Author Topic: [UFO MEGAMOD] Reaver's Faithful Megamod  (Read 17788 times)

Offline Stoddard

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #75 on: March 24, 2019, 10:31:06 pm »
FWIFF I always thought it was by design.

Offline Yeoman

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #76 on: April 19, 2019, 02:52:29 pm »
I'm having fun with this mod, the money and base management are much stricter than in vanilla. Haven't gotten far yet but interceptions also seem more difficult and gives you good reason to build more bases to sustain a larger air force.

It becomes tough to decide when to start using plasma weapons because you can't make ammo on your own. However, it also makes the move to laser weapons a no-brainer and basically mandatory.

Being able to buy specialized soldiers makes it far less of a big deal if you lose good soldiers, which may not be a welcome change for some.

I don't really appreciate the additional hangar and transport in the starting base. Do players typically use more than one transport? Moving your soldiers' equipment from one to another is a pain in the ass. I just sell the Skyranger and use the Custodian. Seems like by the time the speed of the Skyranger becomes relevant (when you have UFOs all over the globe and deal with multiple crash sites at a time) you would have a built a second base with a second team.

I noticed that craft that you have not unlocked yet will sometimes show up in the base expenses menu. For example, I have researched UFO navigation and now I see Albatross listed in the base expenses menu even though I should only find out about that craft after also researching Elerium. Not sure if it's a bug with the mod or a limitation of OXC/OXCE.

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #77 on: April 20, 2019, 11:52:34 am »
I'm glad to hear you're liking it!

I wasn't really satisfied with the craft, but it was a real struggle to figure out what to do with them. I have something much better in my upcoming mod, so I might consider doing a similar update to the transports for Faithful. I know some people prefer the faster transport (like my brother) and it's useful for catching landed UFOs, but really most people like to have a single transport.

I noticed that craft that you have not unlocked yet will sometimes show up in the base expenses menu. For example, I have researched UFO navigation and now I see Albatross listed in the base expenses menu even though I should only find out about that craft after also researching Elerium. Not sure if it's a bug with the mod or a limitation of OXC/OXCE.
Thanks for catching that bug. You inadvertently taught me something new: the tech requirement in crafts.rul is to determine when they show up in monthly expenses screen. I fixed the bug (and might fix one in the upcoming mod). But I consider it a minor bug so I'm not putting out a new version yet.

To do list:
1.) make transports better
2.) new bullets

Edit: Finished! New version 1.2.0 is out!
edit edit: scroll down just a bit for version 1.2.1.
I haven't totally fixed the Skyranger but it's got more of a purpose now. It has a weapon, meaning you can use it as an expeditionary interceptor, with its high fuel and radar range enabling it to patrol far away, shoot down anything it finds, and immediately run the ground mission. You'll still probably prefer the Custodian most of the time, but the Skyranger has a better niche use at least. And I moved the items in the starting base over to the Custodian.

In the spirit of upcoming Easter Sunday (tomorrow), I have delivered a few special updates such as minor graphics, sounds, or quality of life features. I'm not spoiling any of them anywhere, so you'll just have to discover them for yourself.

Also, I'm trying to get used to not spoiling every detail I add, like I used to do.
« Last Edit: April 22, 2019, 08:54:32 pm by The Reaver of Darkness »

Offline Yeoman

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #78 on: April 21, 2019, 04:40:38 am »
Trying out the new version, seems that attempting to view the ufopedia entry of the rocket launcher crashes the game.

"OpenXcom has crashed: UFOpaedia Article STR_EXPLOSIVE_ROCKET not found"
« Last Edit: April 21, 2019, 04:44:40 am by Yeoman »

Offline Lord_Kane

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #79 on: April 21, 2019, 06:53:30 am »
Trying out the new version, seems that attempting to view the ufopedia entry of the rocket launcher crashes the game.

"OpenXcom has crashed: UFOpaedia Article STR_EXPLOSIVE_ROCKET not found"

I slapped together a quick temp patch for the UFOpedia issue until reaver can get around to fixing it. just extract it to the mod install and overwrite as needed.

Reaver has updated the mod. QUICKPATCH! removed.
« Last Edit: April 21, 2019, 02:49:22 pm by Lord_Kane »

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #80 on: April 21, 2019, 11:25:48 am »
I don't know how I missed that! I checked the rocket launcher UFOPedia report before I published it!

