Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - The Reaver of Darkness

Pages: [1] 2 3 ... 81
Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 20, 2019, 07:51:10 pm »
Wow! That was quite an adventure! I'm glad to hear you enjoyed it!

Don't be too quick to jump into Superhuman without trying Genius first. I scaled up the difficulty differences quite a bit. Or go Superhuman next if you're feeling brave!

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 19, 2019, 03:52:42 am »
Playing Reaver's megamod on 5.4.1, one of my bases (Turquino) has a live alien listed in the storage even though I don't have an alien containment facility for that base. Can't tell when that alien got there.

I haven't been able to reproduce the bug yet. I tried recovering and transferring live aliens in several ways, but am unable to generate a condition in which I have a live alien outside of an alien containment, either with OXC or OXCE. I would ask that you go through the following debug steps:
 1.) verify that your openxcom version is up to date. I know you said it's version 5.4.1, but please make sure it's displaying 5.4.1 in-game, to verify there is no load or shortcut errors.
 2.) double-check to make sure you don't have an alien containment there
 Q.) Have you updated your version after starting this playthrough? Can you be certain that the bug occurred in a recent version of openxcom?
 Q.) Have you edited your save file, or changed mods on the same save file?
Please provide any further details you can think of. I'll try to determine the cause of the bug. Thank you for your time.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 19, 2019, 01:15:22 am »
Playing Reaver's megamod on 5.4.1
Always report to the mod before reporting to the base game. Also, my Faithful megamod is vanilla.

I'll take a look into it but please post about it in my mod page:
[UFO MEGAMOD] Reaver's Faithful Megamod

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 14, 2019, 03:24:00 am »
About moral damage, as reportet here:,4058.msg112656.html#msg112656

Moral damage, as in weapons dealing damage to moral, is multiplied by: (110 - bravery)/100

This works fine as long as the maximum bravery is 100. Since mods introduced bravery adding armors, bravery 100+ is now possible. While immunity to moral damage at 110 bravery is debatable, damage inversion for bravery >110 is clearly a bug.

How to solve? Treat everything >110 bravery as 110 (immunity) or treat everything >100 as 100? Other options?

I don't like the way bravery picks up slowly at first, but then accelerates until suddenly hitting the top. But there are some ways to work around it.

If you have weapons that deal morale damage based on bravery, then I would recommend being careful to not allow bravery to go above 110, and maybe make it very difficult to bring it above 100. Perhaps if your soldiers max out at 100, you could have a special expensive armor which grants 10 bravery. Or you could have regular soldiers max at 90 and special high-tech soldiers able to reach 100. If you allow the soldier natural max to get most of the way up, and put a high cost on adding any more bravery externally, then it's easier to manage.

Another thing you might be able to do (I assume it's possible) is to have it deal damage to morale based on its power value, or at least have a flat value added to the bravery-based morale damage. That way you can ignore the 110 bravery's natural fear immunity and be able to deal morale damage to units with much higher bravery values, as long as they don't have actual fear immunity.

Feature request: add mod ability--in a base defense mission, the spawn chance of each alien is multiplied by the fraction of remaining HP of the craft when it touched down. For example, if it has 30% remaining HP after getting past base defenses, then each alien which would have otherwise spawned has a 70% chance to fail to spawn.

Purpose: To give base defense more granularity; where previously, failing to completely destroy the craft resulted in zero value of defense facilities, now any damage helps. The result is a gradient of effect as opposed to the binary result of the ship either coming in whole or not at all.

Example code:
Code: [Select]
    defenseProgressiveDamage: true

Potential uses:
 - A.) To make sure that an inadequate defense facility setup still has some value, and that weaker defense types have some reason to ever be used.

 - B.) Weaken defense facilities and essentially ensure UFOs will land. The purpose of defenses is only to reduce the incoming fight.

 - C.) Hard-difficulty mod--To punish player for not having adequate defenses by a certain time frame. Increasingly larger and sturdier ships attack the player's base over time. Punishment level is dependent on how lacking the defenses are.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 12, 2019, 11:41:30 pm »
1.) By the weapon stats this mod intended to be played without ufo extender accuracy. Am I right here?

2.) Is this mod works without issues with latest OXCE? It appears to be working at the first glance, but who knows?
1.) You're correct. It was originally made to be played without, but when I started playing with UFO Extender accuracy, I found that the numbers work just fine or even better that way. I recommend using it but it works fine without, so it's really up to player preference. My upcoming mod is exclusively designed to work with UFO Extender accuracy.

2.) It works fine with OXCE. If it ever has a problem with OXCE, it's a bug and you can report it to Meridian or Yankes. (Report it here first, in case it's a bug with my mod.) OXCE has 100% compatibility and flawless performance running OXC mods.


