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Messages - The Reaver of Darkness

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1
Harmony 1.1.6 is out!
Fire Burns, Incendiary Melts, Electric Shocks, and Missiles Felt:
Various edits as detailed in the metadata file. Contains several significant changes and additions, but nothing particularly game-changing.

2
Help / Re: Original sound effects
« on: January 08, 2025, 10:19:52 pm »
I'm very late to this, but the sounds that you are referring to, do they sound like what's in Metal Canyon's Let's play X-Com UFO playthrough? I wish I could give a link to it but alas the forum does not allow it. The sounds in his playthrough are the sounds I remember as a kid. I don't have UFO defense and was thinking of getting it, but I really want it to be like what I remember. I've heard Open X-Com restores original sounds but that they are really bad. Where can one get the game that is the version in that video?

Yes. You can access this version of sound effects in Options > AUDIO > SFX Format: 1.0. It sounds great on Metal Canyon's video but it's absolutely horrible on my machine in Windows 10, I think worse even than it was last time I check on Windows 7. There might be some emulation flaw somewhere.

3
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: January 08, 2025, 08:44:53 pm »
Syntax errors that crash in OXCE 8.0:
- in items.rul, line 976, "costSell: 46,350"
- in alienDeployments.rul, remove trailing spaces pls

Thank you so much! You are such a blessing to this community!

4
There is an additional background consideration: fleshy type enemies with low armor (such as Reapers) have slightly lower inherent resistance to autofire damage types (Ballistic, Rapid Laser, Rapid Plasma) but slightly higher resistance to penetrator damage types (Armor Penetrator, Penetrator Laser, Penetrator Plasma). High armor low health enemies (such as Cyberdiscs) have the inverse. This is just a small fudge factor, usually causing them to take 10-20% more or less damage (after resistance but before armor) which helps ensure that cannons are great against armored targets while machine guns are great against fleshy targets.

Here are some example calculations for HC-Alloy and Machinegun-Alloy vs. Cyberdisc and Reaper in Genius difficulty:

Heavy Cannon/Alloy: 60 Armor Penetrator // armor effectiveness: 36%
Machinegun/Alloy: 24 Ballistic // armor effectiveness: 75%
Cyberdisc: 60 Health 52 Armor // damage effectiveness: Armor Penetrator 120% / Ballistic 80%
Reaper: 197 Health 11 Armor // damage effectiveness: Armor Penetrator 56% / Ballistic 84%

Heavy Cannon base damage: 45-75
Heavy Cannon hit vs. Cyberdisc deals: 45-75 * 1.2 = 54-90 - (52 * 0.36 = 18.72) = 35.28-71.28
Heavy Cannon deals percentage of Cyberdisc's health: 35.28-71.28 / 60 = 58.8%-118.8%
Odds of Heavy Cannon killing Cyberdisc in one hit: 11.28 / 36 = 31.3%
Heavy Cannon hit damage to Cyberdisc armor: 54-90 * 0.036 = 1.94-3.24
Machinegun base damage: 18-30
Machinegun hit vs. Cyberdisc deals: 18-30 * 0.8 = 13.5-22.5 - (52 * 0.75 = 39) = 0.00
Machinegun hit damage to Cyberdisc armor: 13.5-22.5 * 0.075 = 1.01-1.69
Machinegun hitx5 damage to Cyberdisc armor: 13.5-22.5 * 0.075 * 5 = 5.06-8.44 (heavily biased toward the median value, ~6.8)

