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Author Topic: [UFO MEGAMOD] Reaver's Faithful Megamod  (Read 26496 times)

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #120 on: February 07, 2020, 11:07:09 pm »
Plus, one thing I find strange is that power armor and flying suits dont augment strength of my troops. Is this intentional or is it a bug?

They should definitely be giving your soldiers attribute bonuses. You should get +20 strength from power suits and +10 firing accuracy from flying suits, in addition to +10 time units for either. Check if you have any other mods installed that are overwriting the suits.

- - -
I reviewed the lasers. It seems there's room for a small buff to the automatic lasers' auto shots. That might be why the first two are lackluster--their auto shot is good, but not so good as to make up for having a weak snap shot and terrible aimed shot. I'll queue the change with everything else I have coming up. Thanks for the feedback!

edit: I have released version 1.4.1 containing several updates including minor buffs to all automatic weapons. See original post for download or check the mod portal.
« Last Edit: February 08, 2020, 03:46:53 am by The Reaver of Darkness »

Offline Salt Factory

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #121 on: February 14, 2020, 12:25:33 am »
Good day Mr. Reaver, it's a been a bit since we've last talked but considering your recent update I'd like to explain what I believe to be the issue with automatic weapons.

     In order to make aliens stronger and the game more fun and challenging you have made enemies far more durable. I enjoy this change as it adds more depth to the tactical layer and more than just a spray and pray of laser rifle and later heavy plasma shots.

     The issue with this is that instead of balancing things around having heavily armored units like cyberdiscs and sectopods while also having units like snakemen chrysallids and mutons with say, beefy hp pools but low armor, it is instead the case that all alien units stronger than a floater or sectoid enjoy significant armor pools.

     In order to combat these armor pools, one must utilize concentrations of firepower. Dealing the maximum amount of damage in one shot to have the armor "apply" the least amount of times. As if you shoot something 3 times and hit, the armor got to reduce the damage multiple times. And currently the only way to shred it is AP ammo and I think incendiary.

     This fact coupled with the fact that ufo-extender accuracy for automatic weapons is painful beyond the first few tiles leads to one conclusion. Semi automatic weapons are superior in all cases. Including close combat, the 48-50 ish damage of a pulse laser rifle compared to its semi auto counterpart is pathetically weak when snakemen and mutons have 20-35 armor. Meanwhile the dreaded superhuman sectopod armor is nay uncrackable by anything but a heavy laser (heavy auto laser will not damage it on a maxroll of 200%) or one is to use extreme and dangerous explosive weapons. I enjoy the risk of either trying to chip away at the pod with heavy lasers or blast it out with 1-2 well placed fusion rockets/or an alien HE. (pro tip, do not give this to soldiers who are not psionically gifted and have less than 80 psi strength, or the ethereal will target their meager 60 psi strength and have them squadwipe you on cydonia.)

     To fix this issue, I believe a more dramatic overhaul would be needed. By making 1 tile (non 2 by 2/tank/terror) aliens have increased HP but reduced armor, this could make automatic weapons a more genuine alternative in closer combat. With semi autos still king of aimed and mid range snap shots. While keeping the tank units with their heavy armor to make semi autos still useful against them with the heavy "tank buster" semi auto weapon class.

     Lastly, it would be interesting if the arc shot of the auto-cannon was applied to all heavy semi automatic weapons. Giving them more of a role as they are currently even weaker than the auto rifles due to their TU cost. Perhaps making them arcing shots with small explosive radii (although this may change their damage type and mess up their balance) and then calling them say "laser mortar" and "terran plasma mortar".

     Of course, these are just my ideas from the time I've spent in this mod. And I understand if you haven't the time. I currently believe it to be the best available as it injects a much needed difficulty spike while sticking true to the original. FMP X-FILES and X-PIRATES seem to be too easy, add too much, and eventually develop the issue of "super soldier" syndrome from the new games. The worst offense is that psionics are still insane, where as in this version the power fantasy of "bouncing heads" with a mind control chain to win cydonia turn one is thankfully removed. Not to bash the creators or fans of these mods, it is just a game after all.

