Author Topic: [EXPANSION]Hardmode Expansion - v0.99.5 - General Feedback Thread  (Read 120904 times)

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.4 - General Feedback Thread
« Reply #780 on: February 10, 2019, 04:30:42 pm »
Hardmode Expansion 0.99.4 - Tactical Maze! Bugfixes, Slight Rebalances, Full set of turned Alien Base Maps, Armor Upgrades and Tank upgrades

Download Links Hardmode Expansion

Also on: mod.io

Finally finished the complete set of Alien Base Maps, so Alien Bases are now the Tactical Maze i want them to be.
Also added some slight changes to weapon balances and some items.
Also Support in Japanese and Russian (mostly complete), if you wanna help translate, the mod is on Transifex

Please use newest Nightly, or at least Nightly Version: openxcom_git_master_2018_09_17_0112

Documentation:
Current ToDo List
Credit List
Changelog

Changelog:
Version 0.99.4
 - Added Translations for Japanese language, ja (TRANSIFEX)
 - Added Translations for Russian language, ru (TRANSIFEX)
 - Added Translations for British English language  en-GB (TRANSIFEX)
 - Added turned Versions for UBASE_01 (4 Maps total)
 - Added alternate/turned Version 1 for UBASE_01 (4 maps total)
 - Added alternate/turned Version 2 for UBASE_01 (4 maps total)
 - Added turned Version for EXPANDEDUBASE_19 (4 maps total)
 - Added turned Version for EXPANDEDUBASE_20 (4 maps total)
 - Added turned Version for EXPANDEDUBASE_21 (4 maps total) Clonelab
 - Added Soldier Armor Upgrades
 - Added Tank Upgrades
 - Added FloorOb Sprites for Vanilla Plasma Weapons
 - Added Fire Grenade (converted Fire Bombs)
 - Added Modified Sprite for U_EXT02 (remove shadows)
 - Fix Wrong production requirements for some Drone Upgrades)
 - Fix naming issue with Alloy Drone Medikit repair
 - Fix Runvarnames for some Missionscripts
 - Upgrade Heavy Laser Autoshot (now shots 4 times)
 - Adjusted Weapondamage for balancing (Heavy Laser/Sniper, Scatter Laser, Plasma Shotgun, Plasma Sniper)
 - Adjusted Ruleset to latest changes in : openxcom_git_master_2018_09_17_0112 or newer
 - Adjusted Missions generated from Alien Bases (Region inheritance)
 - Adjusted Smoke and Fire Bomb to be collectable (Burn Baby Burn)
 - Adjust Alive Alien Interrogation Consequences
« Last Edit: February 10, 2019, 04:59:00 pm by hellrazor »

Offline Aytherio

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Re: [EXPANSION]Hardmode Expansion - v0.99.4 - General Feedback Thread
« Reply #781 on: April 17, 2019, 06:36:51 pm »
Hello.
I have some suggestions:
It needs fire extinguisher, last time 2 soldiers burned out slowly after accidential missed reaction shot of heavy cannon incendiary ammunition.
Is it possible to implement extention with placing units manually at start on alien base missions? Or at least could be autoplacement more balanced? It's very annoying that minority of units are placed with no supply ammunition and cut off from others, they became likely dead from the beginning. For example: second enterence spawned 3 soldiers and 2 scout drones, and it was still not so bad as could be because of pretty high strength of those soldiers and they was loaded up to the eyeballs, but it's only luck, there was lightly equiped guys on other spot.
Also annoying when x-com ship landing right in front of ufo, once i had even door to door situation with est. 10 tiles of free space between.

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.4 - General Feedback Thread
« Reply #782 on: April 27, 2019, 12:40:17 pm »
Hello.
I have some suggestions:
It needs fire extinguisher, last time 2 soldiers burned out slowly after accidential missed reaction shot of heavy cannon incendiary ammunition.
Is it possible to implement extention with placing units manually at start on alien base missions? Or at least could be autoplacement more balanced? It's very annoying that minority of units are placed with no supply ammunition and cut off from others, they became likely dead from the beginning. For example: second enterence spawned 3 soldiers and 2 scout drones, and it was still not so bad as could be because of pretty high strength of those soldiers and they was loaded up to the eyeballs, but it's only luck, there was lightly equiped guys on other spot.
Also annoying when x-com ship landing right in front of ufo, once i had even door to door situation with est. 10 tiles of free space between.

What you describe is behaviour which also happens in the vanilla base game. I am not really inclined to change it.
Also i do not really think it is actually changeable, without going from OpenXcom to the OpemXcom Extended code base.

