but this way it is more clear what is actually happening :) "Made by Programmers (tm)"
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: kevL on December 15, 2018, 12:18:28 am
PPS: of course, the GUI could make this easier to edit... but this way it is more clear what is actually happening :) "Made by Programmers (tm)"

mtpaint is hardcore ...
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on December 15, 2018, 03:55:25 pm
The palette itself does not contain information about transparency... the image container (e.g. png, gif, etc.) contains this information saved completely independently of the palette.

I know it's separate of the palette, but isn't the palette part of the image container? I feel like I should have options to edit my image container in the Image menu.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Meridian on February 04, 2019, 04:53:52 pm
Hi Reaver,

found a few images with wrong transparency indices in v1.0.5.
Attached are fixed images, if you're interested.

Code: [Select]
Image Resources/ImprovedLivingQuarters/GS2_1.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/GS2_2.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/GS2_3.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/GS2_4.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/LQ2_1.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/LQ2_2.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/LQ2_3.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/LQ2_4.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/LQ2_b_1.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/LQ2_b_2.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/LQ2_b_3.png (from lodepng) have set incorrect transparent color index 255 instead of 0
Image Resources/ImprovedLivingQuarters/LQ2_b_4.png (from lodepng) have set incorrect transparent color index 255 instead of 0

I have replaced those with XComFiles versions, which were already corrected.

Code: [Select]
Image Resources/LargeFacilities/rbasebits_24.gif (from SDL) have set incorrect transparent color index 1 instead of 0

Fixed manually.

Code: [Select]
Image Resources/RedBlueLasers/RedBlueLasers_bigobs.gif (from SDL) have set incorrect transparent color index 255 instead of 0

Fixed manually.

Code: [Select]
Image Resources/XComFiles/Vessels/Basebits/AWACS_base.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Basebits/Darkstar_base.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Basebits/Hawkeye_base.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Basebits/MiG31_base.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Basebits/Raven_base.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Basebits/Thunder_base.gif (from SDL) have set incorrect transparent color index 127 instead of 0
Image Resources/XComFiles/Vessels/Basebits/Tormentor_base.gif (from SDL) have set incorrect transparent color index 255 instead of 0

I have replaced those with XComFiles versions, which were already corrected.
Please note that new images are PNG, not GIF, so remember to delete the GIFs.
Updated extraSprites.rul is also included in the fix.

Code: [Select]
Image Resources/XComFiles/Vessels/Inticon/AWACS_dogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Inticon/AWACS_minimised.gif (from SDL) have set incorrect transparent color index 127 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Darkstar_minimised.gif (from SDL) have set incorrect transparent color index 127 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Dropship_dogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Dropship_minimised.gif (from SDL) have set incorrect transparent color index 127 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Hawkeye_dogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Hawkeye_minimised.gif (from SDL) have set incorrect transparent color index 127 instead of 0
Image Resources/XComFiles/Vessels/Inticon/MiG31_dogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Inticon/MiG31_minimised.gif (from SDL) have set incorrect transparent color index 127 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Raven_dogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Raven_minimised.gif (from SDL) have set incorrect transparent color index 127 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Skyraider_dogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Thunder_dogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Thunder_minimised.gif (from SDL) have set incorrect transparent color index 127 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Tormentor_dogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Image Resources/XComFiles/Vessels/Inticon/Tormentor_minimised.gif (from SDL) have set incorrect transparent color index 127 instead of 0

I have replaced those with XComFiles versions, which were already corrected.
Please note that new images are PNG, not GIF, so remember to delete the GIFs.
Updated extraSprites.rul is also included in the fix.

Code: [Select]
Image Resources/XenoOperations/Basebits/Corridor.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeHyperP1.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeHyperP2.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeHyperP3.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeHyperP4.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeHyperPC1.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeHyperPC2.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeHyperPC3.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeHyperPC4.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeLabP1.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeLabP2.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeLabP3.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeLabP4.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeLabPC1.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeLabPC2.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeLabPC3.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeLabPC4.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeRadarP1.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeRadarP2.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeRadarP3.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeRadarP4.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeRadarPC1.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeRadarPC2.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeRadarPC3.gif (from SDL) have set incorrect transparent color index 1 instead of 0
Image Resources/XenoOperations/Basebits/LargeRadarPC4.gif (from SDL) have set incorrect transparent color index 1 instead of 0

Fixed manually.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on February 04, 2019, 10:19:50 pm
snip by Meridian

I will have to update my mod with these too, as I use reaver's mod as a base, so Thank you Meridian
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on February 19, 2019, 09:28:18 pm
Thanks, Meridian. I have been avoiding this for so long because it's such a headache to tackle it. As always, you're a big help.

I have applied the fixes, run a brief test, and updated the mod on here and on the mod portal. If anyone finds any more incorrect transparency indexes, let me know here.
Title: UFO MEGAMOD Reavers Faithful Megamod
Post by: Edwardtoist on March 24, 2019, 12:21:47 pm
about fwiffo disappearing from the fleet after spathi finally slave-shield their homeworld: is it a bug or a feature?
Title: Re: UFO MEGAMOD Reavers Faithful Megamod
Post by: Lord_Kane on March 24, 2019, 09:05:27 pm
about fwiffo disappearing from the fleet after spathi finally slave-shield their homeworld: is it a bug or a feature?

Thats a completely different game, thats from Star Control 2, this forum is for OpenXCom and this thread is for a mod for OpenXcom, if you need help with Star Control 2, try here: http://forum.uqm.stack.nl/ they can offer much more assistance :)
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Stoddard on March 24, 2019, 10:31:06 pm
FWIFF I always thought it was by design.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Yeoman on April 19, 2019, 02:52:29 pm
I'm having fun with this mod, the money and base management are much stricter than in vanilla. Haven't gotten far yet but interceptions also seem more difficult and gives you good reason to build more bases to sustain a larger air force.

