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Messages - hellrazor

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From the Mods that I'm aware of, this and probably FMP are the ones, that seem most likely for people wanting to combine them with Brutal-AI.

Making Hardmode more Hardcore and brutal as it already is you got my ears fully open and my brain ready to inflict more pain and suffering towards those who dare to enter the domain of my mod.
First and foremost I am really sorry for only replying to you so delayed. My Girlfriend was in extensive need of support within the last 6 weeks, so i basically had no time to do anything for myself or my mod...
Let me tell you avoid the fucking jabs! My girlfriedn got a brainstroke from the Pfizer shit and now my live is basically a rollercoaster since May 2021.

In any case is there a list of modable options for me to try out?

So I'd like to know if this mod contains any units that have traits or weapon-types not available in vanilla.

An example for that would be turret-type-units that cannot move. While this particular example has already been taken care of, I'd like to know if there's other similar things I might not expect.

Another question would be, if Hardmode-Expansion enforces any specific advanced-options that might also have an impact on the AI. For example accuracy-drop-off of certain weapons. My AI can deal with hard-limits to range but accuracy-dropoff is handled poorly.

I do have UFO Extender Accuracy Support with modified Drop Off and Range limitations for some weapons (Shotguns).

I actually tried it and it seems to be working reasonably well. :)

Uhhhh how can i also try :D????

Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: December 01, 2022, 11:02:27 pm »
Thank you for your great MOD and for addressing the issues.

Thanks you so much for reporting this. I am sorry for my late reply, I had to take care of my brainstroked girlfriend, this leaves me sometimes without proper response time...

Looking through the code (commits up to Sep30) I found the following issues:

The diagram implies that Advanced Medikits research requite Medikits, while this in not in the code.

I will to check thanks for letting me know.

Upgrading Walkertanks seams to be broken. Not only it costs 10% of what it should, it gives you free armor/mobility by starting off with a Sectopod rather then an Armored Sectopod and ending up with a Walkertank Plasma, paying nothing for the extra armor etc. .
I added requirement for a Armored Sectopod Corpse to do the upgrade i hope this suffices. ;)

Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: September 27, 2022, 04:46:32 pm »
OpenXcomExtended 7.7
HardMode 1.0

Taser Drones do not require or use up Drone Taser Charges.
They are used up correctly during battle, but it is not then reflected in base inventory.
Smoke pellets work normally.
This is both for normal Taser Drones and Alloy Taser Drones.

Hello omri,

thank you for notifiying me about this.
I also figured this out when I wanted to give normal Tanks also the ability to Launch Smoke Pellets.
There is currently no way of having Units which are defined as Tanks (Drones are also Tanks but have size 1x1 instead of 2x2), to carry two weapons, which use Ammo from base storage.

The main weapon defined in the unit Item can use Ammo and this also works, but a secondary weapon equipped on the unit via "builtInWeaponSets" does not use Ammo from base storage once equipping the unit to a X-Com Craft.

My solution to this was, to refactor the drones, make the Smoke launcher the weapon which is on the unit (so the Drone Smoke Launcher and Tank Smoke Launchers have free Ammo now).

With the changes I made which you can find here on my github:
The Taser Drone and Alloy Drone Taser does now actually consume Ammo. Smoke Pellets are now free and normal Tanks/Alloy Tanks/Hovertanks/Walkertanks also do have a Smoke Pellets Launcher now, same as the Drones.
Maybe people will now start to also use Tanks again, since the now also can hide ^^.

I am currently working on Version 1.0, so expect a new release in soonish. Until then feel free to use the github Version. :)

I am still here after so many years, ;D
thanks for keeping your mods alive :)
Do you plan to integrate the extended community map pack as well?

Hi there :)
I hope you did improve your english in all those years. ;)

Yes i might add all the terrain maps I can find and which also will work under OXC, just beacuse I want all the terrains!!!!
So far no timeschedule has been for this.

I also good some nice idea about a Hovering Support Drone and potentially a Walkertank/Laser.

Hardmode Expansion 0.99.9 - OXCE Features/Bugfixes/Rebalances

Download Links Hardmode Expansion
I hereby send this plague to all players. May your soldier fight bravely and vigilant!

Fixing some ciritical Bugs, which made the mod crash under OXCE and OXC.
Rebalanced some Weapons and Armor especially Shotguns.
Enabled a list of Features from OpenXcom Extended

Language files have also been updated.

