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 - hellrazor

Pages: 1 [2] 3 4 ... 135
16
Any updates on if Brutal AI and Hardmode are compatible with each other?

I must play!!!!!!!!!!!!!!!!!

Feel free to try it out, but I so far go with vanilla AI until the brutal AI learns to follow Route Nodes.
It will upset the balance, it will also change behaviour of alien units, to what degree I do not know and i do not want to know at the current state of time.

The Brutal AI also does not (at least as far I know) consider units stats like aggression or intelligence, it also ignores ROUTE nodes on maps.

I personally will stick with the vanilla AI for the time being. The vanilla AI does a pretty good job in Hardmode due to mapdesign and enemy density. At the current state it does not offer all the function the vanilla AI has consider Map Routes and Unit Stats. It ignores them.

My personal recommedation is until the Brutal AI can replicate all vanilla behaviour and its own improvements I will not recommend using it.

EDIT: I might even force it to be turned of via fixedUseroptions at least until a certain persons learns that map ROUTES exist for a reason and unit stats are important for unit behaviour. A certain person might be good writing good code, but ignoring big parts of the behaviour design is in my eyes foolish. Thats my personal opinion.

17
Interestingly enough my findings with Brutal-AI were that, at least in the very early-game, HME seemed actually easier on the Battlescape than TFTD, for example.

You start with two extremely potent tanks, some basic armor for your soldiers and have access to more useful weaponry.

I personally prefer Drones over the Tanks. Also when i added the Tanks towards the starting base storage, I reduce the starting funds accordingly.
And the armor for the soldiers does help a little but only against Plasma Pistols.

18
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: February 16, 2023, 07:17:15 pm »
This might be a bug in the engine.
I've stumbled upon something similar:
https://openxcom.org/forum/index.php/topic,10996.0.html

Could be worth to debug it and see if there's a fix on the engine-side.

Thats way out of my league... also  it also happened in DOS Version of UFO Defense so i am ok with it.
DOS behaviour wins. ;)

19
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: February 16, 2023, 12:13:18 am »
And now more serious bug. During base defense, I managed to stun Cyberdisk. I thought that all the cybers are dead and sent team of three people with stun pistols and rods to capture live sectoids. At the start of the turn, right behind the door stood a cyberdisk. I remember that you cant stun tanks in vanilla. But though. Hey, what if. And three of my guys somehow managed to stunn it. Final strike, I believe was a stun pistol. And, at the end of the mission I`m getting a crush screen reffering to invalid live alien or something like that. I loaded a save before killing final alien. Tried to finish "body" of a disk with grenades, but it didn`t help. Still crush. Had to replay. Luckily, I saved right after I stunned him. Save file in the attachment. He is lying right by the main door of the hangar  that is connected to main lift.
I presume, this could happen even by using something like a stun bomb.

Please update to the github Version Hardmode Expansion 1.0 WIP, you can find it here: https://github.com/hellrazor4223/hardmode-expansion/archive/refs/heads/master.zip

The bug was already fixed in the WIP Version, i could end the mission in the savegame by killing the two remaining Cyberdiscs and the alive one was recovered as intended. :)

20
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: February 15, 2023, 10:16:03 pm »
A minor bug (not sure it`s even worth mentioning) with a trajectory when using small launcher. If I attempt to shoot small launcher with soldier standing on the hill south of the landing craft (Sheu Li), game prevents me from choosing all nine squares of UFO`s to lift platform (no viable trajectory). Rest of the spots seem ok. Force shooting also works.

This is totally normal, also in Vanilla you can't the floor targets of the alien elevators. No way to fix this.

21
Original Xcom went through development hell. And was released way before they could call a finished product. Fortunately, it was a grate foundation for modding (since OpenXcom appeared).  It`s amazing that 30 years after the release, driven individuals can shape it be a game of their dreams. Maybe we will get to the point you get to release this as a finished product to the market ;)

I will NEVER ever release any of my modded stuff commercially! (Some stuff has licences which forbid that!)
I do this work for fun, for all people to enjoy and my intention is and always was to stay non commercial!!