If you guys set yourself on fire and burn to death. Sorry but if they are unfit to handle those big guns.
Also you can use smoke grenades to actually extingish fire. If that also applies to units who are already burning, i am unsure. Would have to check the codebase for that.

Offline Solarius Scorch

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Re: [EXPANSION]Hardmode Expansion - v0.99.4 - General Feedback Thread
« Reply #783 on: April 27, 2019, 08:58:54 pm »
Ordinary smoke doesn't work on units.

What you need is
Code: [Select]
    isFireExtinguisher: true

Of course, OXCE only.

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.4 - General Feedback Thread
« Reply #784 on: June 14, 2019, 07:43:53 pm »
Ordinary smoke doesn't work on units.

What you need is
Code: [Select]
    isFireExtinguisher: true

Of course, OXCE only.

I am not really inclined to change to OXCE, it would be a lot of work. It also seems that only a few people if any are actually playing the mod.

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.4 - General Feedback Thread
« Reply #785 on: June 14, 2019, 07:47:51 pm »
ANOUNCEMENT:

Due to changes in OpenXcom and how it now handles the indexes of Terror Weapon Sprites, this mod will not load with OpenXcom Version Newer then:

openxcom_git_master_2019_06_05_1233

Please use OpenXcom Version: openxcom_git_master_2019_06_05_1233

For the time being while i update the mod to the newer Versions.

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.4 - General Feedback Thread
« Reply #786 on: June 19, 2019, 08:25:54 am »
Hardmode Expansion 0.99.5 - Bugfixes and Cpompability! - Just some needed bugfixes, please enjoy.

Download Links Hardmode Expansion

BUGFIXES BUGFIXES. You alle want them right? Then get them.
Also Support in Japanese and Russian (mostly complete), if you wanna help translate, the mod is on Transifex

Please use newest Nightly, or at least Nightly Version: openxcom_git_master_2019_06_17_0106

Documentation:
Current ToDo List
Credit List
Changelog

Changelog:
Version 0.99.5
    Fix Mod not loading for openxcom_git_master_2019_06_08_1528 or newer
    Fix missing Requires for Tank Laser Cannon Upgrades
    Fix missing energyRecovery for Drones
    Fix Amsterdam name and string values
    Fix Armor values for Groundtiles in Alien Bases (Silacoids...)
    Fix Mujungle Walking TU's
    Fix Junglemount Walking TU's
    Updated JA translation from transifex

Offline davide

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Re: [EXPANSION]Hardmode Expansion - v0.99.5 - General Feedback Thread
« Reply #787 on: June 19, 2019, 08:57:23 am »
I wish I try a standalone too,  Expanded Mars Terrain, because it  was modded very little but it could be the epic end game.

thanks

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.5 - General Feedback Thread
« Reply #788 on: June 19, 2019, 08:59:37 am »
I wish I try a standalone too,  Expanded Mars Terrain, because it  was modded very little but it could be the epic end game.

thanks

I am already working on that but no spoilers :P

Offline ajnunezr

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Re: [EXPANSION]Hardmode Expansion - v0.99.4 - General Feedback Thread
« Reply #789 on: July 03, 2019, 01:36:27 pm »
It also seems that only a few people if any are actually playing the mod.

A shame, because this is a awesome mod.

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.4 - General Feedback Thread
« Reply #790 on: July 04, 2019, 01:57:36 pm »
A shame, because this is a awesome mod.

Thank you for your kind and motivational words.

What makes the mod awesome from your prespective?
If you have any suggestions for further improvement i am inclined to hear those.

Offline SIMON

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Re: [EXPANSION]Hardmode Expansion - v0.99.5 - General Feedback Thread
« Reply #791 on: July 20, 2019, 05:56:39 pm »
In my current playthrough of v 0.995 I noticed this spelling mistake in the Waspite description, correction attached. If I'm not being too picky any other corrections I'll forward on. Thanks for a very challenging mod.
Spoiler:
Not looking forward to the Chrysallid spitters though, any advice?

Offline hellrazor

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Re: [EXPANSION]Hardmode Expansion - v0.99.5 - General Feedback Thread
« Reply #792 on: July 20, 2019, 06:13:15 pm »
In my current playthrough of v 0.995 I noticed this spelling mistake in the Waspite description, correction attached. If I'm not being too picky any other corrections I'll forward on. Thanks for a very challenging mod.
Spoiler:
Not looking forward to the Chrysallid spitters though, any advice?

Thanks SIMON, i added it already, newest Version can be found here for the time being, until i add the new content; For which I already finished the graphics.

In regard to chryssalid spitters, it my help to know that they use arcing shot and have 50% hit/miss chance.