It becomes tough to decide when to start using plasma weapons because you can't make ammo on your own. However, it also makes the move to laser weapons a no-brainer and basically mandatory.

Being able to buy specialized soldiers makes it far less of a big deal if you lose good soldiers, which may not be a welcome change for some.

I don't really appreciate the additional hangar and transport in the starting base. Do players typically use more than one transport? Moving your soldiers' equipment from one to another is a pain in the ass. I just sell the Skyranger and use the Custodian. Seems like by the time the speed of the Skyranger becomes relevant (when you have UFOs all over the globe and deal with multiple crash sites at a time) you would have a built a second base with a second team.

I noticed that craft that you have not unlocked yet will sometimes show up in the base expenses menu. For example, I have researched UFO navigation and now I see Albatross listed in the base expenses menu even though I should only find out about that craft after also researching Elerium. Not sure if it's a bug with the mod or a limitation of OXC/OXCE.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on April 20, 2019, 11:52:34 am
I'm glad to hear you're liking it!

I wasn't really satisfied with the craft, but it was a real struggle to figure out what to do with them. I have something much better in my upcoming mod, so I might consider doing a similar update to the transports for Faithful. I know some people prefer the faster transport (like my brother) and it's useful for catching landed UFOs, but really most people like to have a single transport.

I noticed that craft that you have not unlocked yet will sometimes show up in the base expenses menu. For example, I have researched UFO navigation and now I see Albatross listed in the base expenses menu even though I should only find out about that craft after also researching Elerium. Not sure if it's a bug with the mod or a limitation of OXC/OXCE.
Thanks for catching that bug. You inadvertently taught me something new: the tech requirement in crafts.rul is to determine when they show up in monthly expenses screen. I fixed the bug (and might fix one in the upcoming mod). But I consider it a minor bug so I'm not putting out a new version yet.

To do list:
1.) make transports better
2.) new bullets

Edit: Finished! New version 1.2.0 is out!
edit edit: scroll down just a bit for version 1.2.1.
I haven't totally fixed the Skyranger but it's got more of a purpose now. It has a weapon, meaning you can use it as an expeditionary interceptor, with its high fuel and radar range enabling it to patrol far away, shoot down anything it finds, and immediately run the ground mission. You'll still probably prefer the Custodian most of the time, but the Skyranger has a better niche use at least. And I moved the items in the starting base over to the Custodian.

In the spirit of upcoming Easter Sunday (tomorrow), I have delivered a few special updates such as minor graphics, sounds, or quality of life features. I'm not spoiling any of them anywhere, so you'll just have to discover them for yourself.

Also, I'm trying to get used to not spoiling every detail I add, like I used to do.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Yeoman on April 21, 2019, 04:40:38 am
Trying out the new version, seems that attempting to view the ufopedia entry of the rocket launcher crashes the game.

"OpenXcom has crashed: UFOpaedia Article STR_EXPLOSIVE_ROCKET not found"
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on April 21, 2019, 06:53:30 am
Trying out the new version, seems that attempting to view the ufopedia entry of the rocket launcher crashes the game.

"OpenXcom has crashed: UFOpaedia Article STR_EXPLOSIVE_ROCKET not found"

I slapped together a quick temp patch for the UFOpedia issue until reaver can get around to fixing it. just extract it to the mod install and overwrite as needed.

Reaver has updated the mod. QUICKPATCH! removed.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on April 21, 2019, 11:25:48 am
I don't know how I missed that! I checked the rocket launcher UFOPedia report before I published it!

Oh well. Here's the fix.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Yeoman on May 01, 2019, 11:18:55 am
Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on May 01, 2019, 05:40:13 pm
Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.
its there, when you unlock them you also unlock like 18 different things so it gets buried a bit.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on May 01, 2019, 09:14:17 pm
Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.

That might be the case, as they are unlocked by instantly-researched hidden topics. I stopped using this method at some point but I might need to go back and remove the existing ones.

Can you run a test for me? If you have a save from before you unlocked the tanks, just breeze through until you finish the research that leads to them. (It's UFO Construction and any plasma weapon.) When it presents the things you can manufacture, there should be a list and you should be able to scroll down to see all items on the list. Can you verify for me whether or not it shows up on the list?
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Yeoman on May 02, 2019, 04:19:17 pm
That might be the case, as they are unlocked by instantly-researched hidden topics. I stopped using this method at some point but I might need to go back and remove the existing ones.

Can you run a test for me? If you have a save from before you unlocked the tanks, just breeze through until you finish the research that leads to them. (It's UFO Construction and any plasma weapon.) When it presents the things you can manufacture, there should be a list and you should be able to scroll down to see all items on the list. Can you verify for me whether or not it shows up on the list?

In my save, I have all plasma weapons unlocked and when I complete research for UFO Construction, I don't get any pop ups at all about new things I can manufacture even though hovertanks and their ammo are now available in the manufacture menu.

EDIT: Attached the save file.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on May 03, 2019, 12:39:41 am
It should be fixed now, as of version 1.2.2. Stealth update just for you, or anyone reading this.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Yeoman on May 03, 2019, 03:35:08 pm
It should be fixed now, as of version 1.2.2. Stealth update just for you, or anyone reading this.

Thanks.

Sorry, I don't mean to nitpick but seems the same change wasn't applied to the hovertank ammo.  I figured out how the code works though so I'm able to tweak it on my end.