Yeap. Mutons arrived a little before I could finish laser research. It was four or five painful missions. Too many had to sacrifice their lives to buy Earth some more time.

Hehe, great I hope they will be remembered!

Not only I do not mind, I fully endorse this long and complex research tree.

Good!

May I ask, why Elerium Rockets cost so much money to produce? 10k for a single shot seem to much. Especially considering that we are making them using other materials. Three Elerium-115 is 7,5k. Making a single shot cost 17.5k. I love rocket launcher, but in this economy, using Elerium rockets seems like luxury.


Yes they are expensive for a reason! Get more Engineers, to produce i usually put 24 of them on one base end let them endlessly produce Elerium Rockets.
Terrain destruction with them is just so fucking Powerful. :-P

Also, have you considered  adding alloy version of rocket launcher? A slightly lighter, and slightly more accurate. Maybe making switching rockets requiter fewer TUs, so that we could make expensive shots on targets that really worth it? Just a thought.

Rocket Launcher is good as it is. Unloading and relaoding is 15 TU flat. DOS Behaviour. So no, i see no benifits for a Alloy Version of this weapon or any other Weapon already in the Mod.
Alien Alloy Ammo basically upgrades your firepower with conventional Earth weapons.
Your next Evolution stack is Lasers, remember that.

So far(lasers mostly), I still can`t find a good use for rifles. Even though I want to. 16 to 20 tiles range is enough in most cases. Especially when we are talking some tougher aliens, those rifles just don`t do much. Auto shot is too inaccurate. Heavy Laser does it better(better accuracy and more shots) and end even has better snap shot(75% acc vs 65%). Let alone it deal more damage.  And for everything at distances further than 16-20 tiles, we have a Sniper. With sniper I can make two or three high hit chance shots. And each individual sniper shot, deals 60% more damage.
Maybe a double shot snap would make it a better alternative?

Laser Rifles are a good training weapons for rookies. Kneel, Aimed Shot Twice over the Map. Repeat his 6 zurn and you get max EXP for the soldier, if all shot hit.
If i have 4 new guys in a 16 man team, i actually do like that they can't kill stronger aliens right out, so they EXP with every hit/kill.
If you use UFO Extender Accuracy you will see its usage.

First Berserkers were fun(and still are). Encountered my first one on night terror mission. Laser shotguns what got me through. I`m very positive, had I had fever shotguns and more rifles on that mission, I would`t make it through.
Will sure try them out when I get to research plasma ones, and find a way to maintain squad not full of rookies.
Money is a very big problem. Can`t afford to stack radars so easily. But after playing a little more, UFOs become more frequent. Will see how things evolve. 
Even personal armour is rather far down the research tree. Let alone Power. Dealing with large Sectoid ship is fine. Pain in the ass but fine. Since it has only one Leader. But very large ones or bases early game is too much it seems.

Have you considered to let engineers produce Motion Scanner or Laser Canons for sale?
Engineer will nearly be cost neutral if you let them produce Motion Scanners for sale for the entire time.
The will run a certain profit once you start producing Laser Canons to finance yourself.

You have three income sources: Funding Nations, Selling Alien Loot, Producing and Selling Items (Motion Scanners and Laser Canons)

23
Range limits are no problem. Extender is something more general. It was taken into account in the algorithms that already were there and the only way I can think of doing something about it would be having a cut-off point where the accuracy is considered too low to be worthwhile. When I asked around I got inconclusive answers. Mostly that the accuracy displayed is not really a prediction of what will happen and if you are close enough you can still hit even at 0%.

AI won't take a shot at 0 accuracy but at any other it will. If it has several options it will do the one where accuracy * damage / Tu-cost gives the best value.

You now already know how to try and I've been thinking what additional options I could provide.

So far I've been thinking about the following:

1. cheating during movement-decision-making on/off (currently on)

2. different modes for attacking:
a) only what the alien can see
b) what other aliens can see too
c) with blind-fire
d) with outright cheating (being able to attack everything there is a line of sight to)

Could you live the link fr your github repo here?