Heavy Cannon hit vs. Reaper deals: 45-75 * 0.56 = 25.2-42 - (11 * 0.36 = 3.96) = 21.24-38.4
Heavy Cannon hit deals percentage of Reaper's health: 21.24-38.4 / 197 = 10.8%-19.5%
Heavy Cannon hit damage to Reaper armor: 21.24-38.4 * 0.036 = 0.76-1.38
Machinegun hit vs. Reaper deals: 18-30 * 0.84 = 15.12-25.2 - (11 * 0.75 = 8.25) = 6.87-16.95
Machinegun hit damage to Reaper armor: 15.12-25.2 * 0.075 = 1.134-1.89
Machinegun hitx5 vs. Reaper deals: (15.12-25.2 - (11 * 0.75 = 8.25)) + (15.12-25.2 - ((11 - 1.134-1.89) * 0.75 = 8.25)) + (15.12-25.2 - ((11 - 2.268-3.78) * 0.75 = 8.25)) + (15.12-25.2 - ((11 - 3.402-5.67) * 0.75 = 8.25)) + (15.12-25.2 - ((11 - 4.536-7.56) * 0.75 = 8.25))
(15.12-25.2 - (11 * 0.75 = 8.25)) + (15.12-25.2 - ((9.866-9.11) * 0.75 = 8.25)) + (15.12-25.2 - ((8.732-7.22) * 0.75 = 8.25)) + (15.12-25.2 - ((7.598-5.33) * 0.75 = 8.25)) + (15.12-25.2 - ((6.464-3.44) * 0.75 = 8.25))
(15.12-25.2 - 8.25) + (15.12-25.2 - 7.3995-6.8325) + (15.12-25.2 - 6.549-5.415) + (15.12-25.2 - 5.6985-3.9975) + (15.12-25.2 - 4.848-2.58)
6.87-16.95 + 7.7205-18.3675 + 8.571-19.785 + 9.4125-21.2025 + 10.272-22.62 = 42.8-98.9 (heavily biased toward the median value, ~71)
Machinegun hit deals percentage of Reaper's health: 6.87-16.95 / 197 = 3.49%-8.60%
Machinegun hitx5 deals percentage of Reaper's health: 42.8-98.9 / 197 = 21.7%-50.2% (heavily biased toward the median value, ~36%)
Machinegun hitx5 damage to Reaper armor: 4.25-7.09 (heavily biased toward the median value, ~5.7)
Machinegun hitx5 deals percentage of Reaper's armor: 4.25-7.09 / 11 = 38.6%-64.5% (heavily biased toward the median value, ~51%)

5
Ever since I updated from v1.10 to v1.11, I'm getting the following errors:

1. The ufopedia article can't be looked at without crashing the game.
2. A lot of the missions are now coming up as STR.....

See attached

Sorry for the late reply! I haven't been on the forum much lately. You can reach me more quickly on Discord, I am thereaverofdarkness there and I am in the OpenXcom discord.
I am not getting this error without other mods and I haven't installed Brutal OXCE to try it out, but I believe you can fix this error by moving Harmony to the bottom of your mod list.


Hello, reaver
I'm currently playing your mod after xcom files and really enjoying it. I really like the extended tech tree and the smaller maps, like the outposts, which make the middle and late game less of a chore. I guess I'm close to the end, after the three stretches.

Thanks for putting do much work in this mode! Will it have more updates?
I just released an update! Harmony is essentially complete, so any updates from here on out are mostly going to be balance passes and bug fixes. I may add more features, but only small things and only if they feel like they fill a hole.

There's a handful of larger changes I did want to put into Harmony eventually, such as a globe overhaul, but it's not seeming likely for these to happen at this point. You can play Harmony with the Community Map Project globe, though it does have some known compatibility issues and I haven't worked out what to do to fix them. For best results, make sure Harmony is underneath other major mods in your mod list.

6
1.1.1 update is out! It is available now in the mod portal, link is in the original post.