Also, I really like the recent change to the first aid kit. The heavy TU cost gives you good reason to consider putting the resources to research and make medi-kits even if you are only after the healing. I had a guy who was knocked unconscious by a shot and I almost wasn't able to save him because my medic ran out of TUs to heal him that turn. At the same time, the first aid kit still retains its niche of being able to heal slightly more hitpoints.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on May 07, 2019, 10:25:07 am
Thanks! Yeah I wanted the medi-kit to be generally superior with the first aid kit still having its own niche.

Sorry, I don't mean to nitpick but seems the same change wasn't applied to the hovertank ammo.
I felt it was redundant. It tells you that you can make the hovertank, and a person will probably assume that includes things that come with it. If they check the manufacture list, they will indeed see that the ammo is producible.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Firestorm_01 on May 10, 2019, 10:52:01 pm
I appreciate idea of this mod. Tweaking gameplay without mass of new content keeping things short but balanced. No dogs or cyborgs- just like it could be in original xcom.

I have few questions.

By the weapon stats this mod intended to be played without ufo extender accuracy. Am I right here?

Is this mod works without issues with latest OXCE? It appears to be working at the first glance, but who knows?
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on May 12, 2019, 06:47:07 am
October 27th, 1999. It is finally ready, the final assault on Cydonia to bring down the alien invasion once and for all. Our best soldiers each with over 40 kills each and a guardian hovertank plasma to finish the job. We have everything, blaster bombs out the ass, heavy plasmas, every item slot filled as our troops have about 60 strength each. Here we go. But the time it took to loadout my troops was rather fast what happened? Oh well we're launching to Cydonia! It is at this point I realize, the avenger has been downgraded from 26 crew, to 12 crew. And I lose the campaign. This mod is great. That moment, even if it meant I spent all those hours just to lose on Cydonia, was great. This mod makes X-COM feel fresh and revives the element of the unknown. Even if that will wash off when I finally beat this thing (failed 3 runs so far going on a 4th on only veteran yes I suck) I can still hear the curb your enthusiasm theme ringing in my ears.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on May 12, 2019, 11:41:30 pm
1.) By the weapon stats this mod intended to be played without ufo extender accuracy. Am I right here?

2.) Is this mod works without issues with latest OXCE? It appears to be working at the first glance, but who knows?
1.) You're correct. It was originally made to be played without, but when I started playing with UFO Extender accuracy, I found that the numbers work just fine or even better that way. I recommend using it but it works fine without, so it's really up to player preference. My upcoming mod is exclusively designed to work with UFO Extender accuracy.

2.) It works fine with OXCE. If it ever has a problem with OXCE, it's a bug and you can report it to Meridian or Yankes. (Report it here first, in case it's a bug with my mod.) OXCE has 100% compatibility and flawless performance running OXC mods.


.

October 27th, 1999. It is finally ready, the final assault on Cydonia to bring down the alien invasion once and for all. Our best soldiers each with over 40 kills each and a guardian hovertank plasma to finish the job. We have everything, blaster bombs out the ass, heavy plasmas, every item slot filled as our troops have about 60 strength each. Here we go. But the time it took to loadout my troops was rather fast what happened? Oh well we're launching to Cydonia! It is at this point I realize, the avenger has been downgraded from 26 crew, to 12 crew. And I lose the campaign. This mod is great. That moment, even if it meant I spent all those hours just to lose on Cydonia, was great. This mod makes X-COM feel fresh and revives the element of the unknown. Even if that will wash off when I finally beat this thing (failed 3 runs so far going on a 4th on only veteran yes I suck) I can still hear the curb your enthusiasm theme ringing in my ears.

Sounds like a fun time!

You'll often have difficulties playing old saves on new mega-mods, but I try to preserve as much vanilla save compatibility as possible. It can be the adventure that you want!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on May 16, 2019, 11:05:57 pm
I'm not sure if you understood me, that campaign was start to finish in your mod. I just didn't notice the avenger was called "ultimate fighter craft" and not "ultimate craft." Which then meant I hadn't teched a good craft for Cydonia. Great mod that definitely makes the game way harder.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on May 19, 2019, 03:52:42 am
Playing Reaver's megamod on 5.4.1, one of my bases (Turquino) has a live alien listed in the storage even though I don't have an alien containment facility for that base. Can't tell when that alien got there.

(https://i.postimg.cc/DJcK0QSB/screen028.png) (https://postimg.cc/DJcK0QSB)

I haven't been able to reproduce the bug yet. I tried recovering and transferring live aliens in several ways, but am unable to generate a condition in which I have a live alien outside of an alien containment, either with OXC or OXCE. I would ask that you go through the following debug steps:
 1.) verify that your openxcom version is up to date. I know you said it's version 5.4.1, but please make sure it's displaying 5.4.1 in-game, to verify there is no load or shortcut errors.
 2.) double-check to make sure you don't have an alien containment there
 Q.) Have you updated your version after starting this playthrough? Can you be certain that the bug occurred in a recent version of openxcom?
 Q.) Have you edited your save file, or changed mods on the same save file?
Please provide any further details you can think of. I'll try to determine the cause of the bug. Thank you for your time.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on May 20, 2019, 06:11:56 am
October 17th, 1999. Campaign attempt #6. After 67 deaths, most of which to night operations with cyber discs I had to defeat or lose the campaign, after teching the right craft this time (vanquisher) after having only 1 soldier survive the 1st terror op, become commander, then die to a shot in the back from a ninja sectoid that somehow snuck through my entire squad while on a landed terror ship trying to stop a pact signature in Russia, after multiple base assaults trying to get a live commander, after an ethereal base defense with only rookies with heavy auto lasers, and a whole lot of blaster bombs on Cydonia. It is finally over, I finally beat this mod. I have to say, thanks for making this great addition to the roller coaster that is X-COM. Never thought I'd use a heavy laser, or a plasma weapon beyond the heavy, or have to use laser cannons for 3 of my 5 aircraft (1 custodian/vanquisher 3 marauders 1 firestorm) or use power armor instead of flying suits, but there you go. This felt really rewarding, no strategy guides or youtube videos I'd seen a million times that I then replicated, the strategy I needed to win was learned entirely through the game. I'll give this another go on superhuman at somepoint, but for now I need to take a breather. Thanks for all the hard work on this masterpiece.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on May 20, 2019, 07:51:10 pm
Wow! That was quite an adventure! I'm glad to hear you enjoyed it!

