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Messages - Yeoman

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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 17, 2019, 03:52:33 pm »
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.

OpenXcom Extended / Re: OXCE v5.4.1 for Android
« on: May 06, 2019, 04:16:07 pm »
In the next version (v5.4.2) there will be a small blue button on the screen to toggle night vision; Android only.

Will there be an option to hide the button? I personally don't like using night vision and I would just find that button annoying.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 03, 2019, 03:35:08 pm »
It should be fixed now, as of version 1.2.2. Stealth update just for you, or anyone reading this.


Sorry, I don't mean to nitpick but seems the same change wasn't applied to the hovertank ammo.  I figured out how the code works though so I'm able to tweak it on my end.

Also, I really like the recent change to the first aid kit. The heavy TU cost gives you good reason to consider putting the resources to research and make medi-kits even if you are only after the healing. I had a guy who was knocked unconscious by a shot and I almost wasn't able to save him because my medic ran out of TUs to heal him that turn. At the same time, the first aid kit still retains its niche of being able to heal slightly more hitpoints.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 02, 2019, 04:19:17 pm »
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?

In my save, I have all plasma weapons unlocked and when I complete research for UFO Construction, I don't get any pop ups at all about new things I can manufacture even though hovertanks and their ammo are now available in the manufacture menu.

EDIT: Attached the save file.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 01, 2019, 11:18:55 am »
Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.

OpenXcom Extended / Re: OXCE v5.4 for Android
« on: April 27, 2019, 11:17:31 am »
Which mod?

PS: for me it works fine...

Seems I misunderstood the changelog, or rather I didn't review the OXCE xcom1 files -- the Skyranger and Interceptor will always show up by default because they have the forceShowInMonthlyCosts attribute set to true. I was playing Reaver's megamod on PC and noticed that one of the mod crafts no longer showed up in the monthly costs page and attempted to reproduce it on Android by getting rid of my Interceptors.

OpenXcom Extended / Re: OXCE v5.4 for Android
« on: April 27, 2019, 07:23:37 am »
I tried the 5.4 release and noticed that the monthly costs page still includes reports of 0 quantity crafts. The PC version does not have the same issue and behaves as expected. I tried both upgrading from 5.3.2 and uninstalling and installing 5.4 and the bug(?) is still there.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: April 21, 2019, 04:40:38 am »
Trying out the new version, seems that attempting to view the ufopedia entry of the rocket launcher crashes the game.

"OpenXcom has crashed: UFOpaedia Article STR_EXPLOSIVE_ROCKET not found"

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: April 19, 2019, 02:52:29 pm »
I'm having fun with this mod, the money and base management are much stricter than in vanilla. Haven't gotten far yet but interceptions also seem more difficult and gives you good reason to build more bases to sustain a larger air force.

It becomes tough to decide when to start using plasma weapons because you can't make ammo on your own. However, it also makes the move to laser weapons a no-brainer and basically mandatory.

Being able to buy specialized soldiers makes it far less of a big deal if you lose good soldiers, which may not be a welcome change for some.

I don't really appreciate the additional hangar and transport in the starting base. Do players typically use more than one transport? Moving your soldiers' equipment from one to another is a pain in the ass. I just sell the Skyranger and use the Custodian. Seems like by the time the speed of the Skyranger becomes relevant (when you have UFOs all over the globe and deal with multiple crash sites at a time) you would have a built a second base with a second team.

I noticed that craft that you have not unlocked yet will sometimes show up in the base expenses menu. For example, I have researched UFO navigation and now I see Albatross listed in the base expenses menu even though I should only find out about that craft after also researching Elerium. Not sure if it's a bug with the mod or a limitation of OXC/OXCE.

Area 51 / Re: Area 51 - General Feedback thread
« on: April 11, 2019, 05:26:19 pm »
I did one of those defense missions. The frustrating part about it is that the installation is covered in high fences that your bullets can't go through (they have to be destroyed first) but the enemies' plasma weapons go through them. A bunch of your soldiers are placed in the second floor of the building when the mission starts and they're basically useless and you have to get them to the roof or on the ground outside.

Having high fences for such buildings makes sense, but it's counterintuitive (you expect it to help you, but it works against you) and not fun to deal with with the way they work in the game.