#  1.1.1:   Distinctive Launchers, Combat Psionics, Brawler UFOs, General Improvements
#       * Increased Grenade Launcher's accuracy and decreased its TU cost to fire.
#       * Increased Rocket Launcher's accuracy and decreased snap shot TU cost.
#       * Greatly decreased Small Launcher's aimed shot TU cost, plus other adjustments.
#       * Incendiary weapons now reduce the target's time units in addition to morale.
#       * Rebalanced psionic energy costs.
#         - Fear Projector panic costs much less TU but more PSE.
#         - Psi Amp panic costs a bit more TU and PSE than Fear Projector.
#         - Psi Amp mind control TU cost unchanged, PSE cost drastically increased.
#         - Fear Projector and Psi Amp weight reduced.
#         - Psi Disruptor has low panic, medium stun, and high mind control PSE costs.
#         - All Psi Disruptor TU costs reduced significantly.
#           - Psi Disruptor is for sustained psi siege while the others are for quick bursts/mixed tactics.
#           - Psi Equipment attack info now displayed in the respective UFOPedia Reports.
#       * Attack rate of Medium Scout, Cargo Ship, Harvester, and Supply Ship greatly increased.
#           - Attack rate of Patroller and Light Destroyer significantly increased.
#       * Did a full rework of Elite UFO attack speed and damage--overall power should be similar to before.
#           - Weaker elites are considerably buffed while the strongest elites are slightly nerfed.
#           - Elite UFOs show up more commonly and in a broader variety, after they start showing up.
#       * Retaliation missions are made even less frequent and annoying.
#       * Ambush Suite speed increased by 200 knots, and 10% damage bonus removed.
#       * Increased Heavy Fusion Ball accuracy.
#       * Increased Plasma Rifles and decreased Heavy Plasmas in the early game.
#       * Reduced weight of all melee weapons.
#       * Added new Combat Shotgun and AP slugs available only via outsourcing.
#       * Tweaked basic and plasma shotgun accuracy and range values.
#       * Power Suit Pistol has been reworked into an autofiring marksman weapon.
#       * AE Grenade Round now unlocks with Alien Grenade Arsenal instead of Alien Explosives.
#       * AE Grenade no longer requires Alien Grenade Arsenal research.
#       * Alien Explosives research is now called Alien Explosive Ammo for clarity.
#       * Alien Explosives manufacturing recipe is now unlocked as soon as you research Alien Grenade.
#       * Rebalanced the costs of inefficient manufacturing projects.
#       * Manufacture categories improved.
#       * New manufacturing recipes added enabling production of tier 2 large craft weapons.
#       * New manufacturing recipes added which make use of alien lasers.
#       * New inefficient recipe for Alien Laser//buy and build now require Heavy Power Suit Weapon tech.
#       * Reduced how frequently green repositories appear on operations vessels.
#       * Reduced TU costs for moving items between Shoulders, Belt, Legs, and Hands.
#       * Fixed bug with Terror Site in which destroying beacon did not give credit.
#         - New bug introduced in which aborting mission after destroying beacon saves all remaining civilians.
#       * Crashed UFOs cause less damage to surrounding terrain. Landed UFOs are less explosive.
#       * North-South and East-West corridors now properly block movement in other directions.
#       * Hopefully the hole in the Mastodon and Stormcharger are fixed (properly!)
#       * Fixed a minor map bug.
#       * Increased Sectopod Plasma and Stun resistance.
#       * Flagship research divided into three portions in order to show progress more clearly.
#       * Research time for data cores and capsules cut in half.
#       * Titan Laser and Rampage Missile UFOPedia reports updated.
#       * Added several UFOPedia reports for UFO and salvage components.
#       * Some UFOPedia text tweaks.

7
Offtopic / Re: Ai generated images.
« on: April 29, 2023, 11:40:08 pm »
With all of this in mind, lets just call people who anyhow produces interesting pieces of art artists, and people who will lose their jobs craftsmen as they should be called since forever.
Yes!

It's the difference between an artist and an artisan. Back in the Renaissance, artisans were in high demand because it took so much time, effort, and resources to learn to do a high quality job. But these days machine artisans produce FAR better work than a human artisan ever could. The number of artists in the world keeps going up as people become more educated and industries become more automated, but the number of human artisans is going down just as it has been for some two centuries.

8
Hi Reaver, I reached the final mission. I observed that the assassin armour in the final mission changed to the space version which reverted its colour to black (I was using the white colour mod). Do you mind updating the colour mod to enable that the space armour is also white for the final mission?
Sure, no problem! It was an easy update. This also provides example ruleset for coloring the spacerigged variants of any other Harmony armors.

But to anyone making variations on this mod: note that the strings for spacerigged power suits use _SPACE whereas all other non-suit armors are spacerigged as _SPACESUIT. Example:
&STR_ASSASSIN_ARMOR_SPACE_UC
&STR_NIGHT_OPS_ARMOR_SPACESUIT_UC
And if it doesn't work, check the base ruleset to make sure all of your like terms are an exact match, and make sure you don't have any tab indents (only spaces).