So i can play round with this once i find time.

Thank you in advance.

24
Yay! Exponential growth of the amount of alien-bases! ;D

Potentially yes. This will need some careful balancing with all the other missions and especially how many missions occur.

Were you able to also find and fix the reason for still spawning supply-missions when you had disabled that?

I was happy to see i got it working, but it seems deleting the vanilla deloyments totally and only use the ones loaded by my mod seemed to do the trick, for some reason...

Anyway this topic can be closed @Mod.

25
Ok it was indeed the counter.

Now it works is intended and Alien Bases can propagate around Earth muhahahahahaha

26
The concept should be possible, if I remember correctly TWoTS also implemented such feature.

I cannot check the details right now, but if nobody answers until then, I'll have a look on Thursday evening.

Thanks Meridian it is really appreciated.

Maybe the game couldn't spawn do counter: 25501 UFO's with timer: 0....
That should have been counter: 1 and timer: 25501 (I corrected it in the message above, will test at home.)

I will check if these transponded numbers were the issue :D

27
Hi,

I wanted to let alien bases, be also able to directly call in the construction of another alien base.

The following setup I have tried so far:

Code: [Select]
alienMissions:
#BEGIN ALIEN BASE BASE MISSION
  - type: STR_ALIEN_BASE_BASE_MISSION
    points: 250
    objective: 2 #Built a alien base
    siteType: STR_ALIEN_BASE_ASSAULT
    spawnZone: 4 #Mission zone for alien bases
    operationType: 5
    operationSpawnZone: 4 #Mission zone for alien bases
    operationBaseType: STR_ALIEN_BASE_ASSAULT
    raceWeights: *BASE_TERROR_INFILTRATION
    waves:
      - ufo: STR_EXCAVATOR
        count: 1
        trajectory: P4
        timer: 25501
      - ufo: STR_SUPPLY_SHIP
        count: 1
        trajectory: P5
        timer: 60
      - ufo: STR_LAB_SHIP
        count: 1
        trajectory: P5
        timer: 60
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P6
        timer: 60
        objectiveOnTheLandingSite: true
        interruptPercentage: 33
#END ALIEN BASE BASE MISSION