If you wanna help translate, the mod is on Transifex

Please use newest Nightly, or at least Nightly Version: openxcom_git_master_2022_04_29_0633
Please use newest OXCE Version, or at least OCXE Version: OXCE 7.5.3

Current ToDo List
Credit List


Version 0.99.9
 - Adjust UFO Extender Accuracy Settings
 - Adjust Armor Resistence for Reinforced Suits
 - Adjust Armor Resistance for some Lategame Enemies
 - Fix wrong/missing Sprite for Spitterzombie
 - Fix Plasma Weapon Research Bug
 - Fix Plasma Pistol Elerium Clip hitAnimation not showing
 - Fix Spitter Zombie not spawning from Spitter melee attacks
 - Fix Sortorder for HC and AC Ammo
 - Fix missing listOrder for Spitter Melee Weapon
 - Fix missing UFO Extender settings for Laserrifle/Taser Pistol
 - Fix missing arcingshot for Chryssalid Spitter
 - Fix missinf UFO Extender settings for Chryssalid Spitter Ranged Weapon
 - Add OXCE Missioninteruption for successful Ground Assault
 - Add OXCE option to let Countries rejoin the Council once Pactbase is defeated
 - Add OXCE medikit DOS targetting behaviour for drones and medikits
 - Add OXCE recommended and fixed Useroption

Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: June 27, 2022, 11:41:15 pm »
First of all , thank you very much for this great mode and effort that you put on it, I have a lot of fun with this mod.
I have some bug to report so please help me:

1.   Plasma tech don’t open correctly, I captured alien engineer and I researched plasma pistol and clip after that plasma tech won’t work anymore it stopped, I tough maybe I need another captured engineer but after research another engineer tech won’t go any further. Also, to notice that I have all sort of plasma weapons in general store. Why I can’t research Plasma Rifle, Shotgun, Heavy Plasma where is a problem?

2.   How to play your mod in OpenXcom extended , where I need to copy downloaded files?

Thank you in advance.

Please download the patched Version here from my github account:

Sorry for my late reply, i am currently renovating my girlfriends appartment.

Bugfix for Plasma Weapon Research in 0.99.8 mid campaign

Attached to this post you find a patched research_HM.rul, which fixes a bug I found today in regard of Plasma Weapon research, which was not correctly unlocking. Now it works is intended.

Just copy the here attached file "research_HM.rul" into the Hardmode Expansion Ruleset folder und overwrite the old "research_HM.rul" then you are good to go :)

I am sorry for the inconvinience.

Sorry to hear about the issue, I do recall you seem to have bad luck with ufopaedia. The work continues either way, and the wiki will always be there whenever you get access.

Well we will see. The problem is yes the wiki is nice, but there a lot of information which is not 100% precise, which is ok because any information is better then none. But being able to correct or clarify things would be really nice.

Anyway, I forgot how useful laser weapons are. Fancy alloy ammo is good and all but mutons quickly shut that down.
Did you give the EHE Ammo for the Heavy Cannon and Auto Canon a try? I designed it to be anti Muton ^^ Of course it involving throwing Elerium-115 into the explosive aether ;)

Announcement for Players Upgrading from 0.99.7 to 0.99.8 mid campaign

All players, which started their run of Hardmode Expansion 0.99.7 and upgrade the mod Version during their campaign to 0.99.8 have to edit their savegames. To prevent a crash which can occur at the end of the month, when the game is executing the missionScripts.

You need to take the following five steps:


Step one:
- make a geoscape save of your current campaign.

Step two:
Open up the the savegame with a texteditor (for example notepad++)

Step three:
Goto section "alienStrategy:" subsection "  regions:"

A entry like this:
Code: [Select]
    STR_EUROPE: 16

Needs to look like this:
Code: [Select]
    STR_EUROPE: 16

Step four:
Goto section "alienStrategy:" subsection "  possibleMissions:"

A entry like this:
Code: [Select]
    - region: STR_PACIFIC
        STR_ALIEN_BASE: 15
If you can not find the region: STR_PACIFIC under "  possibleMissions:" please add at the end of the list the following entry also.

Needs to be changed to this:
Code: [Select]
    - region: STR_NORTH_PACIFIC
        STR_ALIEN_BASE: 15
    - region: STR_SOUTH_PACIFIC
        STR_ALIEN_BASE: 15

Step five:
Goto section "regions:"

A entry like this:
Code: [Select]
  - type: STR_PACIFIC
      - 0
      - 0
      - 0  
      - 0
      - 0
      - 0

Needs to be changed to this:
Code: [Select]
      - 0
      - 0
      - 0  
      - 0
      - 0
      - 0
      - 0
      - 0
      - 0  
      - 0
      - 0
      - 0

After this you are good to go.
You can check if your editing weas successful, by checking the graphs and see the two new regions there.


While you are at it, please also apply the following patch to "items_HM.rul":

Got to items_HM.rul Line 3251 and replace
Code: [Select]
bigSprite: 57

Code: [Select]
bigSprite: { mod: xcom1, index: 57 }

This also fixing a crash in lategame.
I am sorry for this inconvinience and hope that you are all having fun playing the mod.

Kind regards,

Wiki work is mostly finished I just have to flesh out a few pages and get around to describing each individual alien unit  :) The strat guide section is quite subjective and I am no major veteran, so I'll come back around to it later.

After playing the mod some more I thought to myself how surprising that hellrazor didn't do something to make it that X-COM can't use alien plasma guns right off the bat. You don't really need to manufacture any plasma weapons since you'll have a massive stockpile by that time. Minor point in any respect.

Thanks i am waiting again for my wiki password. Forgot mine unfortunately....
I have no clue why it takes so long to get a new password on my ufopaedia account....

