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Author Topic: [EXPANSION]Hardmode Expansion -- General Feedback Thread  (Read 424024 times)

Offline hellrazor

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Re: [Beta][EXPANSION]Hardmode Expansion - Version 0.77 More Bugfixes
« Reply #105 on: May 14, 2015, 11:49:35 pm »
Somehow i got sloppy... not testing this.

Version 0.77
 - Fix Alloy Ammo Production for Heavy Cannon and Auto Cannon.

Modportal Link

Readme and new Version attached here

Offline hellrazor

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Got a requests on IRC to try something out:

Version 0.78
 - Fix Alloy Cannon and Ammo not needing Alien Alloys for production
 - Readjusted Tank Armors (Vanilla Tanks get +10, Alloy Tanks get +15 unto that),
   seems to be neccessary when Alloy Ground Tanks only become avaible after Alien Date Slate.
   Open for debatte.
 - Readjusted Muton Elites (Same HP as normal Mutons, but better Armor and 0.8 Damage modifier vs Laser,
   They do have slightly increased Fire accuracy and Reactions also Psi Str: 80.

Please let me know if the new Armor settings for the Tanks are ok or not.
Otherwise i switch them back.

Modportal Link

Readme and new Version attached here

Offline hellrazor

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I just started making a Research Tree Graphic.
For the time being and to have a better Ooverview i split it up into seperate pictures.

I also have received a lot of feedback, and i guess i will reduce the number of Alive Aliens which you will need,
to get rid of this for some people tedious mechanism:

Alive Alien -> Item -> Alive Alien -> Item. But this will take time and discussion.


1.) Legend
2.) PsiTree
3.) Alloy Tanks
4.) Alien Data Core
5.) WinTheGame
« Last Edit: May 16, 2015, 12:24:45 pm by hellrazor »

Offline hellrazor

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Green Field need Engineers, Blue Fields Navigator and Red ones Medics interrogated.
1.) Alien Containment
2.) Launchers Weapons
3.) Alien Data Slate
4.) CraftsTree
5.) Laser Weapons
« Last Edit: May 16, 2015, 11:40:13 am by hellrazor »

Offline hellrazor

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Green Field need Engineers, Blue Fields Navigator and Red ones Medics interrogated.

1.) Armor Tree
2.) Plasma Weapons
3.) HoverTanks
4.) MediKits
« Last Edit: May 16, 2015, 12:33:14 pm by hellrazor »

Offline hellrazor

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I hereby open the Research Tree Discussion.
Any Feedback or Suggestions are Welcome.

I was forced to put those into seperate Grpahics for the time being.
But after optimization i will make one big Grpahic :>
« Last Edit: May 16, 2015, 05:04:17 pm by hellrazor »

Offline hellrazor

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Ok i have overworked the Research and finetuned it a little bit.

I had very long discussions about this with players and other Modders on the IRC.

I myself find the tree quite right as it is now. The only thing which is open for debate,
is the number of Alive Alien required to unlock certain techs, weapons and crafts especially.
Since those can be tedious.

See Graphic Attached
-------

Version 0.79
 - Research Tree Fine Tuning, if you encounter any troubles, please tell me!
 - Added Research Tree Graphic.
 - Fix Snakeman Soldier not unlocking Alien Language, Alien Invasion

Modportal Link

Readme and new Version attached here

Edit: Colorcoded the Research Tree to make clear that topics are interlinked.
« Last Edit: May 16, 2015, 08:47:25 pm by hellrazor »

Offline hellrazor

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Due to changes of the attachments size of the Forum i can no longer provide you with a version in the attachments.
So it is only avaible on the modportal, if need be i can upload to dropbox (modportal down or malfunction, just let me know).

Version 0.80
 - Reduced Number of Aliens on all Large Scouts, Sentries and Excavators by 2.
   Since Maxspawn of 18 seems little bit to high (now -> 16 fits also better with Medium Scouts)
 - Integrated FastRamp ruleset from clownagent.
 - Removed unneeded Groundtiles on UFO_170.MAP (Graphic error on diagonal walls)
 - Replaced Muton Elites Terrorunits with Sectopods
 - Muton Elites receive +6 TU and +10 Firing/Throwing Accuracy compared to normal Mutons, also more intelligence
 - Readjusted Sectoid Psi (give them more Defense but equal Offense)
 - Psi immunity for Ethereals (more defense, same Offense)
 - Fix Final Mission due to changes in openxcom_git_master_2015_05_18_1515
 - Fix Alloy Vest Strings for Corspe and Reapir Topic
 - Put in the recolored Research Tree Graphic
 - Readme overhaul

Modportal Link

Readme attached here

Offline hellrazor

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Re: [Beta][EXPANSION]Hardmode Expansion - v0.81 Some minor Bugfixes
« Reply #113 on: May 22, 2015, 12:48:51 pm »
Founds some leftover minor Bugs from the changes in the research tree:

Version 0.81
 - Fix Heavy Laser Auto Manufacture Dependency
 - Fix Alloy Knife, Alloy Blade Manufacture Dependency
 - Readjusted Labship Crew Numbers (max 2 Leaders instead of 4)
 - Ufopaedia String overwork for Topics which bring live Interrogations with them.
 - Muton Elites Receive Damage Modifer 0.6 vs Laser Weapons

Modportal Link

Readme attached here

Offline hellrazor

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Re: [Beta][EXPANSION]Hardmode Expansion - v0.81 Some minor Bugfixes
« Reply #114 on: May 22, 2015, 12:50:32 pm »
Despite of that i really would like to get some additional feedback from people,
what further balancing maybe needed or which things need to be changed around.