October 27th, 1999. It is finally ready, the final assault on Cydonia to bring down the alien invasion once and for all. Our best soldiers each with over 40 kills each and a guardian hovertank plasma to finish the job. We have everything, blaster bombs out the ass, heavy plasmas, every item slot filled as our troops have about 60 strength each. Here we go. But the time it took to loadout my troops was rather fast what happened? Oh well we're launching to Cydonia! It is at this point I realize, the avenger has been downgraded from 26 crew, to 12 crew. And I lose the campaign. This mod is great. That moment, even if it meant I spent all those hours just to lose on Cydonia, was great. This mod makes X-COM feel fresh and revives the element of the unknown. Even if that will wash off when I finally beat this thing (failed 3 runs so far going on a 4th on only veteran yes I suck) I can still hear the curb your enthusiasm theme ringing in my ears.

Sounds like a fun time!

You'll often have difficulties playing old saves on new mega-mods, but I try to preserve as much vanilla save compatibility as possible. It can be the adventure that you want!

Resources / Re: Graphic Gallery
« on: May 08, 2019, 12:44:51 pm »
Most people have more than 320x240 pixels on screen. And most original art could use some retouch for higher resolution too. That should be a priority of OXC devs ;)
Hand art is way easier when I'm limited to fewer pixels. I find the end result looks just fine. We don't need or want more pixels.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 07, 2019, 10:25:07 am »
Thanks! Yeah I wanted the medi-kit to be generally superior with the first aid kit still having its own niche.

Sorry, I don't mean to nitpick but seems the same change wasn't applied to the hovertank ammo.
I felt it was redundant. It tells you that you can make the hovertank, and a person will probably assume that includes things that come with it. If they check the manufacture list, they will indeed see that the ammo is producible.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 03, 2019, 12:39:41 am »
It should be fixed now, as of version 1.2.2. Stealth update just for you, or anyone reading this.

Open Feedback / Re: How much do you rely on graphs screen?
« on: May 02, 2019, 01:59:51 am »
Reading all this made me think I need to work on my graphs reading game.

You really don't need to. It's a useful strategy, but truly not necessary. If you don't enjoy reading graphs, then I recommend not doing it. You can learn a few quick tricks to glance at graphs and glean useful info, or you can ignore them completely. When ignoring graphs makes the game harder, you can spend all that energy you saved on tackling it some other way that you enjoy more.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 01, 2019, 09:14:17 pm »
Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.

That might be the case, as they are unlocked by instantly-researched hidden topics. I stopped using this method at some point but I might need to go back and remove the existing ones.

Can you run a test for me? If you have a save from before you unlocked the tanks, just breeze through until you finish the research that leads to them. (It's UFO Construction and any plasma weapon.) When it presents the things you can manufacture, there should be a list and you should be able to scroll down to see all items on the list. Can you verify for me whether or not it shows up on the list?

Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
« on: April 30, 2019, 10:03:10 pm »
I think the only thing wrong with the multiworm sprite in XCA is it not living up to the standards of the rest of the game. It's a fine sprite; the others are just better is all. It's like hating on silver because it's surrounded by gold.

Resources / Re: Graphic Gallery
« on: April 30, 2019, 08:37:25 pm »

Thanks for the mushrooms, Nord.

(image from A Magical World of Mushrooms, by Vyacheslav Mishchenko)

Released Mods / XBase Terrain Condensed
« on: April 29, 2019, 11:35:40 am »
Terrain is limited to 256 total tiles per map block set. In the vanilla game, there are only 95 tiles left unused for base facilities. This tool contains a rearrangement of tiles, removing several death tiles for objects which are rarely if ever destroyed, and moving all remaining death tiles outside the end of the 256 tile limit. This removes 32 tiles and pushes 15 tiles off the end, increasing the number of tiles you can add by 47, to a total of 142 tiles, almost a 50% increase. The tile removal should not significantly affect gameplay.

This tool must be used with care. You must follow the given instructions for adding tiles and facilities. This tool does NOT play well with other mods which affect base facilities or base defense tilesets.

You can install this tool like a standard mod and play it with Vanilla X-Com just fine. To add tiles or edit maps, you'll need a proper tool for those, which you can look up in the "Tools" forum of the OpenXcom forums. You can also find instructions there or in the "Help" forum.

If you wish to add your own tiles, you can edit the XBASE0.MCD and XBASEADD.MCD files, and place your tiles in any of the spaces marked RESERVED. Tiles which do not have a corresponding death tile should be placed into XBASEADD.MCD. Tiles which do have a corresponding death tile should be placed into XBASE0.MCD. Place the original tile in one of the reserved spaces, and then add a tile at the end of the list for your death tile.

If you wish to add tiles from existing .MCDs, you should carefully copy those tiles with their graphics into the provided reserved spaces.

IMPORTANT: Make sure you maintain the tile numbers. XBASE2_1 is 80 tiles in length (0-79); XBASEADD is 100 tiles in length (0-99), and the last usable tile in XBASE0 is 73 (the 74th tile, blue floor). This makes 254 tiles. These plus the two from BLANKS.MCD make the 256 tiles you are limited to. If you insert or remove tiles, you must be careful to make sure the counts all add up to 256, including two for BLANKS.MCD. If you need more tiles with corresponding death tiles, you can remove some tiles from XBASEADD and insert the same number into the beginning of XBASE0. Be careful not to push the size of any of the .PCK files to greater than 63kb, or it'll crash.

