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Messages - hellrazor

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61
It's tricky to mitigate them, but it can be done. Usually, the aliens hurt themselves with blasters more than they hurt the player. Spreading your troops out helps, but clearly doesn't help enough sometimes. I don't know if Hardmode has it the same way, but in vanilla, aliens cannot fire the blaster launcher within their first two turns. You can take advantage of this grace period to get your soldiers into a safer defensive positioning. Covering all of your troops with smoke is also very useful; if the aliens can't see you then they won't fire blaster bombs at you. They also prefer not to use grenades and blaster launchers against single targets. If only one soldier is visible to the aliens and the rest are obscured by smoke, the aliens usually won't use explosives. You can try to learn which alien craft have blaster bombs and avoid those if you don't feel ready to go against them, or use a cheap disposable crew to mitigate the loss from any unlucky blaster bombings.

There are more strategies I'm sure, those are just the ones I came up with off the top of my head. It's not called Hardmode for nothing!

Hey,

Really enjoying the mod so far but sadly just lost a playthrough due to some unlucky alien blaster bomb fire. That got me thinking, could you include a little supplementary mod to remove blaster bombs from the main mod (like the ones that make it always day or night)?

I just feel like blaster bombs are just so devastating with no real way to mitigate their damage through effective strategy or though tech and that alien grenades offer a similar but more reasonable threat that I can limit by positioning soldiers thoughtfully.
Aliens can use all weaponry starting from first round. If you catch the Squadwiper then you catch it.
And I will not remove Blaster Launchers and Blaster Bombs from my mod, your suggestion to do this as a kind of submod would be possible, but it would only work correctly when loaded in the correct mod loading order, removing blaster would mean to use a different set of alienDeployments. Once you get close to Blaster Launcher wielding alien, they are more likely to use their Plasma Sword or Plasma Blades to stab you or your tank or your drone.

62
It was another streamer. :) Mister Jopper

Oh right, sorry for the mix up.

63
Playthroughs / Re: Hardmode Expansion Run
« on: October 19, 2021, 04:41:22 pm »
I really liked how his North American Base got severely trashed by some minor mution retaliation force.
I really enjoyed that part. Had to rewatch the work of the muton berserkers a few times, to reach my full satiesfaction :D

64
Will you port it to OXCE to have all that new features?

I will port it completly over to OXCE, just for the Quality of Life stuff for the player.
However, the next Version will not have the Terrain Pack content from Hobbes in it and for the time being also not a replacement (its a lot of work...)

I probably will use Maps from the Community Map Pack in the future. So sorry groundmissions will then be a little bit boring for some time.

65
If you want to learn how to play XCOM - you should finish Hardmod in SH/IM

Thanks for the praise.

My girlfriend will finish her brainstroke recovery soon, then I will be having time again to mod more actively.

66
Well, there is a hardcore OXC Russian-speaking streamer, Evil_bl (https://www.twitch.tv/evil_bl) that plays many mods SH/IM, and do it very well. I usually use his opinion for balance purposes, as he is able to find any abuse, that is presented in the game, or even a little unbalanced thing. So I watch him, look at what he is doing and think if I can nerf this effective tactic  :P

Tho he streams in Russian, he is very welcome for English-speakers and would answer in English. So you can ask himself, he streams very often.

He recently said that is you want to learn playing OXC well, you should finish Hardmod (I think he recommended Veteran, but not sure).

Oh right yes. I remember, especially the way he was swearing sometimes. :D
It was really nice to see how he evolved in his playstyle during his attempts.

And he used TFTD damage rules if i recall.

67
I heard feedback that it is a good way to learn how to play OXC right.

Really? Thats sounds nice. Never considered that there is a teaching aspect actually.
Please elaborate.

68
I'd recommend doing it, and this is coming from the author of the only other megamod in the community to dedicate to OXC. Even in Faithful, I added a few OXCE features just because there were things I felt the mod needed that couldn't be done otherwise. Faithful still maintains balance centered on OXC as much as possible but runs about the same if not better in OXCE just because OXCE really is generally superior.

Well there is definitely a lot of Quality of Live stuff in OXCE. The craft and soldier equipment templates for example, i do not even wanna play without those any more :D.
What it still lacks is a better financial overview, but I have not checked the newest version. Lot of shit going on.

When I finally upgraded to OXCE, I rebranded my mod as Harmony and left Faithful where it was. The inspiration I got from reading the ruleset reference and seeing all the new options available to me led to Harmony's additions on top of Faithful being two or three times as extensive as Faithful itself. You could do likewise perhaps, make a Hardmode 2 or something, leave Hardmode to function in OXC and move on into OXCE. I promise you that you will not ever look back.

To some degree I am actually thankful to Hobbes, forcing me to remove those globe terrains (I still have those archived on my disc for personal use, I wish he could just accept them.. sign...). I basically have a clean mod now on which I can work on the core stuff.
I think i did a job at changing the economy and the research, these two components will smack the player in its face on a regular basis, you will face financial problems and the question of what to research next.
The Economy eases up a little bit when the player starts producing Laser Canons and is gaining some independence from the funding countries.

Also you must keep the number of alien bases in check, they tend to multiplicate, I guess technically I could add Hunter Outposts, once a alien base exists for a specific time, it will start hunting X-Com crafts, flying near by or so?
I also saw that it is now possible to spawn VIP's, which can be recovered. Rescue these two Egg Heads or so.