Don't be too quick to jump into Superhuman without trying Genius first. I scaled up the difficulty differences quite a bit. Or go Superhuman next if you're feeling brave!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Hadriex on June 02, 2019, 07:56:44 pm
Played X-com for the first time recently and this is the first modpack I've tried. I streamed my experiences with it here if you're interested: https://www.youtube.com/playlist?list=PLSQLREUw9vwl0v77beBcxvn2lXK-3TqEn

btw, fantastic work everyone involved with this. I'll give a summery of my thoughts on it after I've seen everything and reached mars. But what I've seen so far it's great stuff, fixed most of my complaints about the base game. And added more. :)
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 03, 2019, 06:05:05 pm
I'm so excited to watch your let's play! I've gone through the first episode and it's a lot of fun watching you play! I had intended the Veteran difficulty setting to be about as hard as Veteran in vanilla, but you're not the only one who says it's a lot harder. Also, there are shortcuts for loading your troops faster or saving and loading entire equipment setups. There are lots of shortcuts for all sorts of things! You can ask on Discord to get some help finding them. And I'd recommend finding the setting to see your soldiers' strength in the equip screen. Your soldiers are way overloaded and can barely move!

I'm sorry for not doing this sooner, but I finally fixed the back doors on the Custodian. I didn't know how to do it until about last year, but I should have fixed this craft earlier I suppose. It looks a little funny but should work much better now!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on June 04, 2019, 12:26:15 am
Wait, so you're telling me all the deaths I took because custodian doors are always open and my tactic of smoking the doors wasn't intended? Well gee! (just joking) keep up the great work.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 04, 2019, 05:59:23 am
Wait, so you're telling me all the deaths I took because custodian doors are always open and my tactic of smoking the doors wasn't intended?

There are other unintended "features", such as the aliens handing you mutons too fast or the sectoid leader deep inside the ship seemingly being able to see your troops through walls. They are in the mod because I had not been able to solve them in the past. My skills as a modder have improved over time, and so I'm gradually reviewing my mod. I plan to make a few updates to fix a few things that bug me. It might make it easier overall but hopefully not too much easier. For example, the door fix I just uploaded will prevent the aliens from shooting into your ship during their turn, but you'll still have them shooting into your ship during your turn, and it'll be your fault for opening the door to let them do it.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on June 04, 2019, 11:49:01 pm
I noticed that, but I assumed  the early Mutons were for the difficulty and I personally like the "oh crap" moment when you first encounter them with nothing but lasers and kevlar. Then you get psi amps and crush them. Although even with max psi skill time unit and strength psi ops most aliens were a tough nut to crack with psi, I only ever managed to mind control 2 chryssalids on cydonia some floaters and every muton that came my way in the late game. Sectoids and Ethereals were practically immune where as in vanilla no alien is safe.

In other news I decided to now come back into this after about a week and a half break and beat genius. Was definitely an extra kick but with the knowledge from veteran I was able to beat it on my 2nd try. More and more I love the air battles as constant terror ships bombard the skies trying to infiltrate countries and having strong long range defenses. I lost some marauders shooting them down in 3v1 engagements but it sure was worth it. Only lost 3 countries this time. And with 10 fusion rockets the Sectopods on Cydonia never got to use their added armor from genius. Looking at the alien stats on superhuman has me terrified, but that's the point. See you after my first superhuman run and thanks for the mod as always.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 05, 2019, 01:59:40 am
See you after my first superhuman run and thanks for the mod as always.
I look forward to hearing about it! Good luck! (You're going to need it!)



I noticed that, but I assumed  the early Mutons were for the difficulty and I personally like the "oh crap" moment when you first encounter them with nothing but lasers and kevlar.
I like that, too. If I could balance it perfectly, I'd try to make the player fight Mutons for the first time with second-tier technology (such as lasers). But one of the problems is when players are stuck fighting them with first-tier (starter) technology. It's certainly possible to beat them with first-tier, but can be unreasonably difficult. So my ultimate goal is to balance the user into meeting them at second-tier as much as possible. It'll help me to hear reports like this from players, so thanks for that! I'm hearing players meeting them both at first and second tier, but so far usually second so that's pretty good. I might push Mutons back just one month, but I want to hear from as many people as possible to set it carefully.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Hadriex on June 08, 2019, 07:35:54 am
Had a blast with this mod. Gave my thoughts at the end, mostly positive. Also, wow, doors for the custodian makes me super happy :) I'll be sure to mention it to everyone.

-Note. I never did see the heracles. Also it might be good to add alien entertainment to the supply ships.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on June 10, 2019, 05:11:17 am
Oh ok those cyberdiscs on the first terror mission packed a bigger punch and more armor than I thought they would. HE directly on them and Heavy Cannon Incendiary rounds fired into them 5 times wasn't enough to take one out. Superhuman campaign #2 begins!