9
OXCE Support / [Solved] Item Pile Shows Wrong Floorob
« on: April 12, 2023, 10:02:14 am »
An item pile is supposed to show the floorob of the heaviest item in the pile, for example: an alien corpse (rather than any of the pieces of equipment that the alien was carrying).

Currently, the sorting seems to be using a semi-alphabetical system. As I picked up items off the pile, it would show the floorob of an item slightly higher in the alphabet, however the item pile was only maybe half gone by the time it wrapped back around to near the beginning of the alphabet again, only going forward it seemed to select item floorobs at random all the way to the end of the item pile.

It also seems to be inconsistent, as alien corpses are correctly showing on the ground where the alien died. Alien corpses always seem to go to the top of the pile, while alien artifacts list high on the pile but not necessarily above the equipment which had been brought to the mission.

I can't figure out a pattern to it.

- - - - -

Edit: I realized after some more playing around with it that any pile I make after the mission starts will correctly put all items in order from heaviest to lightest. It is only the starting pile which does not follow this order. On reflection, I think it is quite possible that the initial pile sorting is done by the order in which things were assigned to the craft.

Edit 2: Ah, I see.

10
OXCE Support / Re: Best mods for OXCE 2023?
« on: April 11, 2023, 10:25:07 am »
Cyborg and psi refers mostly to soldier types and armours, maybe some equipment like big Psi-Amps. There are also enemies who are cyborgs or psionics without being aliens. All in all, I don't think there's a strong storyline attached to these two specific aspects, there are just a number of arcs that play with one or the other to some degree.
Ah. I think there are plenty of mods which have at least some exploration of these, including probably every megamod and total conversion listed in this thread.

11
OXCE Support / Re: Best mods for OXCE 2023?
« on: April 10, 2023, 06:08:28 pm »
1: Xilmi's Brutal AI, you can apply it along with other mods.

2-3: I don't think I have yet seen a megamod which doesn't add more intermediate-tech content. And most of the more developed mods also add further advanced tech. These are something of a given.

4: Hybrid mods are hard to come by currently, however they do exist.
 - Apparently XCF has underwater bases, according to one of the comments here?
 - I think Piratez was trying to head in that direction though I am skeptical it ever got there.
 - The Hybrid Mod by Precentor Appollyon is an unfinished abandoned project which is technically a functional hybrid mod but it is buggy, underdeveloped, and lacks direction.
 - The Hybrid Mod Megamod by Mutantlord is a project attempting to combine Precentor's Hybrid Mod with Hobbes' Terrain Pack, Reaver's Faithful, The World of Terrifying Silence (TFTD), and Final Mod Pack. I don't know very much about it yet but it is probably early in development. And given how ambitious it is, odds are it'll never truly finish.
 - Community Map Pack has a hybrid globe and you can load it with another megamod, but it can cause conflicts and also you won't get very much use out of it if the primary megamod doesn't make use of both land and water features.
 >> Most megamods simply don't have that yet, as until relatively recently nobody had even successfully made a proof of concept of the hybrid capability.

5: Plenty of mods have a sophisticated and well-developed story. But what do you mean by both cyborg and psi lines? It sounds limiting and like something you're unlikely to find outside of Piratez, XCF, 40k Mod, and maybe From the Apocalypse or Area 51.

6: Combat shields for soldiers show up in a few mods. I'm not well-referenced on the specifics but the following mods may or may not contain them: Piratez, From the Apocalypse, 40k Mod, XCF, FMP, TWoTS. Other mods probably do not, for the most part. Reaver's Harmony has shields on aircraft and alien spacecraft but not on soldiers or alien units.

7: Most mods don't really expand the map sizes above Vanilla. Some mods which I know contain larger maps are Piratez, XCF, 40k Mod, Harmony.