I was also thinking back on our chat about the difficulty of the mod. I think you said your mod wasn't difficult enough because of how it stacks up against some of the other mods in the community, and I said those mods are also really difficult, I said Hardmode is definitely a really difficult mod. But I remembered that you once said the mod is only designed to be played on Superhuman difficulty, so I was thinking perhaps you could flesh out the difficulty ranges and design the mod to be played on all five difficulties, ranging from hard (Beginner) to crushingly difficult (Veteran) to absolutely nightmarish (Superhuman). People could still enjoy the mod, but nobody would ever say it was too easy. I've had a fair bit of experience with difficulty settings and tweaks, so I can offer you some help on that either here or on Discord if you're interested.

But fair warning: modding in OXCE quickly gets addictive! If you're limited on available time, you might think twice about it, or at least pace yourself.

Well the thing is, for example i would never be playing Piratez. Personal choice. I found the Final Mod Pack a bit slapped together, with things that really did not make sense, especially some research stuff.
Also I never liked the weapon designs. Designing weapons and their use cases and usage limitations is something very important. I am not a fan of weapons, were you can only shoot or move in one turn. Or being forced to have only single shot weapons, because some people played too much with UFO Extender Accuracy and think weapons with autoshots are a disgrace.

I think Hardmode can also be played on lower difficulty settings, without issues. Even thou maybe it is then harder for the player to balance the economy (reduced loot income), would require test (testing takes along time...)

You can add 100.000 useable Items/Weapons to a mod and call it a day, or you go and add specific Items/Weapons, which each has a unique use case.
What is the big difference you may ask?

Look at the Final Mod Pack or Piratez for example. There is so many "clutter" weapons in the bank of those mods. Not all of them have a unique use case.
So what happens? If it does not have a unique use case, or a easily to determine advantage for the player, it will never be used and stays "clutter".

To be honest I so far in all those years, I never finished playing my own mod, ey i gotten to November and now i being pummeled by Muton Elites. I did go a little bit overboard with having 6 strike teams and the entire shit of moving equipment around keeping track of ammo, restocking items base management got a little bit crazy.

I mean there are certain people, who really seem to like my mod and I am wondering why (the main purpose was to build a player torture machine... so many masochists out there :D)

69
Thank you.

I'm slowly grinding my way though, I'm just focusing more so on the basic information, I've left room for a brief strategy guide for later down the track but at the moment I think its best to keep things to the facts.

Since my Ufopaedia account is now working, I look at finished articles and make small corrections if I find something wrong/msileading if you do not mind. ;)

If someone wants to lookup how effective a gun is, or what a certain enemy does, it should be on the wiki.

Ineed that is important.

Of course all this wiki work has made me appreciate not only the amount of effort that's gone into the mod. But how god damn terrifying Chrysalid Spitters are, one shot zombification from across the room is nasty.

They are nasty indeed.

I might consider to actually convert to mod to OXCE, there some interesting things, like having countries rejoin X-Com after alien bases, which made the pact is defeated and interrupting infiltration missions. Even thou i really really do not want to deviate from vanilla principles.

70
When you try to log in there is a "Forgot your password?" link. Does that not work for you?

Jeah i found it.

I would start with SupSuper. If he can't, he likely can at least point you in the right direction.

That was the way to go.
Now i am able to login into the Ufopaedia :)

That's most excellent, I'll have to redouble my efforts to flesh out the other pages.

I like the flavor texts :)

71
No problem, I've been able to peruse the ufopaedia via just looking at the game files from the mod, I've mostly used it to give flavour text for some of the wiki pages, like what the 'technical' objectives of certain UFO classes are for.

If you do make an update, my troops would appreciate less industrial/island/ship terror missions and more vanilla ones  :)

I'm sorry to hear about your girlfriend, I've worked with people who live with the condition and I can understand the long term implications and difficulties in the rehabilitation process. I can only wish you and her the best in the recovery process.

I really like the Ufopaedia stuff and also the flavor text :)
I added the Ufopaedia entry to my documentation and the Modpage on mod.io.

Still have to find out who can give me a new password for my ufopaedia account.

72
I've become so well enamoured with the mod again that I've gone ahead and started making a wiki page for it on ufopedia. I'm slowly adding content to it but if anyone wants to browse or help, go on ahead.

For the 3 people who browse this anyway. 

https://www.ufopaedia.org/index.php/Hardmode

Awesome. Thank you for doing this.

I should really work on a update.

My girlfriend had a brainstroke and this is now not easy at all. Life is sometimes fucking you harder then any mod...

EDIT.: Sadly I can not remember my password for the ufopaedia.

73
I'm experiencing a crash when firing a smoke pellet, I'm new to openxcom and can't understand what the .log is telling me. I have the latest nightly version and as far as I can tell have installed the mod as per the instructions. any help would be greatly appreciated.

[25-08-2021_02-10-35]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[25-08-2021_02-10-35]   [FATAL]   0x54eb20 OpenXcom::CrossPlatform::stackTrace(void*)
[25-08-2021_02-10-35]   [FATAL]   0x5523f0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[25-08-2021_02-10-35]   [FATAL]   0x40dca0 signalLogger(int)
[25-08-2021_02-10-35]   [FATAL]   0x87bac0 xbrz::nearestNeighborScale(unsigned int const*, int, int, int, unsigned int*, int, int, int, xbrz::SliceType, int, int)
[25-08-2021_02-10-35]   [FATAL]   0x7780e880 UnhandledExceptionFilter
[25-08-2021_02-10-35]   [FATAL]   0x77908c40 RtlCaptureStackContext
[25-08-2021_02-10-35]   [FATAL]   0x778e7960 RtlGetAppContainerNamedObjectPath

Can you tell me the Version number or attach the version of the mod in a zip file? That would be really helpful.

74
Game can't find the sprites/frames in the X1.PCK spritesheet.

I guess a wrongly modded hitAnimation; or something related.

I check it.

75
Is it fully playable now?
Because I wanna test :)

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