OpenXcom Forum

Modding => Released Mods => Topic started by: cevaralien on November 09, 2020, 04:49:04 pm

Title: [OXCE] XCOM Multimod
Post by: cevaralien on November 09, 2020, 04:49:04 pm
XCOM MULTIMOD

From cevaralien.
Download: https://openxcom.mod.io/xcom-multimod

***************************************
CREDITS
***************************************

First, thanks to all people who do awesome works and mods. I have taken some things from many mods to use it or modify it to adapt to my work. Credits to all:

hobbes (Area 51) - Human Soldier, Blackbird MCD parts.
hellrazor (Thunder) - base craft and MCD parts.
Solarius Scorch (XCOM Files)
  Aliens inventory, hybrid.
  Sounds, images of taser and others.
  Farmer civilians.
  Power Suit/Flying suit armors spritesheet.
  Extra explosions.
  Soldier screams.
  MCD parts.
  Geoscape WORLD.DAT and textures.
  Female and male police corpses bigobs and floorobs.
  Male civilian corpse bigob.
Robin - (Men In Black 4.5) - Male suit civilian spritesheet.
Finnik  Hybrid Diplomat.
Dioxine - Female farmer
Moriarity - Power Suit/Flying Suit
Unknown authon - AK - 47
Solarius Scorch (FinalModPack) - Xcom cyberdisc.
Solarius Scorch (Celebrate Diversity) - Soldier names, flags.
Solarius Scorch (SolarsNewUfos) - UFOs Sentry/Excavator/Figther ideas and png images. MCD parts
Sorry, i lost the name of this author. (GenderDetail) - Busty female armor.
Reaver of Darkness (ReaverFullMod) - Heracles basebit and icon, alien habitat backscreen, ideas for plasma cannon recovery.
Shoes, Ivan Dogovich, hellrazor (Commendations v2.1) - full mod.
redv (PSIwar) - Helmet, Spritesheet.
OXCE (Armed civilians) - full mod.
CanadianBeaver (Awesome guns) - Ligthning image, Blackops weapons parts, craft missiles images.
MKSheppard and Gix (Improved nations) - new nations.
Sorry i lost the name of this author and original mod - Kevlar vest soldier spritesheet and inventory.
Kzer-Za (UnrandomizedWounds) - base script.
Daedalus (HQSounds) - Alien sounds and small explosions sound.
Ivan Dogovich (Improved_HandOb) - Handobs for many items
efrenespartano (UNEXCOM) - Female and male civilians.

Thanks to Yankes and Meridian for the guidance while was scripting.

Thanks to efrenespartano for the help updating to 7.2.

If i used some material that is from yourself and i don't give you the respective credit or you don't want to allows to use or modify your material, please, tell me at openxcom forum: cevaralien.

***************************************
FEATURES OF XCOM MULTIMOD
***************************************

This mod is a expansion of the features of the original XCOM.

I added some new UFOS, weapons, armors and craft weapons.
The game is not so straight forward to finish it like the original one. Some critical techs requieres many others to unlock it. And... it is critical to capture aliens.
Changes to the dynamics of the game. The wounding effects are different, in fact, no one dies inmediately from limbs wounds, but if the wounds are so severe, the unit will fall unconscious and it could lost some time or firing points from his or her stats.
All damage is "flat"; there is no "zero" damage, but critical hits to body parts.
There are some add-ons for power and flying suits.
Rework of Personal Armor, laser weapons and addition of new handguns for armed civilians.
New Alloy Armor (modification from Kevlar Armors)
Small map modifications for some UFOS.
Plasma cannon (and power cell) are recoverable from UFOs.
New HEAT ammo for rocket launcher, special for heavy armored units (yes i speak about you, Sectopods and Cyberdiscs).
Asthetical modifications to original crafts: Lightning, Skyranger and a total rework of Avenger, based on Thunder craft.
Modification to alien mechanics. They are more dangerous.
Ethereals don't use weapons... at all. Be alert, they are very dangerous.
Some new alien ammo for small launcher.
Laser weapons are RECHARGABLE after finish the mission and they don't dissapears after depleat the energy.
Add-ons for firearms: grenade launcher and shotgun modules.
Now there is no "obsolete" weapons. All have it's pro and cons.
Rebalance of units stats: no more athlete runners or super soldiers.
New countries and limits to funding.
New mechanics to infiltration.
Psionics attacks requires special training, not only psi skills.
Redesign of Living Quarters, Workshops and General Stores maps, to match with game descriptions.
And more...

I hope you like it. You can use it or it's parts as you want, but be careful with the third-party material.

P.D.

It could be reasonable to save Mind Probes and Muton corpses. ;-)


Now the Skyranger have features indicating it's VSTOL nature. Notice that soldier now have chairs attached to the inner hull of the craft :-D
(http://SKYRANGER2.png)
(http://SKYRANGER2.png)

The new Avenger.
(http://AVENGER.png)

Some new weapons, including my favorite weapon work: M4 carabine. I modified the ak47 found on XCOM Files mod to add a buttstock.
(http://weapons.png)

New Living Quarter. Now the XCOM bases have four levels.

Title: Re: [OXCE] XCOM Multimod
Post by: Meridian on November 09, 2020, 05:00:14 pm
FYI, Hobbes does not allow using maps created by him to be used in other mods.
Title: Re: [OXCE] XCOM Multimod
Post by: gijoe on November 09, 2020, 05:19:35 pm
Thank you, nice laser weapons anyway  8)
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 09, 2020, 05:37:39 pm
FYI, Hobbes does not allow using maps created by him to be used in other mods.

Wow!! My bad!

I will fix the situation soon as possible.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 10, 2020, 06:21:01 pm
Thank you, nice laser weapons anyway  8)

Thanks!
Title: Re: [OXCE] XCOM Multimod
Post by: thePaleone on November 10, 2020, 07:05:39 pm
This is a nice mod, keep it up! I hope I can do a mod like yours one day.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 11, 2020, 11:46:47 pm
Well... there is a new version of the XCOM Multimod.

I removed all material related to the mod Terrain Pack of Hobbes. I add some maps made by myself, all of them related with urban environment. These are the changes:

- Removed maps from Hobbes Terrain Pack mod.
- Removed geoscape map and textures from Hobbes Terrain Pack mod.
- New blocks added to replace the Hobbes maps: polar, desert, mountain and jungle urban blocks.
- Fixed urban blocks for some cities.
- Fixed strings for living quarters.
- Added strings for new alien deployments (related to new map blocks).
- Added new geoscape map from Area 51 mod (transitory).
- Some urban buildings are iluminated by default.

I'm using now the geoscape from Area 51 as a transitory step to another geoscape. That will be added in the next version of the mod, alongside some new blocks for natural environments. I think that this geoscape is allowed, because there is no limitations in the mod README file, but if it use is disallowed, please, tell me and i will remove it.

You can download the new version from the original link.

P.D.

Solarius Scorch give me some advice about the credits.

Finnik  Hybrid Diplomat.
Dioxine - Female farmer
Moriarity - Power Suit/Flying Suit
Unknown authon - AK - 47

Title: Re: [OXCE] XCOM Multimod
Post by: Meridian on November 12, 2020, 12:37:59 am
I'm using now the geoscape from Area 51 as a transitory step to another geoscape. That will be added in the next version of the mod, alongside some new blocks for natural environments. I think that this geoscape is allowed, because there is no limitations in the mod README file, but if it use is disallowed, please, tell me and i will remove it.

Any original resources by Hobbes are explicitly not allowed for use, here's the official statement: https://openxcom.org/forum/index.php/topic,4047.msg120036.html#msg120036

Doesn't apply to any non-original resources like maps from other modders (e.g. various UFO2000 maps), conversions and recolors (e.g. vanilla TFTD maps) or any remixes of maps or other resources by other authors.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 12, 2020, 01:43:15 am
Any original resources by Hobbes are explicitly not allowed for use, here's the official statement: https://openxcom.org/forum/index.php/topic,4047.msg120036.html#msg120036

Doesn't apply to any non-original resources like maps from other modders (e.g. various UFO2000 maps), conversions and recolors (e.g. vanilla TFTD maps) or any remixes of maps or other resources by other authors.