EDIT: 8 cyberdiscs on the first terror mission? They only take damage from tank cannon shells and heavy cannon incendiary rounds. How did I survive that? Almost like I'm waging war against a highly advanced alien species far ahead of human technology or something. Time for some of my troops to hold a spare heavy cannon clip for the snipers...
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 11, 2019, 07:19:35 am
EDIT: 8 cyberdiscs on the first terror mission? They only take damage from tank cannon shells and heavy cannon incendiary rounds. How did I survive that? Almost like I'm waging war against a highly advanced alien species far ahead of human technology or something. Time for some of my troops to hold a spare heavy cannon clip for the snipers...

Try rocket launchers!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 12, 2019, 12:47:42 am
Version 1.3.1 is out! This version fixes several of the issues I discovered while watching Hadriex's stream, and also brings in a few changes from the upcoming mod. The largest changes are that you'll have more money, aliens won't do as much psionics, and you can now get alien entertainment from Abductors. I've also incorporated Luke's UFOs into the mod--this means you no longer need his mod running to get the full array of alien craft.

Overall, these changes should make the game easier, but it should also put it more in line with the way I originally intended it to be.

Important note: For version 1.3.1, soldiers' minimum psionic strength was increased to 30. Already existing soldiers recruited in prior versions will not have their psionic strength changed. You can use the psi lab to check their psionic strength. Any soldier with less than 20 psionic strength will be extremely prone to psionic attacks and should not be brought along on missions with psionic aliens.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on June 12, 2019, 12:48:39 am
Oh I tried before, and they don't do any damage. The cyberdisc has an explosive resistance modifier, and the incendiary rocket does about as much damage as the heavy cannon shot. Only it takes more time units to use. I'm not complaining, I love this. These "alien armored vehicles" are like actual tanks. 
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 13, 2019, 06:50:43 pm
Hmm, yes, it seems the cyberdisc takes less damage than I expected. It takes some, but not enough to be effective.

Big alien tanks then. Good luck. You're gonna need it! >: )
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on June 14, 2019, 06:31:55 pm
Wait a minute, the floater doesn't die in 1 shot to a laser rifle? Oh no these reapers are actually scary when there's 10 of them right outside the custodian. Oh no my funding died...

Campaign #3 begins!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Hadriex on June 18, 2019, 10:06:41 am
So, I've been playing Terror from the Deep (vanilla) and it just makes me appreciate your mod all the more. (especially the tanks, I bought a mobile weapon platform, thought it looked cool and it moved one tile before being blown up.) This happened more then once.

Seriously, game is savage. And I miss so many things like arcing autocannons and rapid-fire plasma. sigh.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 19, 2019, 04:39:45 am
Glad to hear it! I'm watching your new livestream. Perhaps some day in the distant future I'll make a TFTD mod.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on July 06, 2019, 03:29:57 am
Why did I bring alien HE? And it's gone, cydonia's lost. Great, how can I continue to mess this up.... Campaign 6 begins Superhuman is more than well at living up to its name. Max psi strength on all my soldiers. 2 psions with 60 skill and 80 strength, so close...
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on July 07, 2019, 01:27:47 am
Ok, here it is. The winning strategy to prove that s-human is beatable.

1: don't lose my base in NA 2 times costing me millions of dollars
2: Take that cash and get firestorm production earlier to prevent nations from pulling out. (If I had it a month earlier the council would be full but instead the terror ship landed before I could intercept and it was ethereals so...)
3: Don't wipe against march chryssalid terror mission costing even more money
4: Win/farm base defenses to get blaster bombs and launchers
5: Do not enter cydonia until I have 2 100 skill and strength psions and 2 guardian hovertanks
6: Don't skip turn 1 on cydonia, rush with tanks to spot as many enemies as possible and blaster bomb them all hoping to panic ethereals or outright kill them
7: then use fusion demolition charges (which will be placed on the floor at the end of each turn they are not used for fear of psi) with suicide bombers (cause the blast radius is insane) to ELIMINATE the sectopods guarding the brain room. The end I win
8: ...
9: profit
10: Quit X-COM for good, I've been playing it for 6 years and never beat anything on superhuman/impossible
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on July 15, 2019, 08:58:17 am
Scratch that! Base defense is unwinnable. I have 2 laser tanks and 25 soldiers and each time the base and it's always a steamroll. I'll build walls of missile defenses on all my bases and farm alien base assaults for bbs and bb ammo.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on July 26, 2019, 07:21:32 pm
At long last, I'm done. You know, this campaign wasn't as exciting as all the others up until the end. I guess I've grown numb to it, the rookie spinning in place and then falling down to his death is no different than hearing a bird chirp outside my house. But alas it is done, Cydonia is finished. With only 3 deaths through both stages, and a turn 1 bombardment of blaster bombs. Which were painstakingly farmed by entering an easy floater base, mind controlling blaster bomb floaters and returning them to the deployment zone. Over, and over, and over. But hey, if the alien ai wants to cheat, I have some tricks as well. And the alien ai also loved to smash its head into my walls of missile defenses, not a single nation or base was destroyed. And it wouldn't be X-COM if the alien brain wasn't killed by a blasterbomb that missed veared off course and hit the brain. That's perfect. As always thanks for the hard work on this mod and have a nice day.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on July 29, 2019, 12:53:50 am
Sounds like an amazing run! You really struggled with this, but you overcame the odds and achieved victory!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Unmadesoldier on January 26, 2020, 02:24:23 am
Hi,

I've played through this mod twice already and I havent been able to unlock the stalker or heracles crafts at all. Is there a particular way to do this or have they been removed from the mod?
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on January 26, 2020, 11:23:01 am
Hi,

I've played through this mod twice already and I havent been able to unlock the stalker or heracles crafts at all. Is there a particular way to do this or have they been removed from the mod?