If you load up existing maps with these tilesets, the tiles will be all mixed up. You can tediously fix them by hand if you want to, or you can try to redesign new map blocks instead. If you choose to fix existing maps, it helps to get a screenshot of the map working correctly to use as a reference. This tool comes with the vanilla XBASE maps fixed for the rearranged tiles. I may add some more maps at a later date, such as Dioxine's or XOps' facility maps. If you fix any maps, I encourage you to attach them in a post here so that other modders can access them. Include in your post any special instructions that may apply.

Please use this tool for megamods or total conversions only. And if you do use it for a smaller mod that you publish, then you must offer a warning that your mod won't work well with other mods that affect maps or textures in base defense missions.

Open Feedback / Re: How much do you rely on graphs screen?
« on: April 29, 2019, 09:03:53 am »
Graphs can't tell you that a UFO has just spawned somewhere and you should go intercept it, for that they are not quick and granular enough... unless you are a complete autist (apologies to all real autists out there)...

Autist here. They're really not quick and granular enough. While a graph can tell you that a UFO has spawned in a region within a half hour, more often than not you don't even get a single pixel rise in activity while the UFO is merely flying through. This means that more often than not, you're not finding out about the UFO until it has arrived on site, and then the transit time of your interceptor can mean you miss the UFO. As Meridian said, it's better to just learn the two regions at the beginning of the month, and patrol them for the rest of the month.

Each month the aliens typically select two regions to begin a mission--one a terror mission and one random. As you shoot down terror scouts, you change the timing of the terror scout appearances, and same with other UFOs. Each one shot down delays its mission typically by some 2-6 days IIRC. Once you learn how each mission works, you can track it in the region it spawned in, and then patrol that region until it has completed. You can also stop patrolling for 2-3 days after shooting a UFO down for that mission, and focus elsewhere.

But I find that putting so much effort into the game is fun only a few times. After a while, it's just wasted time. I recommend using graphs to find a few UFOs in the early game to boost your research and money. Once you have that squared away, you can easily get by without touching the graphs, as long as you shoot down enough UFOs during the month and make enough points. There's several things you can do to increase how well you do in the game, but I recommend you just pick a couple and mostly ignore the rest.
 A.) Check graphs at the beginning of the month to discover the location of the new random mission.
 B.) Make multiple bases with interceptors and shoot down every UFO you can. (Make sure your bases are defended.)
 C.) Run as many crash sites as possible.
 D.) Always run every terror site, and also hunt down alien bases and run them. (Patrol with aircraft to find them. Radars won't see them.)
 E.) Get Hyper-Wave Decoder ASAP and be sure to deal with every UFO that is on an infiltration or retaliation mission.
 F.) Try to get at least a small amount of activity in as many regions as possible each month.
 G.) Blaze through research and use research points to maintain your score.
 H.) Do lots of manufacturing for money. (Vanilla: make laser cannons.) Make sure you put the money to use improving your score.
 I.) Get fusion balls and destroy (not crash land) as many UFOs as possible (improved score over crash and forget).
My favorites are B, H, and I.

If your gameplay becomes too meticulous, consider that while your actions may be improving your game-time effectiveness, you might be getting less from the game in real time. You should decide how much time you actually want to spend playing the game, and be willing to let a strategy go if it's too tedious for your time constraints.

There's also varying ways to play on the battlescape:
 A.) Basic rifles - shoot everything with direct damage. This method is clean and simple, possibly tedious but tends to have a high loot amount.
 B.) Smoke for camouflage - put smoke down everywhere and use motion scanners to see through it. This method is very tedious but extremely effective.
 C.) Explode everything - use rocket launchers, grenades, or blaster launchers to destroy everything that might have aliens hiding in it. This method is quick and dirty, great for scoring quick kills or completing a mission, but terrible for bringing back home any UFO components. On terror sites it's a quick way to get a neutral score.
 D.) Save scum - save every turn or multiple times per turn, and reload the game every time something goes wrong. This method is the most tedious but results in a perfect score every time. Disadvantage: you won't be learning many of the important strategies that other playstyles will teach you.
 E.) Stun everything - once you get the small launcher, just hit everything with stun bombs. This method is both quick and clean, though ammo can get expensive, and in a few cases it doesn't work well (some terrain or some enemies).
 F.) Psi-hopping - Mind control every alien you see, and use them to spot more aliens. With effective unit placement, this strategy can strike with surgical precision. It can get tedious, however, and is only effective with strong psionic troops.
 G.) Super soldier training - take extra time to train your soldiers' bravery, reactions, and any other attributes that tend to get left behind. With a lot of early work, you can get a team of soldiers with maxed-out attributes. This strategy is most effective in tandem with strategies that reduce risk to soldier life.
 H.) Meat shields - Use tanks or rookies to draw fire so that your important soldiers are kept safe. You can also use the meat shields as scouts, and your main soldiers as snipers. This method is pretty effective relative to its low tedium, but relies on good terrain.

My favorite battlescape methods are A, F, and H.

Pages: [1] 2 3 ... 81