Author Topic: Reaver's Harmony Megamod - A Massive X-Com Expansion  (Read 4862 times)

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #45 on: June 18, 2021, 06:50:04 am »
I have this nasty crash. Any help?

It seems to happen when a terror ship should spawn, but I can't figure out why. It is likely related to a mod you have installed. Based on your mod list, my best guess is CMP. However, uninstalling CMP does not appear to fix the issue in this save. Try swapping Harmony with CMP in the mod load order.

P.S.: You don't need the aliens pick up items mod, my mod has that functionality already in it.
« Last Edit: June 18, 2021, 09:05:58 am by The Reaver of Darkness »

Offline Firestorm_01

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #46 on: June 18, 2021, 09:26:32 pm »
Hello. What kind of options recommend to use with this mod?

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #47 on: June 21, 2021, 09:00:44 am »
Hello. What kind of options recommend to use with this mod?
The recommended options are pre-set when you install it.

However, I can give you a few extra recommendations which I didn't include:
Custom Initial Base: yes - The default base design is recommended for newer players, but veteran X-Com players are recommended to craft their own base design, or to make the variant from page 2.
Instant Grenades: no - It is tempting to want grenades to explode immediately and with vanilla grenades it's balanced. But I fixed grenades, and having them instantly explode is overpowered. If you want smoke immediately, for example, try the grenade launcher or rocket launcher.
Alternate Movement Methods: yes - It saves a ton on misclicks.
Override Line of Fire: yes - Not only should you have this on, but you should get used to using it. If soldier refuses to fire, hold ctrl to fire anyway.

Anything else which isn't in the mod will just stick to whatever you previously had set.

If you change the settings, they will stay changed. The recommended settings are only set once, the first time you install the mod.
« Last Edit: June 21, 2021, 09:16:04 am by The Reaver of Darkness »

Offline Amunak

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #48 on: June 24, 2021, 01:42:40 am »
I love what you've done with the game with this overhaul. As an old-timer who spent countless hours with the original X-Com, yours feels like a definitive edition / remaster of the game. With just enough old stuff to still be recognizable as the original X-COM, but new enough so that even for a seasoned player it's interesting and unpredictable again. Bravo.

I also love what you've done with the geoscape (craft and UFO) icons. I've also just had a genius idea on a (possibly?) fun way to change these. Not even sure if it actually fits your mod, but I have to share it somewhere.

How about making regular (non-hyperwave) radars so that they don't directly show UFO icons, but rather just a "heat map" of probabilities where the UFO is? The heat map's size and intensity would be dependent on the UFO's speed, size and time  it has been visible by the radar. Essentially making it so that the radar can "see" that there is some activity (and occasionally you could just fake it without an actual UFO being present), but you wouldn't know the exact location and you would have to send in a craft for visual confirmation. This is where the "radar upgrades" for crafts which I have personally found not to be very useful would come in real handy. With the time aspect you could also just wait (perhaps risking losing the UFO), but eventually the location should get small enough so that typically you just detect the UFO without extra effort. But you'd have less time to react.

Basically you'd get a map like this on your geoscape, the perhaps generated pseudo-randomly:



Now I get that this would be a lot of work (provided it'd be at all possible) and it's probably a lot of work for a minor and possibly contentious feature... But I just came up with the idea seeing that radar shot, loved it and had to share. So, uh, yeah.

Thanks again for the mod!

Edit: oh and congrats to me for 100 messages (and logging in after 8 years) ¯\_(ツ)_/¯
« Last Edit: June 24, 2021, 02:10:10 am by Amunak »

Offline Firestorm_01

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #49 on: June 24, 2021, 08:37:31 pm »
Well, I've watched https://www.youtube.com/watch?v=Gu1rPS4fYX4&t=4558s
Looks like mods is good. But the one thing I find especially intresting is that mod fits category that a not a lof of mods have.
Like what mod  player should play if he want XCom like xcom? Most popular mods are heavy total conversions. That is also includes X-COM Files.
Well, there are FMP, hardmode expansion and that is basically all. Other mods that is plays somewhat like "vanilla" actually no longer supported and their time passed.
That is why I find Harmony unique. It is looks like vanilla, but better balanced and whith more stuff and with OXCE features supported.
« Last Edit: June 24, 2021, 08:43:17 pm by Firestorm_01 »

Offline Amunak

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #50 on: June 25, 2021, 06:12:20 pm »
Well, I've watched https://www.youtube.com/watch?v=Gu1rPS4fYX4&t=4558s

Just for reference that video is not, in my opinion, a very good showcase of the mod. The author goes into it with a lot of "knowledge" of the old XCom which is just completely wrong, and makes decisions based on uninformed and outdated information. Overall it doesn't show much from the mod even though it's a really long video.

It'd be much nicer if there was a 10-30 minute showcase with long gameplay segments, but still with some cuts to show the stuff that's different in the mod.

Offline Firestorm_01

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #51 on: June 25, 2021, 11:00:41 pm »
Actually that video was ending video of full mod walkthrough series of the mod.
So, I guess it could be used as good representation of the mod.

Offline Ranakastrasz

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #52 on: August 10, 2021, 07:58:50 am »
I think something went wrong when I installed this mod. I think I have a debug enabled version, since I start with an excessive full base, equipment that isn't unlocked yet, a bunch of aircraft, and also the UFOPEdia for weapons seems to have {0} in place of number of shots.
Not sure what I did wrong.

Offline Meridian

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #53 on: August 10, 2021, 01:23:17 pm »
Not sure what I did wrong.

Mod requires OXCE.
You have installed OXC.

Offline Ranakastrasz

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #54 on: August 10, 2021, 02:58:54 pm »
That would do it. Thanks.