Area 51 / Re: Area 51 - General Feedback thread
« on: April 09, 2019, 05:52:16 am »
Just encountered this "Superman" during a terror mission, haven't checked yet what the whole thing is about but the unit sprite's face/hair is not consistent with the portrait

EDIT: I realize now that most civilian sprites are not exactly same as their paper dolls, but this one particular sprite looks really odd

OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: April 09, 2019, 03:56:10 am »
Noticed that opening doors seems to require energy in OXCE (even though none is consumed) whereas it doesn't in OXC. Also, when you attempt to open a door but don't have enough energy, the "Not Enough Time Units" message is displayed.

This is with v5.3.2 / 2019-03-18

Area 51 / Re: Area 51 - General Feedback thread
« on: April 08, 2019, 03:32:39 pm »
This has made me consider a number of issues regarding pilots, thank you. An immediate fix would be to set their cost to be the same as soldiers, as you pointed out their differences in cost/salaries. And there are also other issues here, although I'll need to reflect a bit about this first but I'll get back later to you on this topic.

Meanwhile, there's an easy way to disable pilots, because I'd also agree that it would be an unwanted change in the middle of a game, if you're interested.

I think simply making them cost the same as soldiers and have them treated as additional required soldiers is not the way to go. It just cheapens the whole premise and makes it a weak and superfluous addition to the game.

I would say that the only meaningful contribution of the pilot system is in the UFO dogfighting. And if that is the main point of having pilots, then they should not have to bleed into the Battlescape.

I suggest just making pilots have their own set of stats and have no other purpose than to fly. Maybe they grow stats based on each shot landed in interceptions (maybe a lesser percentage for cannon), each shot dodged, and each troop deployment/landing.

Do you remember what was the mission or UFO type involved? Because the larger the UFO, the more xenophobia will your soldiers be likely to fell.


So, what usually happens is that one guy suffers UFO phobia for several turns, and also makes 0 kills while the rest of the squad is killing every alien on sight, so the poor bastard doesn't gain morale from those kills to offset the building xenophobia. Eventually the morale drop causes the soldier to panic, and it can look that he freaked out of the blue if this xenophobia build up hasn't been detected before by the player.

One case was the abandoned factory mission which had 16 aliens, and another was a medium scout UFO land assault which had around 6 aliens. What you describe seems exactly right -- I have a bunch of guys killing aliens and one of my guys who's just hanging back gets panicked. One might justify it as abstraction of a soldier panicking because he's left on his own. But the problem is that this can also occur if he's tagging along other guys who are doing all the killing, in which case his morale should actually grow because he feels secure with his squadmates. Either way, the system seems to punish playstyles that are less than aggressive and also somewhat force players to be conservative in the number of guys they deploy.


Let me just add, my expectation of this mod is to increase the variety of the game in a way that stays consistent with the vanilla gameplay while also addressing some of its shortcomings, namely the lack of weapon choices and the quick beeline approach to researching plasma weapons. To be honest, I'd rather do without additional gameplay systems like pilots and xenophobia.

The new maps are gorgeous, but I'm not enthusiastic about the monthly/bi-monthly? mission maps. I've only played the factory mission and the military base and they seem to not have enough variation. That, combined with the fact that they seem mandatory for the first month, reduces the replayability of the mod, I think. The factory map is way too large and complex, and again, does not seem to have enough randomization. I have two concurrent playthroughs (one in my desktop, one in my phone) and going through the factory mission more than once feels exhausting.

Area 51 / Re: Area 51 - General Feedback thread
« on: April 07, 2019, 05:06:59 am »
Not really feeling the addition of pilots. I don't enjoy the additional layer of management and clutter. When I'm at the soldier menu, I only want to manage soldiers, and I only want to bring people who I intend to use as soldiers. I don't enjoy being forced to bring additional people and try to find a way to make them useful when I already have a squad. And you can't really say that you can just use them like normal soldiers because they cost more to replace.

Also, I don't think it makes sense that firing accuracy correlates to accuracy in using a fighter craft's weapon systems. And I don't think it makes sense that pilots are required to fly the Skyranger but if the pilots are killed during the mission, you are still able to fly the Skyranger back to your base. It all feels very forced and hokey, it's easier to just imagine nameless pilots doing their work.

EDIT: Also, regarding morale, I had a poor experience with it. During one mission, I was killing aliens left and right and one of my soldiers panics out of the blue. It doesn't make sense because I just wiped out over 80% of the aliens and was just hunting the last remaining few, suffered no casualties, no wounded, it doesn't make sense for a soldier to suddenly lose morale. I assume this is due to the new system in 0.97 but I haven't tried prior versions of the mod.

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