Is for that reason i'm using the area51 gesocape, it is original from Improved Globe and added to area51. But i was reading the readme of the mod, not the forum. If the geoscape is original from him, no problem, i will remove it.

Is Bladum geoscape subject to property? It is another option for me.

https://openxcom.org/forum/index.php?topic=3159.45
Title: Re: [OXCE] XCOM Multimod
Post by: Meridian on November 12, 2020, 01:48:40 am
Is for that reason i'm using the area51 gesocape, it is original from Improved Globe and added to area51.

You're probably fine then.
Might wanna use the one from Improved Globe directly, to be extra sure, but that's up to you.
Title: Re: [OXCE] XCOM Multimod
Post by: Solarius Scorch on November 12, 2020, 01:52:22 am
Bladum should be fine with it I think. I happen to have him on Discord, so I can ask him if you like. But I have no idea what exactly he did with the globe.

If you want, you can use mine (from The X-Com Files) - it's reasonably well tested and a bit improved. Also, only today Dioxine and I fixed some holes in UFO patrols to crack down on "safe base spots". If you're interested, get the up-to-date, yet unreleased version from https://github.com/SolariusScorch/XComFiles/archive/master.zip.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 12, 2020, 02:01:22 am
Bladum should be fine with it I think. I happen to have him on Discord, so I can ask him if you like. But I have no idea what exactly he did with the globe.

If you want, you can use mine (from The X-Com Files) - it's reasonably well tested and a bit improved. Also, only today Dioxine and I fixed some holes in UFO patrols to crack down on "safe base spots". If you're interested, get the up-to-date, yet unreleased version from https://github.com/SolariusScorch/XComFiles/archive/master.zip.

Ok i will test it. Thanks.

I'm a big fan of XCOM Files. Excellent work! It gives me hours of playing and i don't finish it yet. It have many features! Congratulations.

Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 12, 2020, 02:04:04 am
You're probably fine then.
Might wanna use the one from Improved Globe directly, to be extra sure, but that's up to you.

I was looking for this mod but i don't found it. I know of the origins from Hobbes itself (reading the forum). If you know where i can find it i will apreciate it. Now, i will test Solarius Scorch geoscape.
Title: Re: [OXCE] XCOM Multimod
Post by: Meridian on November 12, 2020, 09:59:52 am
If you know where i can find it i will apreciate it.

I don't know, sorry.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 14, 2020, 01:53:26 am
Ok, i tested the XCOM Files geoscape and i replaced the area51 world.dat with it, but i made many changes. Thanks to Solarius Scorch for allowed me to use his geoscape work.

First, i changed the polys ID to rework the Earth regions. Second, i modify many places of the map. In the attached images could be seen the modifications.

Another change was the texture for mountains. Frankly, the vanila texture -for me- is similar to a pile of rice grains  :-\. I rewoerked the texture to make it more mountaineous, with snow.

I added the mountain chain of Mexico, alongside a rework of US west mountains.

North Africa was changed, noticeable the new aspect of Turkey.

The Himalaya was corrected. Now is more similar to Google Earth map. Australia was changed too and Ural mounts was added.

And at South America, The Andes was modified and Venezuela is more accurate.

All modifications was made with the same quantity of polygons. I don't know how to add them to the WORLD.DAT but, i think it is quite accurate.
Title: Re: [OXCE] XCOM Multimod
Post by: kevL on November 14, 2020, 02:53:13 am
gratz. That's the most representative map I've seen yet :)
Title: Re: [OXCE] XCOM Multimod
Post by: Solarius Scorch on November 14, 2020, 03:00:32 am
Could you post screens without the filter on? No offence, but I can't see anything in this gooey blur.
Title: Re: [OXCE] XCOM Multimod
Post by: efrenespartano on November 14, 2020, 03:50:44 am
Wonderful globe!

I liked your game, I'm your first subscriber on the mod.io! I'm rooting to see more of your work.

Also, I see your screenshots are in Spanish

¿Hermano latino?  :D
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 14, 2020, 04:14:04 am
Wonderful globe!

I liked your game, I'm your first subscriber on the mod.io! I'm rooting to see more of your work.

Also, I see your screenshots are in Spanish

¿Hermano latino?  :D

Thanks for the support! I'm glad you like it.

Si, soy de Venezuela  :D
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 14, 2020, 04:14:44 am
Could you post screens without the filter on? No offence, but I can't see anything in this gooey blur.

Sure, no problem. I will do it.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 14, 2020, 04:57:58 am
Solarius, these are the images without filter.

Title: Re: [OXCE] XCOM Multimod
Post by: Solarius Scorch on November 14, 2020, 11:44:38 am
Thanks!
These mountains are interesting, but I'm not sure, they clash with the rest of the globe - they're more "3D". But maybe I'm just not used to it.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 14, 2020, 03:51:12 pm
Yes, you are correct. That was my critic about the vanilla "pile of rice grains" for the mountains texture. That is the first try to change the situation, but i'm thinking about another solution more in line with the rest of the map.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 14, 2020, 09:05:16 pm
gratz. That's the most representative map I've seen yet :)

Thanks. I'm glad you like it.
Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on November 17, 2020, 09:37:52 am
Hello there

Looks like a wonderful mod. unfortunately I'm having a bit of trouble playing it.

Whenever I try to start it it says something about a missing asset related to terror missions.

happens on both the latest version and the first one, so I doubt it has to do with dehobbesifying. and other mods are disabled too of course.

full logs for both versions included:
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 17, 2020, 02:59:35 pm
Ok, i checked the logs. I suspect about the OXCE version, because i'm running it without problems. I'will test with your version
Title: Re: [OXCE] XCOM Multimod
Post by: Meridian on November 17, 2020, 03:22:46 pm
Ok, i checked the logs. I suspect about the OXCE version, because i'm running it without problems. I'will test with your version

Wrong syntax.
Same issue as here, probably copypasted: https://openxcom.org/forum/index.php/topic,7152.msg133477.html#msg133477
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 17, 2020, 04:28:51 pm
Ok, but it is working on 6.5.3. Are these errors coming from changes in the version of OXCE?
Title: Re: [OXCE] XCOM Multimod
Post by: Meridian on November 17, 2020, 04:31:59 pm
Ok, but it is working on 6.5.3. Are these errors coming from changes in the version of OXCE?

It's not working on 6.5.3 either.
If you test it, you will see that it doesn't do anything, it's just ignored.

The validation was added, so that such errors are not silently ignored.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 17, 2020, 04:37:55 pm
Ok, i will test again, because these civilians appears in my scenario and my mod doesn't crash because these error.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 17, 2020, 04:44:28 pm
Quote
The validation was added, so that such errors are not silently ignored.

Ohh that explain why doesn't crash.
Title: Re: [OXCE] XCOM Multimod
Post by: efrenespartano on November 17, 2020, 09:46:26 pm
Thanks for the support! I'm glad you like it.

Si, soy de Venezuela  :D

Un abrazote desde México. ;D

I tried to send you a PM on Discord, but I couldn't. I thought you used the same username here and in the app.

