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Messages - mvp7

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It's been a while since I've completed a play through of this mod, so take what I say with a grain of salt, but I've checked the changelog and I don't see anything that would say I'm giving bad information.

1.) The data canisters do have a use at least when I played through. I would hang on to them since they don't take space, don't sell for anything, and they are sorted to the bottom of the items list. They aren't required to beat the game.
2.) Trophy Corpses are just for selling.
3.)You can safely process all the aliens you get without any repercussions.

Also I like your suggestions. I'm working on a mod to tweak a few things of Harmony and I might incorporate them there.

Thanks!

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XPiratez / Re: Bugs & Crash Reports
« on: April 07, 2025, 04:38:24 pm »
Hello, I already mentioned my performance issue in the release thread but thought I'd move it here:

For me, the N11.1.0 geoscape is running way slower than N11.0.2, Harmony on OXCE 8.1.0, or any other OpenXcom mod I have ever played (unfortunately I couldn't find OXCE 8.1.1 to test). I don't know what the FPS is but it feels like I have gone from the usual capped 100 to somewhere around 30. I have checked both version several time one after the other to make sure I'm not imagining things and the difference is night and day.

I'm using 100 hz 1440p display, I have Ryzen 7 78003dx CPU and RTX 4070 Ti Super GPU, and I'm running Windows 11. It's a desktop and the game is definitely running on my main GPU. The OpenXcom/OXCE framerate limits and/or OpenGL vsync settings have no influence on my issue.

I initially updated from N11.0.2 to N11.1.0, then I did a fresh install of N11.1.0 and the same performance reduction is evident as soon as I start placing the initial base (which, I assume, means the issue happens even before any geoscape scripts start running). I have tried changing the geoscape scale (1x is laggy in both versions but 3x is only laggy in N11.1.0), I have tried OpenGL, Non-OpenGL, and disabled shaders. I have fiddled around with the CPU affinities to make sure that's not the issue.

The only obvious difference (other than the FPS drop itself) that I can notice between the two versions, is that N11.0.2 is using 10-17% of my GPU while N11.1.0 in the same situation is using only 5-7%. I suspect that is what's bottlenecking the N11.1.0 performance but I have no idea what is causing it.

edit. GPU driver update and trying various settings in the NVIDIA control panel has no effect either.

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XPiratez / Re: [MAIN] XPiratez - N11 22-Mar-2025
« on: April 07, 2025, 01:34:14 am »
Thanks for making this mod.

I seem to have a performance issue with the latest version: the geoscape is running way slower than  N11.0.2 or any other OpenXcom mod I have ever played. I don't know what the FPS is but it feels like I have gone from the usual 100 fps to somewhere around 30 fps. Is anyone else experiencing this?

I updated from N11.0.2 to N11.1.0. I extracted the N11.1.0 Dioxine_XPiratez folder and copied the UFO and TDTD folders as well as the piratez folder and options.cdf from old instal user folder. The new version loads without errors, as does the save., but even after resetting the settings to defaults and manually restoring the settings to what I have used, the geoscape keeps running way slower.

edit. Geoscape in XPiratez 11.1.0 also runs slow when I start a new game as soon as I start selecting the initial base location. On the other hand, Reaver's Harmony running in OXCE 8.1.0 is also running perfectly smooth for me. I'll test OXCE 8.1.1 and some other possibilities later.

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Hi, thanks for this great mod. I'm still in the early game on 'Experienced' difficulty (just producing the first lasers) and so far the balance and progressions (both mine and the aliens') has been really nice. I really appreciate that the lower difficulties don't make the game much harder than the original. I was initially a bit doubtful of the air combat but once I got the hang of it it's been really good. The damage system in this mod is also really great, it really feels like there are tools for different purposes rather than just bigger and heavier sticks for tougher enemies.

I have couple questions regarding Harmony:

1) Is there any use for the Data Canister/Core/Capsule/Cashe after one of that type has been reasearched?
2) Are Trophy Corpses just for selling?
3) Is there any reason not to process every alien corpse and item into components when possible (unless its specifically mentioned as inefficient)? I'm mainly worried about learning mid-game that I need a bunch of unprocessed aliens/parts.

I also have a couple suggestions:

4) The Skyraider ufopedia image pretty far from the actual craft and its performance. I don't know if the licenses allow its use but (IIRC) FMP has a nice AWACS dish equipped x-com style ufopedia image that could be a better fit for Skyraider.
5) It would be really useful to have crowbars for breaking wooden walls, fences and hedges (as in XPiratez). Very small breaching charges (i.e. an explosive with 1-tile radius and timer of "1") would also be great for slightly heavier walls.
6) I really like the idea of Soldier Screening but having to pay significantly higher monthly wage has really made me avoid using them. The intial hiring cost being higher due to more complex selection process certainly makes sense but the wages, not so much. The Elites being more expensive on the other hand is reasonable, they strike me as veteran types with significant experience in the first place.

Anyways, great mod, I'm looking forward to seeing how the campaign progresses.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 11, 2025, 05:25:11 pm »
No, FMP does not modify the number of enemies in vanilla deployments.
Thanks!

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 10, 2025, 06:56:58 pm »
Hello,

Does FMP on Experienced difficulty change the number of aliens/enemies in missions (especially the early ones) compared to vanilla x-com?

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