Oh well. Here's the fix.

Offline Yeoman

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #81 on: May 01, 2019, 11:18:55 am »
Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.

Offline Lord_Kane

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #82 on: May 01, 2019, 05:40:13 pm »
Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.
its there, when you unlock them you also unlock like 18 different things so it gets buried a bit.

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #83 on: May 01, 2019, 09:14:17 pm »
Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.

That might be the case, as they are unlocked by instantly-researched hidden topics. I stopped using this method at some point but I might need to go back and remove the existing ones.

Can you run a test for me? If you have a save from before you unlocked the tanks, just breeze through until you finish the research that leads to them. (It's UFO Construction and any plasma weapon.) When it presents the things you can manufacture, there should be a list and you should be able to scroll down to see all items on the list. Can you verify for me whether or not it shows up on the list?

Offline Yeoman

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #84 on: May 02, 2019, 04:19:17 pm »
That might be the case, as they are unlocked by instantly-researched hidden topics. I stopped using this method at some point but I might need to go back and remove the existing ones.

Can you run a test for me? If you have a save from before you unlocked the tanks, just breeze through until you finish the research that leads to them. (It's UFO Construction and any plasma weapon.) When it presents the things you can manufacture, there should be a list and you should be able to scroll down to see all items on the list. Can you verify for me whether or not it shows up on the list?

In my save, I have all plasma weapons unlocked and when I complete research for UFO Construction, I don't get any pop ups at all about new things I can manufacture even though hovertanks and their ammo are now available in the manufacture menu.

EDIT: Attached the save file.
« Last Edit: May 03, 2019, 12:21:43 am by Yeoman »

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #85 on: May 03, 2019, 12:39:41 am »
It should be fixed now, as of version 1.2.2. Stealth update just for you, or anyone reading this.

Offline Yeoman

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #86 on: May 03, 2019, 03:35:08 pm »
It should be fixed now, as of version 1.2.2. Stealth update just for you, or anyone reading this.

Thanks.

Sorry, I don't mean to nitpick but seems the same change wasn't applied to the hovertank ammo.  I figured out how the code works though so I'm able to tweak it on my end.

Also, I really like the recent change to the first aid kit. The heavy TU cost gives you good reason to consider putting the resources to research and make medi-kits even if you are only after the healing. I had a guy who was knocked unconscious by a shot and I almost wasn't able to save him because my medic ran out of TUs to heal him that turn. At the same time, the first aid kit still retains its niche of being able to heal slightly more hitpoints.

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #87 on: May 07, 2019, 10:25:07 am »
Thanks! Yeah I wanted the medi-kit to be generally superior with the first aid kit still having its own niche.

Sorry, I don't mean to nitpick but seems the same change wasn't applied to the hovertank ammo.
I felt it was redundant. It tells you that you can make the hovertank, and a person will probably assume that includes things that come with it. If they check the manufacture list, they will indeed see that the ammo is producible.

Offline Firestorm_01

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #88 on: May 10, 2019, 10:52:01 pm »
I appreciate idea of this mod. Tweaking gameplay without mass of new content keeping things short but balanced. No dogs or cyborgs- just like it could be in original xcom.

I have few questions.

By the weapon stats this mod intended to be played without ufo extender accuracy. Am I right here?

Is this mod works without issues with latest OXCE? It appears to be working at the first glance, but who knows?
« Last Edit: May 11, 2019, 08:46:49 pm by Firestorm_01 »

Offline Salt Factory

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #89 on: May 12, 2019, 06:47:07 am »
October 27th, 1999. It is finally ready, the final assault on Cydonia to bring down the alien invasion once and for all. Our best soldiers each with over 40 kills each and a guardian hovertank plasma to finish the job. We have everything, blaster bombs out the ass, heavy plasmas, every item slot filled as our troops have about 60 strength each. Here we go. But the time it took to loadout my troops was rather fast what happened? Oh well we're launching to Cydonia! It is at this point I realize, the avenger has been downgraded from 26 crew, to 12 crew. And I lose the campaign. This mod is great. That moment, even if it meant I spent all those hours just to lose on Cydonia, was great. This mod makes X-COM feel fresh and revives the element of the unknown. Even if that will wash off when I finally beat this thing (failed 3 runs so far going on a 4th on only veteran yes I suck) I can still hear the curb your enthusiasm theme ringing in my ears.