Code: [Select]
alienDeployments:
#BEGIN ALIEN BASE ASSAULT
  - type: STR_ALIEN_BASE_ASSAULT
    data:
      - alienRank: 6
        lowQty: 1
        highQty: 2
        dQty: 2
        percentageOutsideUfo: 50
        itemSets: *EMPTY
      - alienRank: 7
        lowQty: 1
        highQty: 2
        dQty: 2
        percentageOutsideUfo: 50
        itemSets: *EMPTY
      - alienRank: 8
        lowQty: 1
        highQty: 2
        dQty: 2
        percentageOutsideUfo: 50
        itemSets: *EMPTY
      - alienRank: 9
        lowQty: 1
        highQty: 3
        dQty: 0
        percentageOutsideUfo: 50
        itemSets: *EMPTY
      - alienRank: 11
        lowQty: 1
        highQty: 3
        dQty: 0
        percentageOutsideUfo: 60
        itemSets: *RANK_11_LARGE
      - alienRank: 10
        lowQty: 1
        highQty: 3
        dQty: 0
        percentageOutsideUfo: 60
        itemSets: *RANK_10_LARGE
      - alienRank: 5
        lowQty: 5
        highQty: 8
        dQty: 4
        percentageOutsideUfo: 0
        itemSets: *RANK_5_LARGE
      - alienRank: 4
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets: *RANK_4_LARGE
      - alienRank: 3
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets: &RANK_3_LARGE_HE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_FIRE_BOMB
          -
            - STR_PLASMA_SHOTGUN
            - STR_PLASMA_SHOTGUN_ELERIUM_CLIP
            - STR_PLASMA_SHOTGUN_ELERIUM_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_FIRE_BOMB
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_ELERIUM_CLIP
            - STR_HEAVY_PLASMA_ELERIUM_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_FIRE_BOMB
          -
            - STR_PLASMA_SHOTGUN
            - STR_PLASMA_SHOTGUN_ELERIUM_CLIP
            - STR_PLASMA_SHOTGUN_ELERIUM_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 2
        lowQty: 1
        highQty: 4
        dQty: 0
        percentageOutsideUfo: 0
        itemSets: &RANK_2_BASE
          -
            - STR_PLASMA_SHOTGUN
            - STR_PLASMA_SHOTGUN_CLIP
            - STR_PLASMA_SHOTGUN_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_FIRE_BOMB
          -
            - STR_PLASMA_SHOTGUN
            - STR_PLASMA_SHOTGUN_ELERIUM_CLIP
            - STR_PLASMA_SHOTGUN_ELERIUM_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_FIRE_BOMB
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_ELERIUM_CLIP
            - STR_HEAVY_PLASMA_ELERIUM_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_PLASMA_SWORD
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_PLASMA_SWORD
      - alienRank: 1
        lowQty: 2
        highQty: 4
        dQty: 0
        percentageOutsideUfo: 0
        itemSets: *RANK_1_LARGE
      - alienRank: 0
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_ELERIUM_CLIP
            - STR_PLASMA_RIFLE_ELERIUM_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
          -
            - STR_PLASMA_SHOTGUN
            - STR_PLASMA_SHOTGUN_ELERIUM_CLIP
            - STR_PLASMA_SHOTGUN_ELERIUM_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
          -
            - STR_PLASMA_SNIPER_RIFLE
            - STR_PLASMA_SNIPER_RIFLE_ELERIUM_CLIP
            - STR_PLASMA_SNIPER_RIFLE_ELERIUM_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_ELERIUM_CLIP
            - STR_HEAVY_PLASMA_ELERIUM_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
          -
            - STR_PLASMA_SHOTGUN
            - STR_PLASMA_SHOTGUN_ELERIUM_CLIP
            - STR_PLASMA_SHOTGUN_ELERIUM_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
    width: 60
    length: 60
    height: 2
    terrains:
      - UBASE
    shade: 10
    script: ALIENBASE
    briefing:
      textOffset: -16
      background: BACK01.SCR
      showTarget: false
    objectiveType: 3
    markerName: STR_ALIEN_BASE
    markerIcon: 7
    genMission:
      STR_ALIEN_BASE_BASE_MISSION: 100
      #STR_ALIEN_BASE_ABDUCTION_MISSION: 10
      #STR_ALIEN_BASE_HARVEST_MISSION: 10
      #STR_ALIEN_BASE_TERROR_MISSION: 20
      #STR_ALIEN_SUPPLY: 70
    genMissionFreq: 10 #60% chance to generate a mission each time the trigger is called, usually daily
    genMissionRaceFromAlienBase: false #Supply is still alien base race, all others pick from mission raceweights
    alienBase: true # this is only to tell new battle mode what to do with this deployment
    objectivesRequired: 16 #MCD defined specialtype
    objectiveComplete: [STR_ALIEN_BASE_CONTROL_DESTROYED, 500]
    objectivePopup: STR_CONTROL_CENTER_DESTROYED
    points: 34 #points aliens get for a base each day
    cheatTurn: 7 #Force Attack Mode
    winCutscene: winMiss
    loseCutscene: loseMiss
    abortCutscene: abortMiss
#END ALIEN BASE ASSAULT

The other commented out genMissions do work as expected and i was able to test them successfully.
But when the game tries to generate this STR_ALIEN_BASE_BASE_MISSION, it just crashes.

Maybe i did oversee something, but I am at a loss here. Any Ideas?

28
Hello. A new Hardmode enjoyer here. Would like leave some feedback.
I`m playing latest Version 0.99.9.
First of all, I`d like to thank Hellrazor for this extremely painful but incredibly fun and enjoyable experience.