     Thanks and have a good day.

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #122 on: February 15, 2020, 06:11:07 am »
You are absolutely correct about armor, and it's a thing I had recently been tackling (finally) in my upcoming mod. Perhaps I will make a balance pass for Faithful to generate a mix of lower armor values. I had originally thought the variety was wide enough, but later testing reveals that some of the "low" values are still too high for auto weapons.

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #123 on: February 15, 2020, 10:02:56 am »
I'm releasing a stealth balance pass. I'd like some feedback from you guys on how you feel about it. It makes a few drastic changes. Autofire weapons have less damage but their auto shots fire five times. Their snap and aimed shots are faster now. This means that autofire weapons have considerably higher damage application against low-armor units but are poor for penetrating armor. In addition to this change I have made some units have less armor and more health, while some other high-armor units now have less health.

The following data contains spoilers on which aliens have heavy or light armor:
Spoiler:
Heavy armor aliens
Cyberdisc
Silacoid
Ethereal
Sectopod

Medium armor aliens
Chryssalid
Celatid

Light armor aliens
Sectoid
Floater
Reaper
Snakeman
Muton


The following data contains a comparison of weapon damage per turn, but don't rely too much on the data directly as you have to consider several other factors to make a decision. This table will help show how the automatic weapons have considerably higher damage per turn against unarmored targets.
Spoiler:
Pistol:         130
Rifle:         150
Heavy Cannon:   180
Laser Pistol:      184
Laser Rifle:      240
Heavy Laser:      230
Plasma Pistol:      300
Plasma Rifle:      360
Heavy Plasma:   260
Auto Pistol:      450
Machinegun:      336
Autocannon:      400
Laser APistol:      640
Laser PRifle:      462
Heavy ALaser:      456
Plasma APistol:   882
Plasma MachineG:   900
Plasma ACannon:   528
« Last Edit: February 15, 2020, 10:04:53 am by The Reaver of Darkness »

Offline WaldoTheRanger

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #124 on: February 15, 2020, 08:49:44 pm »
I'm getting a "404 attachment not found" error when I try to download it.

never mind.
« Last Edit: February 16, 2020, 06:16:51 am by WaldoTheRanger »

Offline SIMON

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #125 on: February 18, 2020, 02:11:37 pm »
Tried to start a new game of your mod v1.42 but get an error message-see attached. I'm using the latest oxce. Would provide save but game won't even start.

EDIT:
I seem to have worked out what was causing the problem-attached mod seems incompatible with your mod but I don't know why?
« Last Edit: February 18, 2020, 02:23:19 pm by SIMON »

Offline Lord_Kane

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #126 on: February 19, 2020, 06:09:07 am »
Tried to start a new game of your mod v1.42 but get an error message-see attached. I'm using the latest oxce. Would provide save but game won't even start.

EDIT:
I seem to have worked out what was causing the problem-attached mod seems incompatible with your mod but I don't know why?

Reaver's mod makes changes to the HWP research tree and then SECTOPOD HWP6 v1.0 makes changes as well that are not compatible with each other, not all mods are fully compatible with each other just as a note of reference.
« Last Edit: February 19, 2020, 06:12:15 am by Lord_Kane »

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #127 on: February 19, 2020, 11:57:57 pm »
attached mod seems incompatible with your mod but I don't know why?

Faithful revamps the laser weapons research tree, including outright deleting some projects such as STR_LASER_CANNON. If you open up your copy of Faithful's research.rul file in a ruleset editor (such as Notepad++), you can remove the lines that say anything like
Code: [Select]
delete: STR_LASER_CANNON and it should allow the mods to work together, however it may cause undesirable results such as having laser technologies that don't unlock the thing they say they are.

edit:
It should be noted that the Sectopod HWPs mod fails to load on its own.

I made an add-on mod to enable playing Faithful along with other mods that require the original laser weapons research tree: https://openxcom.mod.io/remove-reavers-laser-research-tree
« Last Edit: February 20, 2020, 12:54:32 am by The Reaver of Darkness »