- - - - -

If you want something which matches all of these, the closest I think you'll get is X-Piratez with Brutal AI. It likely doesn't have proper hybrid integration and underwater bases but I think it might contain some earlier iterations of trying to push the concept. X-Piratez is a total conversion which takes place far in the future after the first war ended in defeat: the aliens took over and the world is drastically different. The mod combines serious and silly elements, and at least according to some people, it is filled with dangerous levels of boobage. This is the largest mod in the community and contains tremendous amounts of content, with nearly every feature which existed during its development (and some that didn't) present in the mod.

If you're willing to let go of hybrid integration, shields, and/or cyborgs, then there are more which I can recommend to you:

40k Mod is a total conversion set in the Warhammer 40k universe. The mod is well developed and features some of the most advanced use of OXCE scripting features I have seen yet. As a player, you will be able to do many things you can't do in most other mods, such as place a soldier inside a larger combat vehicle or use a bipod-mounted weapon.

From The Apocalypse is or very nearly is a total conversion which takes place at approximately the timeframe of the alien invasion during X-Com: Apocalypse. This mod is only available from the forum. It features tons of original spritework done in the style of Apocalypse as well as many items, techs, aliens, etc. which may be familiar to anyone who has played Apocalypse. But it goes well beyond simply recreating Apocalypse but rather greatly expands upon the concept. It is currently a work in progress but it has been in high-paced development for quite some time and it is in a high quality and very much playable state.

The World of Terrifying Silence is the only big and popular TFTD megamod in the OXC modding community thus far (though one or more others are in the works). It is designed in the vein of the original TFTD but greatly expands upon the concept and adds many new and terrifying enemies and things to encounter, maintaining the theme of being loosely based on the C'thul'hu mythos.

UNEXCOM is a megamod which re-imagines the alien invasion as having taken place during the Cold War, and thus the available technology as well as the political scene is significantly altered. The politics side of things also takes a more significant role in UNEXCOM than it did in the original game. In addition to this, the mod features many improvements and diversification of options and gameplay. It is not as strongly story-directed as some, but it has a distinct focus. It is complete but not fully polished, though it is fully playable and should be generally bug-free.

All five of these mods are well-developed and story-driven for the most part, and in my opinion stand above the rest of the community in terms of offering fresh content and a unique feel. There may be others which would fit here as well but which I am just not familiar with.

- - - - -

My own mods Reaver's Faithful and Reaver's Harmony have been mentioned here already, but I wish to clarify:

Harmony isn't what I would say offers a sophisticated story-driven experience like the five above. Much to the contrary, its sophistication of story is in cleaning up the haphazard mess of the original game's story and polishing it up into a more cohesive hard science fiction narrative. Based on what players have told me, Harmony is arguably the most well-polished and well-balanced megamod in the community and it offers more-or-less the feel of the original game with expanded content and a better grasp of gameplay mechanics. It is also a much less frustrating experience than most (where XCF is known to be arguably the most frustrating megamod), though the predictability of gameplay has led at least some players to find it easy even on the hardest difficulty. (Harmony also greatly extends the difficulty range from Beginner through Superhuman.)

Faithful is an earlier step in the development of Harmony. It exists at a point in which I chose to add far more unique content than I had originally intended, and that is why I switched development to the name Harmony, because I knew several players would not appreciate the new direction. Faithful is, as named, more faithful to the original experience. It is well balanced, pretty well polished, and generally complete but simply with less fresh content. It is, more than anything else, the original game but way less broken. To that end, Faithful still has plenty of fans who prefer it over Harmony.

12
Offtopic / Re: Ai generated images.
« on: April 10, 2023, 04:50:00 am »
The images in the linked video clearly are heavily influenced by a human-designed source material. The consistency of the world demonstrates this: the humans being beneath the androids, the similar architectural styles of each android from many angles, the consistent cyborg elder, the same look and feel of the setting, the logistical consistencies such as rubble being adjacent to ruined structures, corpses next to murderers, just the way things are juxtaposed together. It has human design written all over it. And not only is it clearly influenced by a human, but most importantly the human design work is almost entirely what makes it so exciting. All the AI did was the busy work of making more images, views, and angles. What the AI can do is akin to a team of animators who replicate cartoon characters designed by the lead animator.