Anyways, if you want to add extra maps I humble offer you the CMP!

https://openxcom.mod.io/community-map-pack

As opposite to Terrain Pack, it's available for modders (not just the players). ;)

Of course, it is open to new contributions)) *wink wink*
Title: Re: [OXCE] XCOM Multimod
Post by: SIMON BAILIE on November 18, 2020, 12:01:05 am
Looks interesting but as others have stated, doesn't seem to work on latest OXE-see attached, but does seem to work on v6.53 but my knowledge is very limited.
Title: Re: [OXCE] XCOM Multimod
Post by: BlackStaff on November 18, 2020, 12:20:48 am
What is needed to play with this Mod (v1.02)?
I tried on clean OXCE 6.7.2 and I can't get it started!
After the error of the "STR_TERROR" that I corrected it is the turn of another error with the "STR_PARAMEDIC" (units) that does not find the "STR_MEDIKIT"!
Normal in OXCE and in your xm-items.rul is "STR_MEDI_KIT".
And after that more and more crashes ... !!
Too bad...  :-[
Luckily I was able to extract your relook from the Skyranger and add it as a standalone mod.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 19, 2020, 01:00:28 am
Un abrazote desde México. ;D

I tried to send you a PM on Discord, but I couldn't. I thought you used the same username here and in the app.

Anyways, if you want to add extra maps I humble offer you the CMP!

https://openxcom.mod.io/community-map-pack

As opposite to Terrain Pack, it's available for modders (not just the players). ;)

Of course, it is open to new contributions)) *wink wink*

Igual para ti hermano!

Ah thanks. I will check the community map. And of course, my work could be used by the community. I'm working on a more detailed geoscape. I'm waiting more feedback from users, so, i could fix the errors that doesn't show with 6.5.3. Along these fixes i will add the updated geoscape and maybe some maps from community.

If i could help, count with me.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 19, 2020, 01:10:35 am
What is needed to play with this Mod (v1.02)?
I tried on clean OXCE 6.7.2 and I can't get it started!
After the error of the "STR_TERROR" that I corrected it is the turn of another error with the "STR_PARAMEDIC" (units) that does not find the "STR_MEDIKIT"!
Normal in OXCE and in your xm-items.rul is "STR_MEDI_KIT".
And after that more and more crashes ... !!
Too bad...  :-[
Luckily I was able to extract your relook from the Skyranger and add it as a standalone mod.

Thanks for your feedback.

The mod was developed under 6.5.3. At the moment, the "latest" version. I'm playing the mod, i finish it two times and i haven't any crashes. Is for that reason that i publish it.

But no problem, that could be fixed. I will download the last version of OXCE to run the mod.

I'm glad you like the Skyranger work. I have no problem if you decide to use parts of XCOM Multimod instead of full mod.

Thanks for the support.
Title: Re: [OXCE] XCOM Multimod
Post by: BlackStaff on November 19, 2020, 02:18:38 am
I'm glad you like the Skyranger work. I have no problem if you decide to use parts of XCOM Multimod instead of full mod.
Thank you!
I assure you I am not a modder!
This is for my personal use and to add it to my OXCE which contains many many Mods.  8)   ;)   ;D
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 19, 2020, 02:19:44 pm
Thank you!
I assure you I am not a modder!
This is for my personal use and to add it to my OXCE which contains many many Mods.  8)   ;)   ;D

At first moment, i was doing it too, but my game crashes many times because conflicts between mods, so, i decided to do XCOM Multimod. In fact, my objective wasn't publish it, but, at the end, i decided to share it.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 19, 2020, 06:21:10 pm
I have published a new version of XCOM Multimod.

All errors at 6.7.2 loading was fixed.

There is an updated geoscape with a enhancement of the Iran landscape and the texture map of the mountains. If you don't like the new texture, you can use the older file. If you have problems with it, please, tell me and i can guide you.

These are the pictures of the new texture for mountains and the landscape of Iran. I'm working on more detailed geoscape and textures. The pictures are with filter and without filter.
Title: Re: [OXCE] XCOM Multimod
Post by: thePaleone on November 19, 2020, 07:11:39 pm
How did you get these extra borders drawn on the map in your geoscape?
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 19, 2020, 07:21:37 pm
I do them point by point, at the file xm-globe.rul. First, i studied the pattern of the points near a known border and added the rest. Some borders aren't mine, but frankly, i don't remeber what is the basis mod.

But you don't need to do a harder work. There is a program from Falko that allows to do these borders. I haven't used it yet, but i know that it could do that.
Title: Re: [OXCE] XCOM Multimod
Post by: BlackStaff on November 20, 2020, 04:00:21 pm
I have published a new version of XCOM Multimod.
v1.03 work fine !
Bravo and thank you very much !
I will be able to analyse your pack to find an answer to one of my questions that no one has answered here!  ;)

translated by https://www.deepl.com/translator
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 20, 2020, 04:14:53 pm
v1.03 work fine !
Bravo and thank you very much !
I will be able to analyse your pack to find an answer to one of my questions that no one has answered here!  ;)

translated by https://www.deepl.com/translator

Question?
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 26, 2020, 10:51:13 pm
I have released a new version of XCOM Multimod.

What changes?

Updated geoscape WORLD.DAT for a more detailed one.
New textures for geoscape.
Added First Aid Kit, allowing the healing of units before availability of Medi Kit.
Civilian doesn't recover weapons, only soldiers or police.
Added more handobs from Improved_Handobs mod and originals from Multimod's author.
Added aircraft missile sounds from HQSounds mod.
Added missing spritesheets medals for "Commendation 2.1" mod (integrated on Multimod).
Rebalanced weight of Medi Kit, because the implementation of First Aid Kit.
Enhancement of wounding script.
Added new Alien Containment mapblock.
Increased no-LOS penalty.
Rebalanced side armor of Alloy Armor. All side hits goes to arms, so, there is no reason to increase protection compared to Kevlar Armor.
New mapblocks for brown mountains.
New mapblocks for desertic/brown mountain urban maps.

In the attachment:

Updated geoscape and textures.

New Alien Containment (top level and basement)

Urban desertic/brown mountain mapblocks.
Title: Re: [OXCE] XCOM Multimod
Post by: Meridian on November 26, 2020, 10:55:59 pm
Added missing spritesheets medals for "Commendation 2.1" mod (integrated on Multimod).

Hmm, why did you integrate such an old version?
There's version 3.2 already.

2.1 is more than 3 years old.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 26, 2020, 11:01:42 pm
Yes, but i will integrate 3.2 in the next version. Happens that i do changes to some descriptions, so, i need to look them with more detail.

And, when i downloaded the commendation, this was the version that i look at first. I was new with openxcom playing and the mods at that time.
Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on November 29, 2020, 09:01:07 pm
Hmm. no connections to existing facilities in that new alien containment mapblock?
I do like it a lot better then default, just seems like a rather odd thing to not have.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on November 29, 2020, 09:34:05 pm
Yes, they have.

All xcom base mapblocks of my mod have 4 levels. These images are for the upper and lower levels, but the mid level have conections. The alien containment have 3 levels and the lower one is ground.

In the attached image you could see the mid level (mapview).
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 05, 2020, 08:56:14 pm
There is a new release of XCOM Multimod

What's new?

1.05
Added civilian female corpse bigob.
Added civilian male corpse bigob.
Updated female police corpse bigob.
Updated floorobs for police corpses (female and male).
Added new male civilian modded from MIB agent.
Added new female civilian.
Enhanced paramedic spritesheet to be more female.
Enhanced police female spritesheet to match bigob image.
Rebalanced armed civilians deployment in terror missions.
Updated commendations Angel's Cross to use new stat for tracking revived soldiers (from original mod Commendations 3.2)
New Mars terrain color.
Removed personal lights on remaining units.
New mapblocks for Green Mountain maps.
Enhancement of Mountain maps with more vegetation.
Enhancement of Geoscape: addition of Tikicaca lake, enhancement of Maracaibo lake and addition of La Paz city.
Adjusted Alien Retaliation mission mechanic.
Adjusted tilesets of human advanced crafts.

Some images of the new maps.
Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on December 08, 2020, 12:35:13 am
Oh. Very sweet. My bad for not actually playtesting first
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 08, 2020, 04:23:55 pm
No problem.  :)
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 16, 2020, 05:52:05 pm
Today was released a new version of XCOM Multimod.

