Author Topic: [UFO MEGAMOD] Reaver's Faithful Megamod  (Read 15784 times)

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #90 on: May 12, 2019, 11:41:30 pm »
1.) By the weapon stats this mod intended to be played without ufo extender accuracy. Am I right here?

2.) Is this mod works without issues with latest OXCE? It appears to be working at the first glance, but who knows?
1.) You're correct. It was originally made to be played without, but when I started playing with UFO Extender accuracy, I found that the numbers work just fine or even better that way. I recommend using it but it works fine without, so it's really up to player preference. My upcoming mod is exclusively designed to work with UFO Extender accuracy.

2.) It works fine with OXCE. If it ever has a problem with OXCE, it's a bug and you can report it to Meridian or Yankes. (Report it here first, in case it's a bug with my mod.) OXCE has 100% compatibility and flawless performance running OXC mods.


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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.

Sounds like a fun time!

You'll often have difficulties playing old saves on new mega-mods, but I try to preserve as much vanilla save compatibility as possible. It can be the adventure that you want!
« Last Edit: May 12, 2019, 11:43:46 pm by The Reaver of Darkness »

Offline Salt Factory

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #91 on: May 16, 2019, 11:05:57 pm »
I'm not sure if you understood me, that campaign was start to finish in your mod. I just didn't notice the avenger was called "ultimate fighter craft" and not "ultimate craft." Which then meant I hadn't teched a good craft for Cydonia. Great mod that definitely makes the game way harder.

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #92 on: Today at 03:52:42 am »
Playing Reaver's megamod on 5.4.1, one of my bases (Turquino) has a live alien listed in the storage even though I don't have an alien containment facility for that base. Can't tell when that alien got there.



I haven't been able to reproduce the bug yet. I tried recovering and transferring live aliens in several ways, but am unable to generate a condition in which I have a live alien outside of an alien containment, either with OXC or OXCE. I would ask that you go through the following debug steps:
 1.) verify that your openxcom version is up to date. I know you said it's version 5.4.1, but please make sure it's displaying 5.4.1 in-game, to verify there is no load or shortcut errors.
 2.) double-check to make sure you don't have an alien containment there
 Q.) Have you updated your version after starting this playthrough? Can you be certain that the bug occurred in a recent version of openxcom?
 Q.) Have you edited your save file, or changed mods on the same save file?
Please provide any further details you can think of. I'll try to determine the cause of the bug. Thank you for your time.
« Last Edit: Today at 03:55:15 am by The Reaver of Darkness »