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Messages - Coincident

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1
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: February 18, 2020, 01:28:45 pm »
Hello Firestorm_01.
Thank you so much for your contribution.
I will take a look at your pull-request, and include the changes in a new release as soon as possible.

Yeah, this mod includes an old (but stable) version of the Terrain Pack. I did try updating it once, but I failed miserably; it broke half the maps, and I didn't understand why.

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Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: July 21, 2019, 06:20:06 pm »
Version 1.2 released in the mod portal with the research fixes - OXCE is now supported.

I did not fix the transparency warnings because I have personal stuff going on with my life and I dont have a lot of free time ATM.
I will fix them at a later point in time, once they become a more pressing issue.

3
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: July 14, 2019, 10:11:46 pm »
I just fixed the missing research problems that caused the mod to crash on startup when using OXCE.
I updated the master version of the mod - it's not published yet because I still want to take a look at the transparency warnings.

But anyway it should work now. Download it from here: https://github.com/Coincident/XCOMClassicRemastered/archive/master.zip

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Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: July 12, 2019, 04:47:51 pm »
Ah, I see. I was not aware of those details about OXCE.
Thank you for the help Meridian.  :)

Those issues don't look like much trouble. I'm confident that I can take a look and fix them during the weekend.
So, probably, there's going to be an OXCE-compatible version soon.

5
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: July 12, 2019, 11:51:34 am »
Too bad it doesn't use OXCE as a base, I stopped using Nightlyes loooong ago.
I didn't prepare this mod for OXCE because I didn't need any of it's advanced features. But if OXCE is backward compatible with the vanilla rulesets, then it should work without problems.

Did you try it with OXCE? Did it crash or give you some error message? If it's an easy fix I can work on it and also support OXCE with this mod.

But otherwise I'm not willing to invest a large amount of time doing changes (or branches) that are specific to OXCE. Just download a nighly to a different folder and use it play this mod. For everything else you have OXCE.

I still get the crash at startup. something with the floater commander.
That should be a different problem from last time, I think.
There must have been a new update in the nightlies, for which something in this mod is incompatible. I will look into this as soon as I get some time (probably this weekend).
Until then, a temporary solution is: downloading a slighly older nightly (from 1-2 weeks ago) and it should work.

6
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: July 02, 2019, 02:03:39 pm »
Errrrrm... so, yetiisyou was playing with both XCR and FMP mods active at the same time?  :o
I'm surprised it didn't just crash.

This megamod is not meant to be mixed with any other mods.

Even if, somehow, it does not crash, the balance (and the point of this mod) will be completely broken. The game might get stupidly-easy, or literally impossible.

7
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 29, 2019, 02:21:32 am »
I forgot to tell you that I used it in a bunch of FMP

I suppose that without FMP it will be a little easier))
I don't understand. What do you mean with "FMP"?

8
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 27, 2019, 10:04:21 am »
@Salt Factory's screenshot: Ouch. That's some real bad luck to have all civilians cornered up with a chryssalid. I think you have 2 options: 1 - Shoot all the civilians before they turn into zombies. 2 - Get your soldiers back inside the skyranger and flee! Either way you will get a really bad score on that mission.

Anyway it should not mean restarting the campaign, you should be fine after having negative score in 1 month. As long as it doesn't happen in 2 consecutive months (that's the losing condition I think). Maybe next month the terror mission will be with Floaters.  ;)


As for manufacturing plasma weapons for humans: when making this mod I considered doing that (many other mods at the time also did that).
But ultimately I chose not to, and to stick with the alien plasma weapons only, to stay as faithful to the original X-COM as possible.

9
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 25, 2019, 11:42:53 pm »
Version 1.1 released and added to the mod portal.

https://openxcom.org/forum/index.php/topic,3287.msg113764.html#msg113764
Thank you for the info. So it's confirmed that -1 means no-sprite.  :)

So it was a few days of hell on a genius level. But the soldiers did not want to learn to shoot straight, enemy tanks were armored, and units without armor withstand several sniper shots. Even dogs from the first shot often do not die. Keeping a balance between lost battles and won battles, it all comes down to a weak economy and long research.
My subjective opinion is that this mod is even harder to feel long war on a difficult level. My patience has run out after losing the third game in two days.
Thank you for trying the mod, and for the honest feedback.
I'm sorry that it didn't work out for you - the mod is indeed very hard even in lower difficulties, let alone genius/superhuman.

As for some specifics:
 - Soldiers with bad accuracy were also a source of frustration for me when play-testing. But that only made me value more the soldiers that got good stats after living past 6-7 missions. At that moment you can use them as snipers, safely shooting from long range, while rookies scout for enemies.
 - It helps a LOT to get early laser weapons - even the laser pistol makes quite a difference. They have the highest accuracy (good for rookie soldiers) and are excellent at killing enemy tanks. Both the Cyberdisk and the Sectopod are vulnerable to lasers.
 - The "dogs" (Reaper right?) were made slightly stronger and faster - but they are very vulnerable to explosives. Rockets are very effective, but sometimes even a grenade is enough.

(These are the sort of things you can read in the ufopedia once you get some research done, but it's also in the manual)

10
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 23, 2019, 02:40:26 pm »
They can be seen when aliens are mind-controlled.
Good point.

I just tested this myself a bit further and it's working as intended with both the Snakeman and Muton fixed melee weapons having the bigSprite default value "-1" (which I presume means invisible?)
They still bite / punch at melee range, and mind-controlling them and accessing the inventory shows no problems; both hands are free to use.
Of course the player cannot use the bite / punch melee attacks after mind-controlling, but that is intended.

If no other problems appear, I will tag this with version 1.1 and update the mod portal soon.

11
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 22, 2019, 09:03:30 pm »
I've just updated the master version with the fix, download it here: https://github.com/Coincident/XCOMClassicRemastered/archive/master.zip

The game no longer crashes on startup and launches correctly with the latest nightly build of OpenXcom.

Please try it with your save-games and let me know if everything is ok; so I can tag this with version 1.1 and update the download in the mod portal.

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Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 22, 2019, 08:38:00 pm »
Yeah, I had just ran into that ruleset, thank you :)

I will try to remove the bigsprite value altogether, and test.
I believe it should work since those are fixed weapons anyway, so they cant be seen in inventory or ufopaedia.

13
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 22, 2019, 08:23:17 pm »
Not sure what's the meaning of "STR_MUTON_MELEE_WEAPON" having a -5 value  :o
I will look into this asap.

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Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 12, 2019, 05:54:50 pm »
I hate losing in any game, but X-COM makes losing feel rewarding...
Yeah, it's the same for me. Recovering from non-fatal losses and planning to get back on track feels very rewarding - even when you lose an entire Skyranger to a difficult terror mission.
In the original X-COM (without mods) this only happens in the early-game. After a while you have heavy plasmas, psi-amps, and lots of money; and that feeling is lost. You just proceed to win everything without need for any strategy. The difficulty decreases with time.
This is precisely the issue that I've tried to address with this mod - to keep the game challenging for longer, and make that feeling last into the late-game.

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Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 04, 2019, 09:48:43 am »
Hello.

Hope you enjoy it  ;)

is this mod in it's final release, right? So... There will be no more updates?
Yes, this is a final release. I'm providing support for the mod, but there are no plans to make more content. The mod is limited to the original content of the game, which has all been reworked already, so there is really nothing else to add.

However, I will pay attention to posts here, so if someone finds a bug or any problem that needs to be fixed, I can work on it and release a hotfix.

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