Thanks your feedback and for the praise. I hope you will enjoy the mod until the end, if you get that far. :)

I`m have been playing this game since release in 1994. Had a classic transformation from save scum to Ironman.
But I`ve never been a super hard core player who knows every ins and outs of the game.
Very long time ago I found original UFO to be very easy.
And switched mostly to TftD since OpenXcom made playing that game a much more reliable experience.
However, some design decisions of TftD always made experience significantly less enjoyable.
I`m of course talking about two staged terror and base mission.

Well i played TFTD myself in the past, but the two stage terror missions and the two stage base missions, were a turn off for me.
I really disliked several of the design decisions in TFTD also.
Once i discovered OpenXcom, i started modding and Hardmode Expansion was being born in 2014 (if i recall correctly).
It basically is my own imagination of UFO Defense, different but still totally in the sense of gameplay vanilla mechanics.

I think that original Xcom almost nailed pacing part of the game from very beginning.
And right now I see Hardmode as a perfect combination of two games.
Much more transparent and easy to follow pacing, and a real challenge difficulty wise. 

In my opinion the original Xcom could have needed some more time with playtesters, to iron out some stuff.
ResearchTree and Economy mainly, this was one of the main reasons for this mod.

I`m having my first play through (watched some let`s plays of the mod that sold me on the idea. Thank you Loonsloon), I just transitioned to May. Got my first live alien and working on dataslate.
Here is some feedback and questions based om my limited experience:

Ohh wait until you get to the later months and nasty enemies will show up.
I advice to keep distance from red colored Mutons :)

1)   New research tree is amazing. Really like the idea of alloy rounds to make transition to Lasers much longer and rewarding.

Thank you, you will need a lot alive ranked aliens to get to higher tech. Hope you do not mind. ;)

2)   However, I find new shotguns to be slightly over tuned compared to other weapons. And super over tuned compared to Rifles.
For example, first though on new Grenade Launcher was – “OP as hell”.
But very soon, I understood that terrain made them very balanced. Plenty of obstacles.
I presume a deliberate design of some new UFOs that provide addition cover.
Let alone almost zero use in closed environments like bases.
Shotguns on the other hand, seem to have zero down sides. First of all, Shotgun snap shot is mathematically over five times better over rifle.
They both have same TU cost of 25%. Same accuracy of 60% but rifle shoots only one round and shotgun shoots five of them.
In comparison, Rifle auto shot is just a joke. Three shots with lower accuracy and higher TU cost.
And on top of that, add higher damage of individual round of a shotgun. 46 against 40.
I feel like rifles need a boost in accuracy and TU cost to be justified.
And no, I don`t think that higher values for aimed shot compensate. Snipers are better and we always have second support trooper for CQB.
Besides, you only need two snipers at most. Maybe two grenade launchers (if terrain allows it), rest is just shotguns.

The grenade launcher and the modified small launcher are especially powerful, when the terrain is good.
And they are nearly totaly useless indoors, due to the arking shot.

Shotguns, yes go down the road of overestimation of them and it will be your downfall.
Shotguns only have a effective Range of 20 tiles, of course you can forcefire but in my eyes it not really worth.
Id rather take some Aimed Rifle Shot or Snaps shots, when the enemy is more then 16 tiles away.
If find the random bullet spread on distance with shotguns just to dangerous for my own units.
I occasionally use Scatter Lasers to clear obstacles in midrange, but Shotguns class weapons are designed for a fighting distance of 1 - 16 tiles distance.
For high hit point enemies consider distance 1 - 8 tiles to deliver massive damage, play shotgunners similar then in NuCom (Thats the idea, with Advanced Movement Methods, you can run and strafe!).
Also Conventional Shotguns with Alloy Rounds are a pretty safe way to kill Chrysalids up close, they can oneshot them (Crit!!).
Cyberdiscs can also be killed with them, but Alloy AP Heavy Canon can do that better from distance.

Rifles (and of course Sniper Rifles) deal safely with long distance low HP units, Shotguns deal safely with short distance high HP units.
And there are some really nasty high HP units. Please let me know of your first encounter with Muton Berserkers ;)
I enjoy listening to the pain they provide to player units.