You've got to research more things, including completing research through interrogation. You can research several medics, engineers, and navigators before you stop getting new topics from them.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Unmadesoldier on February 01, 2020, 04:01:47 am
Apparently the heracles and the stalker are locked behind the mind shield. Who would have thought.

Plus, I would like to ask what the purpose of auto laser weapons is...

They seem like they're only useful for selling. They don't offer any significant advantages over conventional laser weapons.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on February 02, 2020, 02:09:28 am
Plus, I would like to ask what the purpose of auto laser weapons is...

They seem like they're only useful for selling. They don't offer any significant advantages over conventional laser weapons.

They aren't strictly supposed to be superior to the first lasers; rather they offer you a different firing style. All of the automatic weapons are supposed to be comparable in strength to their semi-auto counterparts, but faster firing and less accurate. Typically, the semi-auto weapons have a superior aimed or snap shot, while the automatic weapons have a superior auto shot. Do you use auto shots much? Let me know if you tried that and still think the weapons are out of balance.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Unmadesoldier on February 06, 2020, 05:25:45 pm
After testing, I found that auto laser weapons have a mixed effectiveness. They tend to work well for ufo breaching and base defense. Though the only truly useful auto laser weapon is the auto heavy laser.

Personally I find auto laser weapons to be pretty underwhelming considering that they are the next research after normal laser weapons. Their only benefit of a more accurate auto shot doesn't make them particularly appealing in general.

Plus, one thing I find strange is that power armor and flying suits dont augment strength of my troops. Is this intentional or is it a bug?

Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on February 07, 2020, 11:07:09 pm
Plus, one thing I find strange is that power armor and flying suits dont augment strength of my troops. Is this intentional or is it a bug?

They should definitely be giving your soldiers attribute bonuses. You should get +20 strength from power suits and +10 firing accuracy from flying suits, in addition to +10 time units for either. Check if you have any other mods installed that are overwriting the suits.

- - -
I reviewed the lasers. It seems there's room for a small buff to the automatic lasers' auto shots. That might be why the first two are lackluster--their auto shot is good, but not so good as to make up for having a weak snap shot and terrible aimed shot. I'll queue the change with everything else I have coming up. Thanks for the feedback!

edit: I have released version 1.4.1 containing several updates including minor buffs to all automatic weapons. See original post for download or check the mod portal.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Salt Factory on February 14, 2020, 12:25:33 am
Good day Mr. Reaver, it's a been a bit since we've last talked but considering your recent update I'd like to explain what I believe to be the issue with automatic weapons.

     In order to make aliens stronger and the game more fun and challenging you have made enemies far more durable. I enjoy this change as it adds more depth to the tactical layer and more than just a spray and pray of laser rifle and later heavy plasma shots.

     The issue with this is that instead of balancing things around having heavily armored units like cyberdiscs and sectopods while also having units like snakemen chrysallids and mutons with say, beefy hp pools but low armor, it is instead the case that all alien units stronger than a floater or sectoid enjoy significant armor pools.

     In order to combat these armor pools, one must utilize concentrations of firepower. Dealing the maximum amount of damage in one shot to have the armor "apply" the least amount of times. As if you shoot something 3 times and hit, the armor got to reduce the damage multiple times. And currently the only way to shred it is AP ammo and I think incendiary.

     This fact coupled with the fact that ufo-extender accuracy for automatic weapons is painful beyond the first few tiles leads to one conclusion. Semi automatic weapons are superior in all cases. Including close combat, the 48-50 ish damage of a pulse laser rifle compared to its semi auto counterpart is pathetically weak when snakemen and mutons have 20-35 armor. Meanwhile the dreaded superhuman sectopod armor is nay uncrackable by anything but a heavy laser (heavy auto laser will not damage it on a maxroll of 200%) or one is to use extreme and dangerous explosive weapons. I enjoy the risk of either trying to chip away at the pod with heavy lasers or blast it out with 1-2 well placed fusion rockets/or an alien HE. (pro tip, do not give this to soldiers who are not psionically gifted and have less than 80 psi strength, or the ethereal will target their meager 60 psi strength and have them squadwipe you on cydonia.)

     To fix this issue, I believe a more dramatic overhaul would be needed. By making 1 tile (non 2 by 2/tank/terror) aliens have increased HP but reduced armor, this could make automatic weapons a more genuine alternative in closer combat. With semi autos still king of aimed and mid range snap shots. While keeping the tank units with their heavy armor to make semi autos still useful against them with the heavy "tank buster" semi auto weapon class.

     Lastly, it would be interesting if the arc shot of the auto-cannon was applied to all heavy semi automatic weapons. Giving them more of a role as they are currently even weaker than the auto rifles due to their TU cost. Perhaps making them arcing shots with small explosive radii (although this may change their damage type and mess up their balance) and then calling them say "laser mortar" and "terran plasma mortar".

     Of course, these are just my ideas from the time I've spent in this mod. And I understand if you haven't the time. I currently believe it to be the best available as it injects a much needed difficulty spike while sticking true to the original. FMP X-FILES and X-PIRATES seem to be too easy, add too much, and eventually develop the issue of "super soldier" syndrome from the new games. The worst offense is that psionics are still insane, where as in this version the power fantasy of "bouncing heads" with a mind control chain to win cydonia turn one is thankfully removed. Not to bash the creators or fans of these mods, it is just a game after all.

