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Author Topic: [OXCE] XCOM Multimod  (Read 4272 times)

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #60 on: December 27, 2020, 10:09:44 pm »
You can try to press space on night missions to remove this mode. You can also change the color of the NV mode in options.

Offline WaldoTheRanger

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Re: [OXCE] XCOM Multimod
« Reply #61 on: December 28, 2020, 06:58:59 am »
I think the default hotkey for toggling night vision is page up or something weird like that.

but yeah you can change it

I also really like the addition of making it turn on automatically

Offline Ran

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Re: [OXCE] XCOM Multimod
« Reply #62 on: December 28, 2020, 09:36:22 pm »
My apologies about the night vision, I should have checked in OXCE without enabled mods.  :-[
Toggling works fine with Scroll Lock and man it's dark at night!

I noticed in 1.05 soldiers are STR_SOLDIER whereas in 1.06 they are STR_SOLDIER_SCOUT, STR_SOLDIER_SNIPER or STR_SOLDIER__COMMANDO  I guess that may be part of the problem?

I replaced the zero values of soldiers with ones from a freshly started 1.05 savegame and it seems to work fine. Using OXCE 6.8.3 and multimod 1.06 now.

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #63 on: December 29, 2020, 04:47:58 pm »
No, the problem with soldiers is this: when a new game begins, all soldiers are chosen randomly. The soldiers are defined in a file with their requirement. The commando, sniper and scout soldiers haven't an initial requirement (research), so, when the game search for the soldiers, it could choose a commando, sniper or scout.

In the soldier ruleset, these soldiers are defined without stats, because they are a referenced node of the original soldier.

I fixed the problem. Please, download the attached file on your mod folder, XCOM Multimod/Ruleset, or you can download the 1.07 version.
« Last Edit: December 29, 2020, 06:50:29 pm by cevaralien »

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #64 on: December 29, 2020, 05:04:33 pm »
wow. just a few minutes of playing (even with the bugged soldiers) and I'm impressed.

It's not just more content than vanilla, but it's so much more polished and refined. (not to mention makes more sense)

I really like the simplifying of the inventory. less to think about, so you spend less time equipping and managing space and more time with the action.
oh yeah, and taking the silly timers off of smokes and regular nades is great too. it was just confusing for no extra benefit before. (however the ufopeadia entry for nades would indicate that it still has them)

ufos actually being hard to shoot down (or rather catch) is so much more immersive and tense. and the third slot weapon pod on the interceptors is a fantastic way to offset this (and it makes canons viable in regular engagements. holy crap I didn't think that was possible)


I think I will recommend this mod over vanilla to people who are new to the game.


the one thing I don't like is that instant grenades are turned on by default, but I do see how it fits with the design philosophy, and I'm happy since you let us change it back.

also a second pass on the 'peadia for spelling/grammer is in order. I'll try and make notes on specific problems next time I read it, but just a heads up

I'm glad you like it.

The high explosive was balanced to do the works that ufopedia says: demolition. I raised the weight to disallow a long range throw, while it's power allows to do holes in UFO hulls.

I recall a mission against the Mutons. My soldiers was armed with rifles and default ammo, so, i needed many shots to kill an enemy. The UFO was a Supply Ship and the doors was too near the southern border of the map. One Muton was in the border of the left door and the terrain (jungle) doesn't allows me to ambush it. It was very accurate and the grenades was not an option, because the distance.

Well... how to enter the UFO? I take a high explosive pack, i open a hole near left the gravity elevator, where i found 3 Mutons! I drop some hand grenades, rifle grenades and the defenders was killed. I finished the job with proximity grenades. Zero x-com deads.

Thas is the best use of the high explosive pack. I was lucky in a Terror Mission too, when i found 3 Sectopods very near of the Skyranger door. They was looking to other directions, so, i take a HE pack and kill them with a single explosion  ;D

About this:

the one thing I don't like is that instant grenades are turned on by default, but I do see how it fits with the design philosophy, and I'm happy since you let us change it back.

I like to play with grenades that explodes on the same turn, because aliens works in the same way. For example, if i drop a grenade that doesn't explode immediately, the alien(s) could react and kill my soldier, even if i kill them at the end of the turn. Of course, you can change it at will in the options.

Thanks for the feedback on grammar. English is not my natural language, so, i appreciate the observations.




Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #65 on: December 29, 2020, 05:22:31 pm »
Notice that for some reason, when you load a single battle (not campaign), weirds things happens. One of them is that soldiers begins with different stats. I don't know why this happen.

I found this behavior in the new mod that i'm doing, so, i think that is a problem of the default configuration of the individual scenarios. I can guarantee the mod in campaing mode, but not in individual battles, at least for now.

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #66 on: December 29, 2020, 06:49:09 pm »
I have released a new version of Multimod.

Changes on 1.07:

Fixed problems with soldier start stats.
Fixed some borders (Venezuela, Mexico, Canada, EEUU)
Added Saud Arabia borders and regions.
Fixed Egypt and Venezuela regions.


Offline Ran

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Re: [OXCE] XCOM Multimod
« Reply #67 on: December 29, 2020, 08:13:34 pm »
Thanks, this works! :)

I played one month on Genius, harvested 4 UFOs and completed a Terror mission without running into an obvious bug.

However as you said the low-stat soldiers in single battles persist, also the handob for grenades is a rifle.
chronic-fatigue-Midori and the normal-stat guy on the right are carrying 2 grenades, the guy behind her one normal and one smoke grenade.

Offline WaldoTheRanger

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Re: [OXCE] XCOM Multimod
« Reply #68 on: December 30, 2020, 01:37:28 am »
lol.
it's a trick rifle.
like a trick candle, except it explodes.

Offline cevaralien

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Re: [OXCE] XCOM Multimod
« Reply #69 on: December 30, 2020, 04:19:26 pm »
Jejeje yeah, it is weird.

I don't know the single battle mechanics. In fact, i don't know why these soldiers have these stats, because no one of my soldiers are declared with these numbers; they have a full stat or no stats for the referenced one.

The same situation happens with the handob. I played many games with the rifles and machine guns (my favorite weapons) in campaing, none of these shows errors, but, in single battle you see...

I will ask to Meridian to explain me the single battle mechanics. I suspect that it is mixing data from the mod and the vanilla, or even other mods.