FYI, Hobbes does not allow using maps created by him to be used in other mods.
Thank you, nice laser weapons anyway 8)
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.
Is for that reason i'm using the area51 gesocape, it is original from Improved Globe and added to area51.
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.
You're probably fine then.
Might wanna use the one from Improved Globe directly, to be extra sure, but that's up to you.
If you know where i can find it i will apreciate it.
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
Could you post screens without the filter on? No offence, but I can't see anything in this gooey blur.
gratz. That's the most representative map I've seen yet :)
Ok, i checked the logs. I suspect about the OXCE version, because i'm running it without problems. I'will test with your version
Ok, but it is working on 6.5.3. Are these errors coming from changes in the version of OXCE?
The validation was added, so that such errors are not silently ignored.
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*
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.
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!
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
I have published a new version of XCOM Multimod.v1.03 work fine !
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
Added missing spritesheets medals for "Commendation 2.1" mod (integrated on Multimod).
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
[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
- 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
fraking kidding me? 50+ hits with heavy plasma didnt kill it
Because blind firing was hardly possible (40% no-sight penalty multiplier) the sniper-esque weapons were further devalued.
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
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.
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
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.
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;