AI art isn't going to reduce the amount of work available. People will lose jobs over it for two reasons:

1.) Most importantly: Expanding the amount of people capable of being professional artists by more than the amount of expansion of the field of professional art will inevitably result in some of the existing people falling out of the field. Mostly this will be people who do busy work and don't contribute much by way of creativity such as base-level animators or illustrators--however with any change there is going to be some significant amount of actual upheaval in the community just as we have seen every time large changes happen rapidly.

2.) Most critically: Large and greedy corporations will take advantage of every opportunity to make people poorer. In many cases they aren't even doing it to save money directly so much as to disempower the people and smaller organizations from competing with them. Consider what Levi's is doing with their "diversity" program in which they use AI instead of paying brown people. Obviously they're downgrading the quality of their modeling, and the cost of modeling compared to their income is insignificant. So it isn't about the money, clearly, it has to be about something else. People say don't ascribe to malice that which can be ascribed to incompetence, but it just seems too convenient to me that these plots always seem to hurt the same people. I think it's blatant racism and/or classism. Either way, it's corporatism at the core, not AI. The AI didn't make Levi's, the AI didn't corrupt Levi's, and most importantly, Levi's has been one of many anti-human corporations all along. The AI didn't create, cause, or even exacerbate the problem. It was always humans, and the AI is just a scapegoat like always.

But much as they tried to scapegoat corporations (and not the people who run them), they are now trying to scapegoat the computers. And in both cases, they will continue to use the corporations and the computers to further their self-serving ends at cost to the quality of life of everyone else. And just as the scapegoating made the corporations stronger, this new scapegoating is just going to make the computers stronger.

Unless...

Unless we can finally take a stand against the actual threat: excessive wealth, belief in meritocracy, and the idea that extremely rich people actually earned their wealth or have any positive value to society.

13
I'm not sure myself about the OXCE+ visuals mod and I was under the opinion that the STAT BULLET SAVING mod or Boolet (EU) used to be on OXCE  but was removed and made as a stand alone mod.
It's a rule, and it's off for vanilla but Harmony has it on. I guess the mod is good for any other mod which has not switched it on.
Code: [Select]
statisticalBulletConservation: true
I realize now that the fix for the Mastodon is not applied in 1.1.0 but is coming up in 1.1.1. I had forgotten that it was not yet released. Apologies.
Code: [Select]
# changelog:
#  1.1.1:
#       * Hopefully the hole in the Mastodon and Stormcharger are fixed (properly!)

edit: I took a peek at some of the mods. It looks like none of them are overpowered, in fact they are reasonably balanced relative to Harmony.
The Naymore Mine is comparable to a Demolition Charge but is proximity-activated.
The Railgun is comparable to the Heavy Cannon using HC-AP in overall power but with various differences.
The Shotguns are significantly different from Harmony shotguns though not necessarily stronger.
Robin's Extra Weapons Machine Pistol and Sniper Rifle are a bit stronger than the Auto-Pistol and Rifle (respectively), but much slower firing without having a significant accuracy advantage. The small rocket change may also be nerfing Harmony's Smoke Rocket.
Extra Pockets has slightly fewer inventory slots than Harmony, but that's because Harmony puts more in the backpack and belt. Harmony does not have a quick draw slot.
The Electro-Shocker is much slower and less accurate than Harmony's normal Stun Rod, though I suspect much more powerful because I don't think it will remove several of the Stun Rod changes simply by not declaring them.
Dart Rifle is a fascinating extension to what Harmony offers, and clearly inspired by X-Com: Apocalypse!
Flamethrower also adds something unique to the available arsenal! And with Harmony's buff to fire damage, it would make a very strong weapon at very short range!
And the Stunblaster is unfortunately quite expensive despite being pretty weak by Harmony standards. It also appears to have a defective research setup, and might possibly enable the player to unlock the Small Launcher earlier.

Also all of these items take up way more space in stores than Harmony items do.

14
Work In Progress / Re: How to trigger a base defense mission?
« on: April 05, 2023, 05:25:52 am »
I wanted to toss this in on my previous post but I couldn't find it. Well, I eventually did find it!

Retaliation heat map

15
Could you also upload the old version to the mod portal? I am sure that some purists out there will want it. =)

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