3)   Are melee weapons just fun service? For now, I see zero use for them. Maybe later versions will change my mind.   

Melee weapons are designed to deliver massive damage in CQC, all melee weapons apply the units strength towards the damage.
A soldier with 70 strength and a plasma sword can deal 0 - 340 damage. If attacking from behind he will not trigger reactionfire.
I may change the usage TU of melee weapons in the future, currently its a fixed 20 TU per usage, i think percentage wise would be better.

4)   In my play through if found remarkably few UFOs. It`s may. I saw only 24. Most of them are very small that often outrun my Interceptors.
And significant chunk had been large sectiod ships.
I have three radar bases in regions that game claimed to have alien activity.
But after construction, two of my bases had zero contact. I know of the second base. But it`s a sectiod base.
Basically invulnerable at this point. Found third one after region had signed a pact with aliens and luckily it was mixed Floater/Sectoid base.
In normal game this good for you. But here, where main income is missions, that is a significant problem.
I feel like things will start to fall apart by the end of the month.
What`s even stranger, is that I watch Loonsloon`s play through, and he had been doing better than me in terms of dealing with aliens, and yet, he sees plenty of UFOs.

Get more Rader bases and check your graphs for activity. You can also stack large radars on bases.
It also depends on how many UFO's you shot down, i avoid shooting down UFO's and try to catch them when being landed. (No retaliation)
Usually 3 is enough on one base to nearly detect any UFO which comes in range. You get more discovery checks.
If you know were a alien base is, make sure you build a base of your own nearby, place a combat team there and milk supply ships for money.

5)   Psi…. Oh boy, where to begin with that. This part of the game had always been most broken and frustrating.
Second month – full Sectoid base.  Zero chances of successful assault.
Also, that makes all large UFOs I find near that base pure Sectoids. Making them a low chance gamble for an Ironman play through.
Perhaps, we could tune game logic a little bit. So that pure Sectiod crews appear a little further down the road?
Or, I`d make Sectoid Psi abilities slightly weaker. Like increase TUs to make them use it slightly less often.
That will give us a proper fighting chance and we could meet Ethereals prepared.

A hint:
Get some Personal Armor or Power Suits, once you have Pistols with Alloy Ammo and normal HE grenades are all you need to handle full sectoids supply ships.
Bring a big team, a few guys will go nuts, but they can't hurt themselves or others. Its the perfect opportunity to capture a sectoid leader for psionics.

6)   On top of that, I`d make our solders unable to use attacking Psi abilities. And made Psi-Amp in to a purely defensive mechanism. Not impenetrable shield. But additional protection for Psi attacks. 

You can't MC Ethereals anymore. What i was thinking is making Psi-Amps use up stamina with each attack.
Your soldiers will be basically safe from PSI attacks with Psi Str 80+, when being close up to Ethereals you want Psi Str 90+.
In Harmode Expansion v1.0 lategame enemies will be more resistant to Mind Control, especially over long distance.
Your Psi Soldier will have to move up, to reliably control enemies. At least thats my idea, with this change.

7)   Some minor terrain issues. Particularly I had some very frustrating jungle/pyramid layouts that made large UFO site frustrating as hell. Very narrow paths.
Extreme amount of vegetation.  And more importantly, when I tried to clear path, most of the vegetation turned out to be immune do explosives and incendiary damage.

Noted, I have to recheck the pyramid and the some of the jungle terrain destructability.

But again. Thank you very much for this mode. It was super fun. Hoping it will improve over time and more people will hear about it.

Thank you for your feedback. I hope you enjoy playing the mod.

29
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: February 13, 2023, 02:56:17 pm »
Ok. I have a save file with bugged terrain, where alien is stuck in inaccessible part of the map.

That also can happen on vanilla polarmaps with water. Nothing i can do about it.
Kill it from distance.
The map is randomly assembled.

30
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????

Pages: 1 [2] 3 4 ... 135