What's new:

Implemented maintenance cost for HWP and units in Alien Containment.
Implemented maintenance cost for Firestorm, Avenger and Lightning crafts.
Renamed "Craft Rental" for "Craft Rental & Maintenance" in cost screen.
New UFOpedia images for heavy weapons platforms.
Four new mapblocks replacements for alien bases.
Implemented sniper, scout and commando trainings with UFOpedia descriptions.
Added UFOpedia description for Psionic Combat Training.
Fixed grey mountain rulesets. The maps are in 1.05 version, but it was not activated.

In the attachments:

New mapblock for alien bases.
Mountain map with some trees.
List of possible trainings
UFOpedia Commando training description.
Title: Re: [OXCE] XCOM Multimod
Post by: Ran on December 27, 2020, 02:44:23 am
Starting a new game almost all of my soldiers have all stats at zero, health is 1.
One or two have normal stats though, what's going on here?

I mean I know XCOM personnel is notoriously incompetent but these guys literally can't move a finger. :-\

I tried both OXCE 6.7.2 (2020_10_24) and the current 6.8.3 with your multimod 1.06.
Unaltered fresh install without any other mods.
Logs show no error except the transparency stuff. Also it says mod version is 1.05, this was likely not updated.
Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on December 27, 2020, 07:29:32 am
woah
I've got to try that lol
Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on December 27, 2020, 07:37:10 am
ok that's bizzare.
It does it for me too. all but one have 0s and 1 health.

then in the purchase/recruit screen it says I only have one soldier, even though I clearly have all 8 starting ones.

I assume the one it's recognizing on p/r is the one with stats.

Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on December 27, 2020, 07:46:22 am
oh geeeezz

just looking through the ufopeadia a bit, and day-um. 200 damage for high-ex by default?

I'm excited and scared, and very skeptical of the balancing. last time I saw that used it was ridiculously overpowered.

on the final mission for fmp, so I'll find out soon I guess.

[edit] does it still take 200 damage to get through ufo walls?

actually now that I think about it some more, I think it's probably gonna be fine. the added weight, the fact that each soldier can only carry 5 max due to the inventory rework, and the added danger to your own troops from increased blast radius should all make up for it.
Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on December 27, 2020, 08:32:24 am
wow. just a few minutes of playing (even with the bugged soldiers) and I'm impressed.

It's not just more content than vanilla, but it's so much more polished and refined. (not to mention makes more sense)

I really like the simplifying of the inventory. less to think about, so you spend less time equipping and managing space and more time with the action.
oh yeah, and taking the silly timers off of smokes and regular nades is great too. it was just confusing for no extra benefit before. (however the ufopeadia entry for nades would indicate that it still has them)

ufos actually being hard to shoot down (or rather catch) is so much more immersive and tense. and the third slot weapon pod on the interceptors is a fantastic way to offset this (and it makes canons viable in regular engagements. holy crap I didn't think that was possible)


I think I will recommend this mod over vanilla to people who are new to the game.


the one thing I don't like is that instant grenades are turned on by default, but I do see how it fits with the design philosophy, and I'm happy since you let us change it back.

also a second pass on the 'peadia for spelling/grammer is in order. I'll try and make notes on specific problems next time I read it, but just a heads up
Title: Re: [OXCE] XCOM Multimod
Post by: Ran on December 27, 2020, 09:13:02 pm
I'm glad the soldier stats bug is reproducible. I hadn't played OXC for more than 5 years, I thought I had messed something up during installation. ::)

There appear to be two unrelated bugs affecting soldier stats and one regarding palette shift for night missions:

1)The initial soldier bug only appears in 1.06.
I started a dozend new games and it seems you randomly get between zero and 5 normal soldiers, the rest are duds. Sacking the zero-stats soldiers and hiring new ones fixes the problem, they all have normal stats.

2) If you run a random battle, you get a lot of soldiers with non-zero but very low 1-digit stats.
But also the zero-digit ones and a few normal ones.
This also happens with 1.05 and both OXCE 6.7.2 (2020_10_24) and 6.8.3.

3) Terrain palette shift bug
There's something wrong with the palette shift for night missions. Like Bug 2) it seems independent from the mod and OXCE versions Iv'e tried. Upon starting a new battle the correct palette briefly flashes up, then the terrain turns greenish. See here, together with one of mankind's finest warriors...

Still I like this mod a lot, hope cevaralien fixes the bugs!
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 27, 2020, 09:22:03 pm
Hi

I will look for these bugs soon. I'm busy now but i will fix all soon.

Thanks for the feedback :)
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 27, 2020, 09:52:51 pm
About the pallete...

It is not a bug but a feature of openxcom. It is a "nigth vision mode".

I removed all light emissions from soldiers and mind controled aliens. Because this, if you do a night mission, you wouldn't see the scenario without a flare, so, the openxcom developers released this feature.

You can try a day mission.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 27, 2020, 10:09:44 pm
You can try to press space on night missions to remove this mode. You can also change the color of the NV mode in options.
Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on December 28, 2020, 06:58:59 am
I think the default hotkey for toggling night vision is page up or something weird like that.

but yeah you can change it

I also really like the addition of making it turn on automatically
Title: Re: [OXCE] XCOM Multimod
Post by: Ran on December 28, 2020, 09:36:22 pm
My apologies about the night vision, I should have checked in OXCE without enabled mods.  :-[
Toggling works fine with Scroll Lock and man it's dark at night!

I noticed in 1.05 soldiers are STR_SOLDIER whereas in 1.06 they are STR_SOLDIER_SCOUT, STR_SOLDIER_SNIPER or STR_SOLDIER__COMMANDO  I guess that may be part of the problem?

I replaced the zero values of soldiers with ones from a freshly started 1.05 savegame and it seems to work fine. Using OXCE 6.8.3 and multimod 1.06 now.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 29, 2020, 04:47:58 pm
No, the problem with soldiers is this: when a new game begins, all soldiers are chosen randomly. The soldiers are defined in a file with their requirement. The commando, sniper and scout soldiers haven't an initial requirement (research), so, when the game search for the soldiers, it could choose a commando, sniper or scout.

In the soldier ruleset, these soldiers are defined without stats, because they are a referenced node of the original soldier.

I fixed the problem. Please, download the attached file on your mod folder, XCOM Multimod/Ruleset, or you can download the 1.07 version.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 29, 2020, 05:04:33 pm
wow. just a few minutes of playing (even with the bugged soldiers) and I'm impressed.

It's not just more content than vanilla, but it's so much more polished and refined. (not to mention makes more sense)

I really like the simplifying of the inventory. less to think about, so you spend less time equipping and managing space and more time with the action.
oh yeah, and taking the silly timers off of smokes and regular nades is great too. it was just confusing for no extra benefit before. (however the ufopeadia entry for nades would indicate that it still has them)

ufos actually being hard to shoot down (or rather catch) is so much more immersive and tense. and the third slot weapon pod on the interceptors is a fantastic way to offset this (and it makes canons viable in regular engagements. holy crap I didn't think that was possible)


I think I will recommend this mod over vanilla to people who are new to the game.


the one thing I don't like is that instant grenades are turned on by default, but I do see how it fits with the design philosophy, and I'm happy since you let us change it back.

also a second pass on the 'peadia for spelling/grammer is in order. I'll try and make notes on specific problems next time I read it, but just a heads up

I'm glad you like it.

The high explosive was balanced to do the works that ufopedia says: demolition. I raised the weight to disallow a long range throw, while it's power allows to do holes in UFO hulls.

I recall a mission against the Mutons. My soldiers was armed with rifles and default ammo, so, i needed many shots to kill an enemy. The UFO was a Supply Ship and the doors was too near the southern border of the map. One Muton was in the border of the left door and the terrain (jungle) doesn't allows me to ambush it. It was very accurate and the grenades was not an option, because the distance.

Well... how to enter the UFO? I take a high explosive pack, i open a hole near left the gravity elevator, where i found 3 Mutons! I drop some hand grenades, rifle grenades and the defenders was killed. I finished the job with proximity grenades. Zero x-com deads.