Offline Alex_D

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Re: [Beta][EXPANSION]Hardmode Expansion - Testplayers needed
« Reply #115 on: May 23, 2015, 08:17:30 am »
I'm currently playing your mod. :)

I just started a campaign with version 0.80 and git 2015-05-20 01:45. Upgrading now to version 0.81 and latest nightly (git 2015-05-22 15:17).

I'll report back with any bugs. I like the initial resources and money. The buy-able armor for all starting soldiers is a nice touch.

Something I noticed, and I don't if it's the mod or the nightly (perhaps the latter), is that at the end of a battle when the score is computed it says something like 156 alien artifacts recovered and xx points earned. It caught my attention as the number of artifacts recovered was way higher than before, and that was a small UFO.

So far I have encountered Floaters. I'm on 1999 Jan 26 game date. On my first terror mission now. I'll report if I see something funny with the score.

EDIT: It was the nightly, apparently. Also
Spoiler:
I cannot get closer to the alien containment, (e.g. STR_ALIEN_BIOLOGY). I have researched: STR_FLOATER_CORPSE, STR_FLOATER_AUTOPSY, STR_TANK_REPAIR, STR_THE_ALIEN_THREAT.  I have STR_REAPER_CORPSE on the works.
Do I need anything to get STR_ALIEN_BIOLOGY researched, like another corpse?
« Last Edit: May 23, 2015, 09:14:30 am by Alex_D »

Offline hellrazor

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Re: [Beta][EXPANSION]Hardmode Expansion - Testplayers needed
« Reply #116 on: May 23, 2015, 09:43:50 am »
I'm currently playing your mod. :)

I just started a campaign with version 0.80 and git 2015-05-20 01:45. Upgrading now to version 0.81 and latest nightly (git 2015-05-22 15:17).

I'll report back with any bugs. I like the initial resources and money. The buy-able armor for all starting soldiers is a nice touch.

Something I noticed, and I don't if it's the mod or the nightly (perhaps the latter), is that at the end of a battle when the score is computed it says something like 156 alien artifacts recovered and xx points earned. It caught my attention as the number of artifacts recovered was way higher than before, and that was a small UFO.

So far I have encountered Floaters. I'm on 1999 Jan 26 game date. On my first terror mission now. I'll report if I see something funny with the score.

EDIT: It was the nightly, apparently. Also
Spoiler:
I cannot get closer to the alien containment, (e.g. STR_ALIEN_BIOLOGY). I have researched: STR_FLOATER_CORPSE, STR_FLOATER_AUTOPSY, STR_TANK_REPAIR, STR_THE_ALIEN_THREAT.  I have STR_REAPER_CORPSE on the works.
Do I need anything to get STR_ALIEN_BIOLOGY researched, like another corpse?

Looks like you researched the corpses before the Alien Threat. Alien Biology had a requires for it's unlock which it shouldn't, guess that was my error.
Corrected this, goes into next Version. But you should be fine with the reaper corpse. You also need some Alien Food and Alien Reproduction, did you found the base already?
« Last Edit: May 23, 2015, 10:10:35 am by hellrazor »

Offline Alex_D

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Re: [Beta][EXPANSION]Hardmode Expansion - Testplayers needed
« Reply #117 on: May 23, 2015, 11:01:03 am »
Looks like you researched the corpses before the Alien Threat. Alien Biology had a requires for it's unlock which it shouldn't, guess that was my error.
Corrected this, goes into next Version. But you should be fine with the reaper corpse. You also need some Alien Food and Alien Reproduction, did you found the base already?
Yes, researching the reaper allowed Alien Biology. And a floater base showed up with Alien Food and Alien Reproduction. So many Floaters! :) I ran out of ammo and had to go upstairs to get some more. Plus:
Spoiler:
There was this floater camping on this room that you can only access by flying. He soaked a heavy cannon round and the bastard even returned fire killing one of my soldiers. I admit I was pissed off and reloaded. And went upstairs for a rocket launcher. He didn't return fire this time :)

Offline hellrazor

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Re: [Beta][EXPANSION]Hardmode Expansion - Testplayers needed
« Reply #118 on: May 23, 2015, 11:34:39 am »
Yes, researching the reaper allowed Alien Biology. And a floater base showed up with Alien Food and Alien Reproduction. So many Floaters! :) I ran out of ammo and had to go upstairs to get some more. Plus:
Spoiler:
There was this floater camping on this room that you can only access by flying. He soaked a heavy cannon round and the bastard even returned fire killing one of my soldiers. I admit I was pissed off and reloaded. And went upstairs for a rocket launcher. He didn't return fire this time :)

No imagine instead of Floaters you were facing Snakeman, Mutons or Ethereals :D

Offline hellrazor

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Re: [Beta][EXPANSION]Hardmode Expansion - Testplayers needed
« Reply #119 on: May 23, 2015, 03:46:37 pm »
I am just trying to redesign the interiour of the Fighter Ship from SolarsNewUfo's.

So far i came up with the following.
This should be good enough for some nice ambushes or?
I am also makeing a turned Version of this.

EDIT: Forgot Second Power Source :D
« Last Edit: May 23, 2015, 08:36:17 pm by hellrazor »