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Messages - Xanmyral

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Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: November 13, 2014, 07:24:39 am »
Some bugs and questions/opinions.

SpoilerBugs:
- Some slightly odd ordering with Alloyed shotgun shells, they're under SSL instead of shotgun. Maybe the enhanced shotgun goes there and they're actually under that? I haven't made any yet, so I'm unsure of that. I figure said shotguns would probably be by the regular shotguns though.
- Armor is slightly unordered under buying, but selling its in good order.
- Alloyed shells also cost an interesting amount to build compared to some other objects, I'm curious as to why is that. Its cheaper to make enhanced large rockets than eight alloyed shotgun shells. Was an extra zero added on there? They currently cost 3000 per.
- There was a research for IMP_TANK_CHASSIS (or something akin, I'm kicking myself for not taking a screenshot of it now), but it didn't unlock anything. Tanks are surprisingly durable enough though, I've had one take several point blank autoshots from plasma pistol wielding aliens with barely a scratch in health.
- On the note of tanks, the machine gun tank comes with free 40mm shots, which is slightly curious. It ate up the 200 shots, but I didn't have any 40mm shots for it to use.

SpoilerOpinions:
This section is more opinion than what I'd consider an actual bug, I'm more curious as to your input on this than action, if you have the time that is.

Accuracy seems a touch odd from play, lacking a bit of granularity in modifiers from range for a few weapons.
Machine pistols and submachine guns act fine, but weapons like the more two handed variety seem to have odd ranges I can't wrap my head around. Assault rifles can autoshot at max accuracy for surprising distances, sniper aimed shots don't lose that much when point blank (although a snap shot is always better there, which I consider good). Shotgun accuracy strikes me as weird at first due to it being so high, I used to use the shotgun mod by Warboy so I'm curious as to the differences there.

It also seems like that at times the jumps in accuracy from a block to another is surprisingly steep, or lacking at all is what I'm getting at I guess. Is this intentional, or might I have something messing with things? I have UFO Extender Accuracy on, so I don't know how that plays with (well or otherwise) your mod.

So far I've really been enjoying the mod and the options it brings to the table. I also love that tanks are actually useful, I was too used to them being useless that I didn't pick one up for a while until I was curious. Best 420,000 I've spent, honestly.

As a side note, I've edited the rulesheet for adding melee values to weapons (keeping the values as close to the original values for the type of weapon--with submachine guns (roughly in the middle of pistol-types and assault rifle-like types of weapons)) and accuracy (all base to 100% accuracy to make it actually worth an attempt, as they can miss unlike stunrods) being the only custom values--to accommodate for this mod, if anyone would like it I'd be more than happy to upload it.

EDIT: After playing around for a bit, I see what was throwing me off: weapons do have drop off, its just farther than I was used to and my engagements have been so far. Never mind the above then.

I'm not sure how helpful a save of mine would be, as its riddled with so many mods I'm not sure it may run without them. I've made sure they intersect with each other as little as possible though, though, so I don't believe they're contributing to the above. I could always be wrong though.

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Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: November 11, 2014, 07:56:13 am »
Thanks again! Arctic armor in the arctic, here I come.

Always a good idea to upload a save file to help KingMob4313.

I would, but I actually didn't test with a save. I just went to the quick battle on the main screen, equipped a soldier with it, and then shot them at the start. Pretty easy to test due to this, thankfully. I'll make sure to do that in the future though, if I run into anymore issues.

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Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: November 11, 2014, 05:03:55 am »
I have version 1.998, I'll run the test real quick in 1.9991

Edit: Crash is still there. Doesn't give a message either, just a straight up crash to desktop. Granted, it always did that.

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Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.997
« on: November 11, 2014, 03:11:10 am »
Hey, just wanted to say that this is an awesome mod that I'd be hard pressed to go without now. Its helped build a solid foundation for my mound of mods and patchwork that I call my OpenXcom game.

With that preface however, I've noticed an issue however with Arctic and Jungle armor. To make sure it wasn't a different mod issue, I made a vanilla OpenXcom with just your mod loaded, went to the battlescape with one of every armor type (jungle, arctic, and urban), and then took pot shots at them to see what crashed what.

People equipped with Urban armor present no issue, but when someone with Arctic or Jungle camo armor dies, it causes a crash. I've tested this with the light, improved light, heavy, and improved heavy. Issue is present throughout the lines. Sad that, I liked Arctic the best since I always make my first base in either the north or south pole.

On a far more minor note, there appears to be some minute, (what I assume is) unintentional graphical changes between images of the soldiers in the inventory screen. The armor is noticeably higher on one of them in the urban armor, and the spots change from being heavily accented to faded.

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