Thas is the best use of the high explosive pack. I was lucky in a Terror Mission too, when i found 3 Sectopods very near of the Skyranger door. They was looking to other directions, so, i take a HE pack and kill them with a single explosion  ;D

About this:

the one thing I don't like is that instant grenades are turned on by default, but I do see how it fits with the design philosophy, and I'm happy since you let us change it back.

I like to play with grenades that explodes on the same turn, because aliens works in the same way. For example, if i drop a grenade that doesn't explode immediately, the alien(s) could react and kill my soldier, even if i kill them at the end of the turn. Of course, you can change it at will in the options.

Thanks for the feedback on grammar. English is not my natural language, so, i appreciate the observations.



Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 29, 2020, 05:22:31 pm
Notice that for some reason, when you load a single battle (not campaign), weirds things happens. One of them is that soldiers begins with different stats. I don't know why this happen.

I found this behavior in the new mod that i'm doing, so, i think that is a problem of the default configuration of the individual scenarios. I can guarantee the mod in campaing mode, but not in individual battles, at least for now.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 29, 2020, 06:49:09 pm
I have released a new version of Multimod.

Changes on 1.07:

Fixed problems with soldier start stats.
Fixed some borders (Venezuela, Mexico, Canada, EEUU)
Added Saud Arabia borders and regions.
Fixed Egypt and Venezuela regions.

Title: Re: [OXCE] XCOM Multimod
Post by: Ran on December 29, 2020, 08:13:34 pm
Thanks, this works! :)

I played one month on Genius, harvested 4 UFOs and completed a Terror mission without running into an obvious bug.

However as you said the low-stat soldiers in single battles persist, also the handob for grenades is a rifle.
chronic-fatigue-Midori and the normal-stat guy on the right are carrying 2 grenades, the guy behind her one normal and one smoke grenade.
Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on December 30, 2020, 01:37:28 am
lol.
it's a trick rifle.
like a trick candle, except it explodes.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 30, 2020, 04:19:26 pm
Jejeje yeah, it is weird.

I don't know the single battle mechanics. In fact, i don't know why these soldiers have these stats, because no one of my soldiers are declared with these numbers; they have a full stat or no stats for the referenced one.

The same situation happens with the handob. I played many games with the rifles and machine guns (my favorite weapons) in campaing, none of these shows errors, but, in single battle you see...

I will ask to Meridian to explain me the single battle mechanics. I suspect that it is mixing data from the mod and the vanilla, or even other mods.
Title: Re: [OXCE] XCOM Multimod
Post by: Nirran on February 25, 2021, 11:52:26 pm
crash when entering large ufo map with lightning,never seen this before with skyranger,twice it happened today

Code: [Select]
[25-02-2021_13-45-35] [FATAL] FileRecord::at(TERRAIN/GMOUNT.MCD): requested file not found.
[25-02-2021_13-45-35] [FATAL] A fatal error has occurred: FileRecord::at(TERRAIN/GMOUNT.MCD): requested file not found.
[25-02-2021_13-45-35] [FATAL] 0x5b1ca0 OpenXcom::CrossPlatform::stackTrace(void*)
[25-02-2021_13-45-35] [FATAL] 0x5b2b10 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[25-02-2021_13-45-35] [FATAL] 0x41c880 exceptionLogger()
[25-02-2021_13-45-35] [FATAL] 0xb90650 MPEGaction::MPEGaction()
[25-02-2021_13-45-35] [FATAL] 0xd95a00 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[25-02-2021_13-45-35] [FATAL] 0xd9b6c0 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[25-02-2021_13-45-35] [FATAL] 0x5bb940 OpenXcom::FileMap::at(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[25-02-2021_13-45-35] [FATAL] 0x5bbb30 OpenXcom::FileMap::getIStream(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[25-02-2021_13-45-35] [FATAL] 0x788cf0 OpenXcom::MapDataSet::loadData(OpenXcom::MCDPatch*, bool)
[25-02-2021_13-45-35] [FATAL] 0x509ed0 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[25-02-2021_13-45-35] [FATAL] 0x50e580 OpenXcom::BattlescapeGenerator::run()
[25-02-2021_13-45-35] [FATAL] 0x6aa470 OpenXcom::ConfirmLandingState::btnYesClick(OpenXcom::Action*)
[25-02-2021_13-45-35] [FATAL] 0x5ce5b0 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[25-02-2021_13-45-35] [FATAL] 0x6856c0 OpenXcom::State::handle(OpenXcom::Action*)
[25-02-2021_13-45-35] [FATAL] 0x5c9c80 OpenXcom::Game::run()
[25-02-2021_13-45-35] [FATAL] 0x41c950 SDL_main
[25-02-2021_13-45-35] [FATAL] 0x9ab990 console_main
[25-02-2021_13-45-35] [FATAL] 0x9abab0 WinMain
[25-02-2021_13-45-35] [FATAL] ??
[25-02-2021_13-45-35] [FATAL] ??
[25-02-2021_13-45-35] [FATAL] 0x7ffc38f87c10 BaseThreadInitThunk
[25-02-2021_13-45-35] [FATAL] 0x7ffc396ed700 RtlUserThreadStart

most recent save
Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on February 26, 2021, 03:25:39 am
Hmm.
I don't know how to read the crash, but maybe it has something to do with the psx_static_cydonia mod you have installed? something there that conflicts with multi-mod maps?
or since it seems to be a missing file, maybe your game resource folder got corrupted?
Title: Re: [OXCE] XCOM Multimod
Post by: Nirran on February 26, 2021, 03:43:09 am
maybe,i disabled it,see if it crashes again
Title: Re: [OXCE] XCOM Multimod
Post by: Buscher on February 27, 2021, 12:37:36 pm
Thanks for creating the mod. The different take on the balance is something I enjoyed a lot. I'd like to share my views on some choices of the mod. For reference I have played on Veteran and finished on 14.02.00.


## Weapon Balance

The flat damage approach is interesting. The script for wounds depending on the hitzone is also there but I have never looked at it in such great detail that I understood that. It would be great if there was a Ufopaedia page describing how wounds work. The 0-200% and 50-150% range is easy to grasp in comparison. The flat damage is also interesting because there are more chances to wound instead of outright kill, so in general it's a different experience. And the wound script spices it up a bit. There are some outliers such as the small launcher ammo which apparently still use the 50-150% damage range.

On the other hand the flat damage favors autoguns making the machine gun one of the best weapons. Single shot do not have the raw damage to destroy sturdier enemies allowing them to reaction shoot. So I avoided single shot weapons for the most part. I wasn't impressed with the Heavy Plasma and Heavy Laser at all. Because blind firing was hardly possible (40% no-sight penalty multiplier) the sniper-esque weapons were further devalued. But it makes the game a bit more fair to the AI because you can't shoot well from all over the map.

The weapon progression was a bit strange. Plasma was super easy to research because alien soldiers are quite easy to come by in large scouts and opportunistic targets around the player craft. So my progression was Standard -> Plasma -> Alloy Ammo -> Laser. In the end I mainly used rifles and machine guns with alloy ammo as well as plasma rifles. The shotgun was useful in the beginning because of the high accuracy. I hardly used the grenade launcher because blind firing wasn't really possible. It was better to use hand grenades. Also I haven't touched the pistol, laser pistol, laser rifle and rocket launcher. I bailed on Sectoid terror missions while I didn't have plasma/alloy ammo. The fire extinguisher wasn't needed either.

Also I liked the minimalism approach. Additionally the snap shot of rifles actually being auto shot is what I liked a lot. The design for the laser weapons that their batteries cannot be changed is a very interesting design choice but I only used Heavy Lasers in Cydonia and haven't managed to unload all shots. I wasn't happy with batteries only being obtainable when manufacturing the laser weapon. Laser batteries should be an extra manufacture project in my opinion.