     Thanks and have a good day.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on February 15, 2020, 06:11:07 am
You are absolutely correct about armor, and it's a thing I had recently been tackling (finally) in my upcoming mod. Perhaps I will make a balance pass for Faithful to generate a mix of lower armor values. I had originally thought the variety was wide enough, but later testing reveals that some of the "low" values are still too high for auto weapons.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on February 15, 2020, 10:02:56 am
I'm releasing a stealth balance pass. I'd like some feedback from you guys on how you feel about it. It makes a few drastic changes. Autofire weapons have less damage but their auto shots fire five times. Their snap and aimed shots are faster now. This means that autofire weapons have considerably higher damage application against low-armor units but are poor for penetrating armor. In addition to this change I have made some units have less armor and more health, while some other high-armor units now have less health.

The following data contains spoilers on which aliens have heavy or light armor:
Heavy armor aliens
Cyberdisc
Silacoid
Ethereal
Sectopod

Medium armor aliens
Chryssalid
Celatid

Light armor aliens
Sectoid
Floater
Reaper
Snakeman
Muton


The following data contains a comparison of weapon damage per turn, but don't rely too much on the data directly as you have to consider several other factors to make a decision. This table will help show how the automatic weapons have considerably higher damage per turn against unarmored targets.
Pistol:         130
Rifle:         150
Heavy Cannon:   180
Laser Pistol:      184
Laser Rifle:      240
Heavy Laser:      230
Plasma Pistol:      300
Plasma Rifle:      360
Heavy Plasma:   260
Auto Pistol:      450
Machinegun:      336
Autocannon:      400
Laser APistol:      640
Laser PRifle:      462
Heavy ALaser:      456
Plasma APistol:   882
Plasma MachineG:   900
Plasma ACannon:   528
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: WaldoTheRanger on February 15, 2020, 08:49:44 pm
I'm getting a "404 attachment not found" error when I try to download it.

never mind.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: SIMON BAILIE on February 18, 2020, 02:11:37 pm
Tried to start a new game of your mod v1.42 but get an error message-see attached. I'm using the latest oxce. Would provide save but game won't even start.

EDIT:
I seem to have worked out what was causing the problem-attached mod seems incompatible with your mod but I don't know why?
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Lord_Kane on February 19, 2020, 06:09:07 am
Tried to start a new game of your mod v1.42 but get an error message-see attached. I'm using the latest oxce. Would provide save but game won't even start.

EDIT:
I seem to have worked out what was causing the problem-attached mod seems incompatible with your mod but I don't know why?

Reaver's mod makes changes to the HWP research tree and then SECTOPOD HWP6 v1.0 makes changes as well that are not compatible with each other, not all mods are fully compatible with each other just as a note of reference.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on February 19, 2020, 11:57:57 pm
attached mod seems incompatible with your mod but I don't know why?

Faithful revamps the laser weapons research tree, including outright deleting some projects such as STR_LASER_CANNON. If you open up your copy of Faithful's research.rul file in a ruleset editor (such as Notepad++), you can remove the lines that say anything like
Code: [Select]
delete: STR_LASER_CANNON and it should allow the mods to work together, however it may cause undesirable results such as having laser technologies that don't unlock the thing they say they are.

edit:
It should be noted that the Sectopod HWPs mod fails to load on its own.

I made an add-on mod to enable playing Faithful along with other mods that require the original laser weapons research tree: https://openxcom.mod.io/remove-reavers-laser-research-tree (https://openxcom.mod.io/remove-reavers-laser-research-tree)
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Unmadesoldier on April 18, 2020, 04:21:33 pm
Since auto laser weapons are a thing and we have pulsed laser craft weapon as well as plasma equivalents wouldn't it be fair to get auto laser tanks and auto plasma gun hover tanks?
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on April 18, 2020, 10:35:51 pm
Since auto laser weapons are a thing and we have pulsed laser craft weapon as well as plasma equivalents wouldn't it be fair to get auto laser tanks and auto plasma gun hover tanks?

It's an excellent idea and one I toyed with. In the end, I rejected it because autofire tanks are basically just crappy soldiers that have a single point of failure. The real power of tanks is in supporting soldiers. They have more armor than soldiers, or they hit harder than a soldier. Four soldiers with heavy plasmas is a way better autofire platform than any tank could ever be--it's 8 high-accuracy and high power shots per turn--and they can stand behind a guardian hovertank for defense.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: padtedesco on June 10, 2020, 11:49:00 am
Hello.

First, amazing Mod out there. I played your mod first and it was amazing

Second. I cannot find another topic to talk about this, so i will here. I was playing Your mod together with the Hybrid Mod in Dual History and found a few bugs.

1 - Alien Base retaliation is too fast.
I like to have 3 working bases before January ends (the headquarters and two support bases to cover important nations). In the Hybrid/Reaver it is almost impossible to create those bases, cause they are attacked a week, 2 week tops after being built. No radar or hangar can be made before that happen to even detect a single ufo.

2 - There is no smoke texture, the smoke grenade works, but there is no visual change.

3 - To install the mod I tries the steps on the mod download page and it kept giving me error messages. Only after dowloading your full mod and copy paste on the /user/mods it worked.

Again, amazing mod
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on June 18, 2020, 04:49:26 pm
Thanks for the detailed feedback! Unfortunately there's not much I can tell you for these. The second item isn't happening in the base Faithful mod so it must be a bug with the hybrid version. I haven't been able to sink much time into modding lately, including when the hybrid version of Faithful was developed, so it can be a lot buggier than the basic mod.

The first thing you mentioned is actually a long-standing issue in the vanilla game, and while Faithful gives you a partial fix to it, that fix is overturned in Hybrid Faithful due to me not having time to re-work the retaliation missions. Instead I just removed my version. In basic Faithful, the early-game base attacks usually come in Terror Ships--they still hit your base just as hard, but they can be shot down with as little as two missile defenses.