So far great work. I wanted to work also on the wiki, but without my ufopaedia password...


Most of the remaining work is transcribing stats to their pages, while I've made good progress in starting the rest of the alien pages

One are that anyone with experience with hardmode can help with is the strategy sections here:

Im focusing more on hints and tips relevant to Hardmode, if anyone wants to add anything or thinks of something worth mentioning that would be great

I am gonna add some stats and hint to the units.
Probably tomorrow evening after work.
Thank you so much so far. ;)

I must get around to finishing the wiki someday  :)
In any regard, I'm happy to see further updates, and VERY happy to see the map pack added back.
Great work

That would be really awesome, if you would be doing this. I will of course also contribute, when the time.
Thanks in advance. You did a awesome so far.

Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 17, 2022, 07:44:44 pm »
I could not reproduce unfortunately.

Please keep an eye on it and let us know when it happens again.

PS: the exact OXCE version, mod version and also a snapshot from options.cfg is directly in the save file.

I guess it will then also not reproduce for me.
I am only using Version 7.5.3 of OCXE, which is the latest Version released on the Forums.
Newer Version are Gitbuilds only?

Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 17, 2022, 05:46:47 pm »
Yes, Briefing. Save scumming appears to be turned on. Hopefully it won't affect reproducibility. Here is a save.

Thank you for the savegame file. I take a look at it in detail this evening :)

Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 17, 2022, 05:45:48 pm »
Please provide a savegame so we can try to recreate this Bug.
It would also be important to know the OXCE Version and the Version of Hardmode Expansion you are using.
Helpful would also your Option.cfg from OXCE.

Thank you in advance.

With OXCE 2022-04-29 and the latest released hardmode expansion, the game crashed after the debriefing when going to recover a small snakeman ufo that had been shot down. The stack trace suggests that there was some problem in checkForCasualties. This didn't occur when reloading so this is likely due to RNG, but I can provide a save if that would be useful or try to get this to compile with symbols. I suppose this is an OXCE issue, not in hardmode expansion.

[17-05-2022_10-35-53]   [FATAL]   A fatal error has occurred: Segmentation fault.
[17-05-2022_10-35-53]   [FATAL]   ./OpenXcomEx(OpenXcom::CrossPlatform::stackTrace(void*)+0x36) [0x55d596eca2f6]
[17-05-2022_10-35-53]   [FATAL]   ./OpenXcomEx(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x477) [0x55d596ecae97]
[17-05-2022_10-35-53]   [FATAL]   ./OpenXcomEx(signalLogger(int)+0x43) [0x55d596cd6903]
[17-05-2022_10-35-53]   [FATAL]   /lib64/ [0x7f7983e40ad0]
[17-05-2022_10-35-53]   [FATAL]   ./OpenXcomEx(OpenXcom::BattlescapeGame::checkForCasualties(OpenXcom::RuleDamageType const*, OpenXcom::BattleActionAttack, bool, bool)+0xb1e) [0x55d596df1c4e]
[17-05-2022_10-35-53]   [FATAL]   ./OpenXcomEx(OpenXcom::BattlescapeGame::BattlescapeGame(OpenXcom::SavedBattleGame*, OpenXcom::BattlescapeState*)+0x22e) [0x55d596df2abe]
[17-05-2022_10-35-54]   [FATAL]   ./OpenXcomEx(OpenXcom::BattlescapeState::BattlescapeState()+0x5bdd) [0x55d596e2877d]
[17-05-2022_10-35-54]   [FATAL]   ./OpenXcomEx(OpenXcom::BriefingState::btnOkClick(OpenXcom::Action*)+0x9d) [0x55d596e2eb2d]
[17-05-2022_10-35-54]   [FATAL]   ./OpenXcomEx(OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)+0x15a) [0x55d596eeedea]
[17-05-2022_10-35-54]   [FATAL]   ./OpenXcomEx(OpenXcom::State::handle(OpenXcom::Action*)+0x73) [0x55d596fc5153]
[17-05-2022_10-35-54]   [FATAL]   ./OpenXcomEx(OpenXcom::Game::run()+0x342) [0x55d596eeada2]
[17-05-2022_10-35-54]   [FATAL]   ./OpenXcomEx(main+0x175) [0x55d596cb4455]
[17-05-2022_10-35-54]   [FATAL]   /lib64/ [0x7f7983e2cca3]
[17-05-2022_10-35-54]   [FATAL]   ./OpenXcomEx(_start+0x2a) [0x55d596cbb15a]
[17-05-2022_10-35-58]   [FATAL]   OpenXcom has crashed: Segmentation fault.

I so far have not experienced any problems with OXCE Version 7.5.3.
It seems he used a more newer version, so there might be changes who potentially might introduce such a bug?

Well we will see. ;)

You mean Briefing, not Debriefing.
RNG would be the same, unless you have Save Scumming turned on (or did different things after reloading). In any case, a save will help.
We haven't had a crash in `checkForCasualties` for ages, so I'd guess it's an issue in hardmode expansion... but we can be sure only after it's reproduced.

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