In terms of armors I haven't used Space suit. The built-in motion scanner is nice and I only used the mind probe in a base assault to knock a Floater Commander out. So I haven't used the built-in mind probe except for PSI resistance. My Cydonia armor mix were power suits (8 ) and flying suits (6) with either PSI or motion detector modules.

And I want to mention that I haven't seen a single Sectopod and I didn't use any HWPs because the transport crafts are too small for wasting space on HWPs.


## Stats/Training

I am bit torn on that all soldiers start with very similar stats except for bravery and psi strength. It gives the feeling that all soldiers are professionals but also that they are quite the clones. As such I only cared for bravery and psi strength. Additionally I preferred whoever got to training first. Snipers took the longest. In the end I had 3 Psi, 4 Snipers, 12 Scouts, 15 Commandos. Trained troops should still increase Psionic skill since it helps with psi defense. Mind control/panic is something I haven't used so I can't say such much about that.

Wounds reducing stats is interesting. On one hand it would be great if they also reduce the max stats. But on the other hand X-Com is very likely to have the best surgeons.


## UFOs/Alien Missions

I haven't seen any Abductors and Battleships. The aliens were mainly running harvesting missions so I have seen plenty of Harvesters. The alien missions having less waves and also having an escort for the final wave really helped with the tedium and was more fun in general. The alien fighters/hunter-killers are interesting but show the clunky UI of the game. I haven't engaged any early escorted craft because the risk of losing the interceptors with basic weaponry was high. I haven't intercepted many crafts in general except for the last few months. Landing with the Skyranger was nearly always possible for scouts. Once I understood that when engaging hunter-killers the attacked-interceptor can use evasive maneuvers (half hit chance vs interceptor, half firing rate for interceptor) I set my interceptor missions in pairs and let the second one shoot at full firing rate. Once I had Stingrays AFM (with laser cannon) the results were pretty much in my favor. That the Stingrays have a better accuracy than Avalanches makes them the go-to dogfighting missiles. The Avalanches AFM were mainly used to prevent terror missions by shooting down the craft. The ammo for the plasma cannon was being sold, so I haven't used it. I haven't felt the need either. But it might have been the more economic choice as a whole bunch of Avalanches AFM/Stingrays AFM are very expensive. But I liked that they are expensive.

What was really lacking is something in-between interceptor and Firestorm. Especially considering the short range of interceptors. The Firestorm is a competent interceptor and I was swimming in E115 so fuel is no issue. But it took ages to research it. I haven't built the Lightning and the Avenger was only used for Cydonia. So it was interceptors and the Skyranger for most of the game. For the most part of the game I was running up to 6 interceptors in pairs which I moved from region to region depending on the UFO activity.

Sidenote: Because I got no Abductors and the only base I attacked didn't include an examination room, I ended up editing my savegame to add one into my inventory so I can finish the game.


## Facilities

Plasma Defense was not researchable but going by the lore it seems to be intentional. I have never used base defense facilities and I didn't even have one base defense mission. Laboratories and Workshops only having a capacity of 10 is interesting. I had 90 scientists and 40 engineers at the end. The lower number of employees helped with maintenance. Avenger took a bit more than a month to build and then I went to Cydonia.


## Other things

Civilians being capable of defending themselves was great. Aliens using Sniper/Spotter is annoying but kept me on my toes. I sometimes wondered how they have even seen me and hit so well with the few shots they fired. Night-vision 10 for aliens favors night missions because the player can manipulate the lighting with flares. Commandos having a greater night vision is something I have hardly used. Ethereals not using weapons makes them more special and feel more mysterious.


## Conclusion

In general it felt a lot like vanilla but also different. The minimalism approach together with the modified rifles work well together with the slightly smaller Skyranger. Autoguns were more useful than most. The weapon progression was backwards. Soldiers are a bit samey but differ afterwards by special training. The flat damage approach should be explained in an Ufopaedia article. Definitely liked the approach for the air game. And Many other interesting ideas that add to the game. Overall a fun vanilla experience. Thanks again for creating the mod.
Title: Re: [OXCE] XCOM Multimod
Post by: Nirran on February 28, 2021, 12:38:05 am
fraking kidding me? 50+ hits with heavy plasma didnt kill it

Code: [Select]
  - type: STR_SECTOPOD_ARMOR_UC
    spriteInv: sectopodInv
    spriteSheet: X_ROB.PCK
    allowInv: false
    corpseBattle:
      - SECTOPOD_CORPSE_1
      - SECTOPOD_CORPSE_2
      - SECTOPOD_CORPSE_3
      - SECTOPOD_CORPSE_4
    corpseGeo: STR_SECTOPOD_CORPSE
    frontArmor: 70
    sideArmor: 60
    rearArmor: 50
    underArmor: 50
    drawingRoutine: 5
    size: 2
    damageModifier:
      - 1.0
      - 1.0
      - 0.2
      - 0.6
      - 1.5
      - 0.8
      - 0.0
      - 1.0
      - 1.0
      - 0.0
    loftempsSet: [ 92, 89, 90, 91 ]
    personalLight: 0
Title: Re: [OXCE] XCOM Multimod
Post by: Buscher on February 28, 2021, 11:08:47 am
fraking kidding me? 50+ hits with heavy plasma didnt kill it


That seems to be intentional. You should be using (heavy) lasers instead. That's why I brought them together with high explosives to Cydonia.

Sectpod

Armor
70 Front
60 Sides
50 Rear
50 Under

DamageModifiers
  80% Plasma
150% Laser
  60% Explosive

Weapons
Heavy Plasma 64 flat => 80% * 64 = 51
Heavy Laser 52 flat => 150% * 52 = 78
High Explosive 200 flat => 60% * 200 = 120
Title: Re: [OXCE] XCOM Multimod
Post by: WaldoTheRanger on March 01, 2021, 06:18:40 am
Because blind firing was hardly possible (40% no-sight penalty multiplier) the sniper-esque weapons were further devalued.

I've never liked how intense modders generally make the no sight penalty.
Your average map in this game (aside from terror missions and large craft + etc) are so small that the soldier would have to have impaired vision to not be able to see across the whole thing.

It makes sense that they'd have to get closer to spot an enemy, as they're likely trying to use cover/hide from you.
But once your scout calls the position out, they're like <70 ft away. There's no way you can't see them.

And it just shouldn't be a thing for sniper rifles cause they have scopes.

If the map is big enough, I'm fine with aim penalties applying when you get to like 30 tiles away or something, but that's plenty in my opinion.
Title: Re: [OXCE] XCOM Multimod
Post by: Dogbarian on March 01, 2021, 10:52:29 pm
I agree with having a "no-sight" penalty, but 40% is excessive.  75% is sufficient, and covers things like smoke obscuring the LoS or so forth, keeping you from a clean shot.  You can even set max aim range on more weapons if you really didn't like long range fire.
Title: Re: [OXCE] XCOM Multimod
Post by: Nirran on March 04, 2021, 02:06:48 am
That seems to be intentional. You should be using (heavy) lasers instead. That's why I brought them together with high explosives to Cydonia.

Sectpod

Armor
70 Front
60 Sides
50 Rear
50 Under

DamageModifiers
  80% Plasma
150% Laser
  60% Explosive

Weapons
Heavy Plasma 64 flat => 80% * 64 = 51
Heavy Laser 52 flat => 150% * 52 = 78
High Explosive 200 flat => 60% * 200 = 120


thnx,confirmed during play :)
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on March 25, 2021, 03:56:07 am
Thanks for creating the mod. The different take on the balance is something I enjoyed a lot. I'd like to share my views on some choices of the mod. For reference I have played on Veteran and finished on 14.02.00.


## Weapon Balance

The flat damage approach is interesting. The script for wounds depending on the hitzone is also there but I have never looked at it in such great detail that I understood that. It would be great if there was a Ufopaedia page describing how wounds work. The 0-200% and 50-150% range is easy to grasp in comparison. The flat damage is also interesting because there are more chances to wound instead of outright kill, so in general it's a different experience. And the wound script spices it up a bit. There are some outliers such as the small launcher ammo which apparently still use the 50-150% damage range.