Thanks for reminding me: I still need to update Faithful to make ALL of the retaliation ships Terror Ships at first, and then later in the game they all become battleships. edit: change implemented in upcoming version 1.4.6.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Dogbarian on February 12, 2021, 07:33:32 pm
Greetings!  Looking forward to trying this megamod pack, but I'm getting an error on game launch.   Mod version is 1.4.7 - does this version require OXCE?  I'm just running OXC at the moment.  I turned off all other mods.  Game version is: OpenXcom Version: 1.0 git 2020-12-14 03:40

Error is:
Code: [Select]
Error for 'STR_HOVERTANK_PLASMA_GUARDIAN': offset '29' exceeds mod size limit 28 in set 'Projectiles'
I'm open to commenting out this tank, if someone can suggest how to do so (at least as a test to see if I get any other load errors).  I'm able to use other mods without errors, including launching the 2.8 version of FMP.

Thanks for any suggestions!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Yankes on February 13, 2021, 12:02:06 am
This look like not enough reserved space by mod for its resources in common collections.
Try add `reservedSpace: 2` to mod `metadata.yml`
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: The Reaver of Darkness on February 13, 2021, 06:27:03 am
Version 1.4.7 has reservedSpace: 2 and it works fine for me in OXC 2019-12-01 (an older nightly), OXC 2021-01-22 (the latest nightly), and OXCE 6.8.3.

Make sure you aren't running any other mods. It is probably a conflict with another mod.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Dogbarian on February 13, 2021, 08:26:07 pm
Version 1.4.7 has reservedSpace: 2 and it works fine for me in OXC 2019-12-01 (an older nightly), OXC 2021-01-22 (the latest nightly), and OXCE 6.8.3.

Make sure you aren't running any other mods. It is probably a conflict with another mod.

No I disabled all user mods. I’m not positive at this point whether I turned off all of the XCOMUtil items, if that matters. I’ll download the latest nightly this afternoon and try that.

Thanks!
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Dogbarian on February 14, 2021, 02:38:27 am
Version 1.4.7 has reservedSpace: 2 and it works fine for me in OXC 2019-12-01 (an older nightly), OXC 2021-01-22 (the latest nightly), and OXCE 6.8.3.

Make sure you aren't running any other mods. It is probably a conflict with another mod.

Same error with the latest nightly.  I did have XCOMUtil StatStrings and Aliens Pick up Weapons enabled, but turning them off makes no difference to the error.  Even did a fresh install with the nightly EXE, to copy in fresh data from my Steam folders.

I'm running in Windowed mode, since I haven't found a fullscreen option that works for me, need to try the various filters - so far, when I've tried them, most of them give me a segmentation error.  But everything else I've tried has worked fine in Windowed mode.  In fact, I get the same errors before I even activate any mods (trying the filters in full screen mode).

Would this make a difference?
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Meridian on February 14, 2021, 08:29:30 am
Try replacing the mod's metadata.yml file with the one attached in this post.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Dogbarian on February 14, 2021, 08:15:32 pm
Try replacing the mod's metadata.yml file with the one attached in this post.

Same error.  Attached is my log file - launched successfully with no mods, activated the reaver full mod, and on that reload, crashes.

Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Meridian on February 14, 2021, 08:19:46 pm
Code: [Select]
[14-02-2021_12-11-25] [INFO] - reaverxcom_full_1.4.7 v1.0

Your mod is not installed correctly, OpenXcom cannot find metadata.yml at all.

Don't put it into any subdirectories.
Extract it from the zip file as is.
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Dogbarian on February 14, 2021, 08:53:50 pm
Code: [Select]
[14-02-2021_12-11-25] [INFO] - reaverxcom_full_1.4.7 v1.0

Your mod is not installed correctly, OpenXcom cannot find metadata.yml at all.

Don't put it into any subdirectories.
Extract it from the zip file as is.

Ah!  I see the problem, when I moved the extracted files over to the user/mods folder, I did not move it out of the "parent" folder that resulted from the extraction.  So it was indeed in a subfolder.  Moving it up one level fixes it!

Thank you Meridian!   I'm learning a lot about modding.  :)   (and enjoying your XPiratez playthrough from last year, although I have lots of questions about that!)

Dog
Title: Re: [UFO MEGAMOD] Reaver's Faithful Megamod
Post by: Dogbarian on March 12, 2021, 02:15:17 am
Enjoying myself so far with this mod!  Posted a thread over in the playthrough forum, I went into April last night, but haven't posted my last set of notes yet on that yet.  Got another Snakeman terror mission that was a little tougher, lost 2 troopers and 2 others wounded (including my poor Commander AGAIN - she's spent more time in sick bay than fighting).  Have both types of lasers unlocked and built, and liking the differences, and I'm building my first two new craft (the replacement for the Punisher and the first patrol craft).  Really like the arcing autocannon, using it like a GL for the most part, pulled off some nice aimed shots, but also some fun auto-fire.

One quibble/bug report for the Custodian. If you have a trooper in the first spot on the port side, and click on the ground immediately outside, he steps diagonally through the wall to the square by the wheel and then steps to the selected square (without opening the door).  The second trooper back behaves correctly (facing the door, opening it, and stepping out) and I'm pretty sure that the front starboard trooper does the same (the correct behavior over the bugged one).  I'm not 100% positive of that though, for some reason I was always forgetting and doing it with the port guy.  I'll check that for sure the next time I'm in-game.  EDIT - I checked, the front starboard trooper exits properly, opening the hatch and stepping out.   Otherwise, I really LOVE this ship. :)

Haven't encountered any other problems, and I've seen a number of early medium UFOs, which is a nice change from vanilla.  Can't shoot them down, but I've raided a few, with some great results.