On the other hand the flat damage favors autoguns making the machine gun one of the best weapons. Single shot do not have the raw damage to destroy sturdier enemies allowing them to reaction shoot. So I avoided single shot weapons for the most part. I wasn't impressed with the Heavy Plasma and Heavy Laser at all. Because blind firing was hardly possible (40% no-sight penalty multiplier) the sniper-esque weapons were further devalued. But it makes the game a bit more fair to the AI because you can't shoot well from all over the map.

The weapon progression was a bit strange. Plasma was super easy to research because alien soldiers are quite easy to come by in large scouts and opportunistic targets around the player craft. So my progression was Standard -> Plasma -> Alloy Ammo -> Laser. In the end I mainly used rifles and machine guns with alloy ammo as well as plasma rifles. The shotgun was useful in the beginning because of the high accuracy. I hardly used the grenade launcher because blind firing wasn't really possible. It was better to use hand grenades. Also I haven't touched the pistol, laser pistol, laser rifle and rocket launcher. I bailed on Sectoid terror missions while I didn't have plasma/alloy ammo. The fire extinguisher wasn't needed either.

Also I liked the minimalism approach. Additionally the snap shot of rifles actually being auto shot is what I liked a lot. The design for the laser weapons that their batteries cannot be changed is a very interesting design choice but I only used Heavy Lasers in Cydonia and haven't managed to unload all shots. I wasn't happy with batteries only being obtainable when manufacturing the laser weapon. Laser batteries should be an extra manufacture project in my opinion.

In terms of armors I haven't used Space suit. The built-in motion scanner is nice and I only used the mind probe in a base assault to knock a Floater Commander out. So I haven't used the built-in mind probe except for PSI resistance. My Cydonia armor mix were power suits (8 ) and flying suits (6) with either PSI or motion detector modules.

And I want to mention that I haven't seen a single Sectopod and I didn't use any HWPs because the transport crafts are too small for wasting space on HWPs.


## Stats/Training

I am bit torn on that all soldiers start with very similar stats except for bravery and psi strength. It gives the feeling that all soldiers are professionals but also that they are quite the clones. As such I only cared for bravery and psi strength. Additionally I preferred whoever got to training first. Snipers took the longest. In the end I had 3 Psi, 4 Snipers, 12 Scouts, 15 Commandos. Trained troops should still increase Psionic skill since it helps with psi defense. Mind control/panic is something I haven't used so I can't say such much about that.

Wounds reducing stats is interesting. On one hand it would be great if they also reduce the max stats. But on the other hand X-Com is very likely to have the best surgeons.


## UFOs/Alien Missions

I haven't seen any Abductors and Battleships. The aliens were mainly running harvesting missions so I have seen plenty of Harvesters. The alien missions having less waves and also having an escort for the final wave really helped with the tedium and was more fun in general. The alien fighters/hunter-killers are interesting but show the clunky UI of the game. I haven't engaged any early escorted craft because the risk of losing the interceptors with basic weaponry was high. I haven't intercepted many crafts in general except for the last few months. Landing with the Skyranger was nearly always possible for scouts. Once I understood that when engaging hunter-killers the attacked-interceptor can use evasive maneuvers (half hit chance vs interceptor, half firing rate for interceptor) I set my interceptor missions in pairs and let the second one shoot at full firing rate. Once I had Stingrays AFM (with laser cannon) the results were pretty much in my favor. That the Stingrays have a better accuracy than Avalanches makes them the go-to dogfighting missiles. The Avalanches AFM were mainly used to prevent terror missions by shooting down the craft. The ammo for the plasma cannon was being sold, so I haven't used it. I haven't felt the need either. But it might have been the more economic choice as a whole bunch of Avalanches AFM/Stingrays AFM are very expensive. But I liked that they are expensive.

What was really lacking is something in-between interceptor and Firestorm. Especially considering the short range of interceptors. The Firestorm is a competent interceptor and I was swimming in E115 so fuel is no issue. But it took ages to research it. I haven't built the Lightning and the Avenger was only used for Cydonia. So it was interceptors and the Skyranger for most of the game. For the most part of the game I was running up to 6 interceptors in pairs which I moved from region to region depending on the UFO activity.

Sidenote: Because I got no Abductors and the only base I attacked didn't include an examination room, I ended up editing my savegame to add one into my inventory so I can finish the game.


## Facilities

Plasma Defense was not researchable but going by the lore it seems to be intentional. I have never used base defense facilities and I didn't even have one base defense mission. Laboratories and Workshops only having a capacity of 10 is interesting. I had 90 scientists and 40 engineers at the end. The lower number of employees helped with maintenance. Avenger took a bit more than a month to build and then I went to Cydonia.


## Other things

Civilians being capable of defending themselves was great. Aliens using Sniper/Spotter is annoying but kept me on my toes. I sometimes wondered how they have even seen me and hit so well with the few shots they fired. Night-vision 10 for aliens favors night missions because the player can manipulate the lighting with flares. Commandos having a greater night vision is something I have hardly used. Ethereals not using weapons makes them more special and feel more mysterious.


## Conclusion

In general it felt a lot like vanilla but also different. The minimalism approach together with the modified rifles work well together with the slightly smaller Skyranger. Autoguns were more useful than most. The weapon progression was backwards. Soldiers are a bit samey but differ afterwards by special training. The flat damage approach should be explained in an Ufopaedia article. Definitely liked the approach for the air game. And Many other interesting ideas that add to the game. Overall a fun vanilla experience. Thanks again for creating the mod.

Hi, thanks for the feedback.

The purpose of the laser battery is to do a weapon that is consumable on mission and rechargable between them. The problem is that a weapon that doesn't use clips dissapear after the last shot, so, i do a "fake" clip to allows a consumable weapon rechargable after missons.

Nice observation; i will do a ufopedia article explaining the wounds mechanics.

Notice that the personal weapons are designed to be usefull at all stages of the game, there is no obsoletable weapons. The fireguns could be upgraded with alloy bullets, the lasers are mid power weapons that doesn't requires clips but they have limited shots. Plasma are powerfull, but not so accurate and expensive in clips.

And you are rigth, there is not mid interceptor. I was not sure how to board this problem, because i think that is not very "realistic" to design a new figther and another one just behind (firestorm). I decided to do the logical movement in a "real" world: update the weapons. That is the reason for the Avalanche AFM and Stingray AFM.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on March 25, 2021, 03:58:20 am
That seems to be intentional. You should be using (heavy) lasers instead. That's why I brought them together with high explosives to Cydonia.

Sectpod

Armor
70 Front
60 Sides
50 Rear
50 Under

DamageModifiers
  80% Plasma
150% Laser
  60% Explosive

Weapons
Heavy Plasma 64 flat => 80% * 64 = 51
Heavy Laser 52 flat => 150% * 52 = 78
High Explosive 200 flat => 60% * 200 = 120

The Sectopod is a real nightmare in my mod. There is many approach to confront them, but, there is a "easy" way to defeat them. Look at the human weapons, there is a special ammo for these situations  :)
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on March 25, 2021, 04:04:47 am
I agree with having a "no-sight" penalty, but 40% is excessive.  75% is sufficient, and covers things like smoke obscuring the LoS or so forth, keeping you from a clean shot.  You can even set max aim range on more weapons if you really didn't like long range fire.

This penalty have the purpose of balance the sniper/spotter feature. When i used for the first time sniper/spotter was almost impossible to survive, even on smoke. The best solution that i found was to lower the nlos penalty but i compensate it with sniper trainings and lowering the aimed shot TUs of many weapons, making possible to do long shots but aiming, not simply doing snap shots.
Title: Re: [OXCE] XCOM Multimod
Post by: Buscher on March 25, 2021, 08:17:07 am

The purpose of the laser battery is to do a weapon that is consumable on mission and rechargable between them. The problem is that a weapon that doesn't use clips dissapear after the last shot, so, i do a "fake" clip to allows a consumable weapon rechargable after missons.


Oh wow. I am stuck so much in thinking how the normal mechanics work that I had thought that the battery would be spent after battle. Then looking at the manufacture project I was expecting that I had to sell the "spent" laser weapon and build a new one.
Every laser related article does have the word "rechargeable" but it reads more like fluff than an actual game mechanic. That recoveryTransformations you do, which is really an amazing idea, I did not expect at all. I kept looking at the Stats for Nerds page and trying to grasp why you would have a laser weapon that is being spent on use. Maybe you could write this information in a new paragraph on the respective ufopaedia articles, so it is much more present to the eye.

Also if you want you can add another little script to show a related entry in the Stats for Nerds:
items:
  - type: STR_LASER_PISTOL_CLIP
    tags:
      ITEM_RECHARGEABLE: 1

  - type: STR_LASER_RIFLE_CLIP
    tags:
      ITEM_RECHARGEABLE: 1

  - type: STR_HEAVY_LASER_CLIP
    tags:
      ITEM_RECHARGEABLE: 1


extended:
  tags:
    RuleItem:
      ITEM_RECHARGEABLE: int


  scripts:
    statsForNerdsItem:
      - offset: 22
        code: |
          var int temp;

          rule.getTag temp Tag.ITEM_RECHARGEABLE;
          if gt temp 0;
            stats_state.addTextRow "Battery reclaimed and recharged after battle" "True";
          end;
          return;
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on March 25, 2021, 03:34:09 pm
Oh wow. I am stuck so much in thinking how the normal mechanics work that I had thought that the battery would be spent after battle. Then looking at the manufacture project I was expecting that I had to sell the "spent" laser weapon and build a new one.
Every laser related article does have the word "rechargeable" but it reads more like fluff than an actual game mechanic. That recoveryTransformations you do, which is really an amazing idea, I did not expect at all. I kept looking at the Stats for Nerds page and trying to grasp why you would have a laser weapon that is being spent on use. Maybe you could write this information in a new paragraph on the respective ufopaedia articles, so it is much more present to the eye.

Also if you want you can add another little script to show a related entry in the Stats for Nerds:
items:
  - type: STR_LASER_PISTOL_CLIP
    tags:
      ITEM_RECHARGEABLE: 1

  - type: STR_LASER_RIFLE_CLIP
    tags:
      ITEM_RECHARGEABLE: 1

  - type: STR_HEAVY_LASER_CLIP
    tags:
      ITEM_RECHARGEABLE: 1


extended:
  tags:
    RuleItem:
      ITEM_RECHARGEABLE: int


  scripts:
    statsForNerdsItem:
      - offset: 22
        code: |
          var int temp;

          rule.getTag temp Tag.ITEM_RECHARGEABLE;
          if gt temp 0;
            stats_state.addTextRow "Battery reclaimed and recharged after battle" "True";
          end;
          return;

I understand. Ok, i can add a more detailed description for these weapons. I will use your idea of the description on "nerd stats".
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on December 28, 2021, 02:06:45 am
Hi.

I have released a new version of this mod. It is only an update to use OXCE 7.2, but i expect to do other minor changes to the UFOPEDIA.
Title: Re: [OXCE] XCOM Multimod
Post by: efrenespartano on December 28, 2021, 02:27:01 am
Congrats on the new update! :D
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on March 27, 2022, 05:41:35 am
Hi.

I have released a new version of XCOM Multimod. This is a major rebalance taking in mind previous feedback and some changes that i think could help to improve the gaming.

What is new?

Snap shots improved for all weapons.
Decreased snap and auto range to 5, so, now dropoff begin from 5 tiles.
Rifle Grenade launch accuracy improved. Now it`s dropoff begins from 20 tiles.
Increased max distance view to 30
Increased map sizes by 10 tiles.
Celatid weapon accuracy decreased.
Improved some stats for soldiers.
Blaster Launcher damage reduced to 110 and it only have 4 waypoints now.
Rebalanced Ethereal melee and health stats. Now they are physicaly more weak.
Rebalanced Rifle/Grenade to use throwing as primary stat for accuracy.
Rebalanced Rifle/Shotgun to use melee as primary stat for accuracy.
All pistols uses melee as primary stat for accuracy.
Blaster Launcher use psi strength as primary stat for accuracy.
Renamed special trainings: Sniper (Shooter), Scout (Stalker). Commando still been the same.
Rebalanced special trainings (Commando, Stalker and Shooter). Now the vision at nigth is a bonus to stalkers, not commando soldiers.
Improved wound script. A hit in the head that cause a fatal wound but without kill, will cause the unit to fall unconscious. This not apply for robotics.
Heavy Plasma, Heavy Laser and Rocket Launcher uses strength stat as a plus for accuracy.
All fireguns, lasers and plasma weapons now have a ToStun damage bonus.
Implemented stat string to identify specialist unit.
Fixed bug that doesn't allow to rise stats of special trained soldiers.
Rebalanced base defenses accuracy and power.
Rebalanced Ethereal blast to reduce effects on morale.
nLOSaccuracy increased to 70.
Now medikits and first aid kits don't heal aliens.

I hope you like it.
Title: Re: [OXCE] XCOM Multimod
Post by: Buscher on March 28, 2022, 06:10:42 pm
Wow, I just downloaded 1.08 like two days ago. What a coincidence.

Btw I have figured out, why your soldiers in New Battle got those weird stats.

If you have a look at the battle.cfg you will realize that all the different soldier types are being spawned

Code: [Select]
$ cat user/xcom1/battle.cfg | grep SOLDIER
    - type: STR_SOLDIER
    - type: STR_SOLDIER
    - type: STR_SOLDIER
    - type: STR_SOLDIER
    - type: STR_SOLDIER
    - type: STR_BASE_SOLDIER
    - type: STR_BASE_SOLDIER
    - type: STR_SOLDIER_SNIPER
    - type: STR_SOLDIER_SNIPER
    - type: STR_SOLDIER_SNIPER
    - type: STR_SOLDIER_SNIPER
    - type: STR_SOLDIER_SNIPER
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_SCOUT
    - type: STR_SOLDIER_SCOUT
    - type: STR_SOLDIER_SCOUT
    - type: STR_SOLDIER_SCOUT
    - type: STR_SOLDIER_SCOUT
    - type: STR_SOLDIER_PSI
    - type: STR_SOLDIER_PSI
    - type: STR_SOLDIER_PSI
    - type: STR_SOLDIER_PSI
    - type: STR_SOLDIER_PSI

When looking in your xm-soldiers.rul minStats and maxStats are only defined for STR_SOLDIER but not for the rest. In the campaign it doesn't matter as you transform from STR_SOLDIER to STR_SOLDIER_SNIPER etc.

Also you should run OpenXcom Ruleset Tools (https://marketplace.visualstudio.com/items?itemName=openxcom.ruleset-tools) and OpenXcom Ruleset Linker (https://marketplace.visualstudio.com/items?itemName=pedroterzero.oxc-yaml-helper). You have some errors in your rul files including using 'aimedRange' instead of 'aimRange'.

Another idea is to rename Throwing, Firing and Melee Accuracy to reflect your changes. Melee Accuracy could be 'Swiftness' and Throwing could be 'Trajectory Accuracy'. There are very likely better names.
And there are still weapons that don't use the flat damage modifier. But maybe it's in your design that you want the ammo for the Small Launcher to keep the 50-150% range.
Title: Re: [OXCE] XCOM Multimod
Post by: cevaralien on March 29, 2022, 05:39:41 pm
Yes i was trying to fix the problem of the weird stats on single battles, but i was not able to found the problem. I think that i need to declare all stats for all soldier classes.

I like your idea of rename the stats. Thanks.

Wow! I didn't saw the damage error of the small launcher! Thanks for point it out.