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Author Topic: Reaver's Harmony Megamod - A Massive X-Com Expansion  (Read 2186 times)

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #30 on: May 26, 2021, 08:13:09 pm »
New patch is out! The Mastodon now has a starboard door, chryssalid and zombie functionality has been improved, and the UFOPedia now displays the number of shots for snap and aimed shots. Other small changes also included, and detailed in the metadata file.





Large mind shield building seems scuffed:
Fixed!

Offline LagT_T

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #31 on: May 29, 2021, 05:42:23 am »
Thanks for the update! I've restarted my campaign without CMP to better experience the mod and I found another floor hole, this time in a supply ship. The soldier in the red circle can see and shoot at the soldier in the yellow circle.



Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #32 on: May 29, 2021, 11:40:01 pm »
Patch 0.9.3 is out! Several minor changes are detailed in the metadata file, but the most important changes are that alloy armor is a bit stronger now, and snakemen and mutons are significantly tougher now. Beware!

I found another floor hole, this time in a supply ship.
That is a vanilla bug which was fixed by openxcom but was still happening in my mod, so I fixed it in my mod. I don't know why it would be happening again but I will try to investigate.

Offline LagT_T

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #33 on: May 30, 2021, 12:13:20 am »
I liked Snakemen taking 2-3 laser rifle hits and mutons taking 2-3 heavy plasma hits, it was a good balance in genius. With the maps being crowded as they are tougher enemies will slow the battlescape to a crawl.

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #34 on: May 31, 2021, 08:13:25 am »
0.9.4 is out!

  0.9.4:   Fixed bug with hangars being destroyed during base defense missions.
       * Hopefully reduced incidences of alien berserk fire hitting fuel tanks.
       * Fixed hole in Supply Ship.
       * Added new mapblocks to Cydonia underground and made tweaks to its map script.
       * Soldiers now always spawn inside the exit area during alien base or outpost missions.
       * Base defense: Soldiers are now much less likely to spawn in access lift, tanks are a bit less likely to.

I liked Snakemen taking 2-3 laser rifle hits and mutons taking 2-3 heavy plasma hits, it was a good balance in genius. With the maps being crowded as they are tougher enemies will slow the battlescape to a crawl.
I made the change because before it was too easy to just use any weapon against the strongest enemies. You should learn to use the best weapons against each enemy. Heavy plasmas are great against sectoids, chryssalids, and ethereals, but it's not a very good weapon to use against mutons, reapers, or celatids. When the game lets you get away with using the wrong weapon all the time, it gets too easy.

Offline Valerra

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #35 on: June 01, 2021, 04:11:30 pm »
I've researched Alloy Weapons but there's no HC-Alloy Ammo in Manufacture list



It even absent if debug mode is enabled



But all is ok if start new game. The bug is only in current save.
« Last Edit: June 01, 2021, 06:31:08 pm by Valerra »

Offline SIMON

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #36 on: June 01, 2021, 07:28:55 pm »
Game won't even start, using v0.94-see attached.

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #37 on: June 03, 2021, 06:28:31 am »
I've researched Alloy Weapons but there's no HC-Alloy Ammo in Manufacture list

Is it hidden?



Game won't even start, using v0.94-see attached.

Should be fixed. If it isn't, let me know. And until then you can play the mod on OXCE v7.0.


- - - -

Harmony 0.9.5 is out! This makes a very important change, there are now several new damage types! They are variants of Armor Piercing, Laser, Plasma, and High Explosive. The variants apply to resistances pretty similarly to each other, but it will be more important now than before to use rapid weapons against fleshy targets, or heavy weapons against hard-armored targets. The UFOPedia will give you enough info to understand all of this!

  0.9.5:   Added several new damage types to better differentiate between weapon types.
       * Slightly tweaked resistances across the board.
       * Reduced how often aliens carry blaster launchers and increased how often they carry small launchers.
       * Made elite aliens show up a bit earlier in the event that you complete the research tree quickly.
       * Invasion now begins almost year earlier.
       * Improved several UFOPedia descriptions.
       * Unit on elite small scout now correctly carries red grenade.
       * Fixed bug with Medium Destroyer sometimes carrying derelict alien habitat units.
       * Elite craft now yield two data units.
       * Fixed some visual glitches on maps.

Offline LagT_T

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #38 on: June 05, 2021, 06:58:57 am »
Love the new damage types, the automatic/heavy versions make much more sense.

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #39 on: June 06, 2021, 08:13:34 am »
Love the new damage types, the automatic/heavy versions make much more sense.
That was Hadriex's idea, I can't take credit for it! Glad you like it!

- - -

0.9.6 is out! It adds a few very significant changes:

  0.9.6:   Reduced some of the larger-sized component costs of Flagships.
       * Increased likelihood of missions being infiltration.
       * Added Patroller UFO which will attack X-Com craft earlier in the game than destroyers.
       * Storage space from General Stores increased. Other facilities unaffected.
       * Increased how often plasma pistols and plasma rifles appear in the late game.
       * Added options for continued research of live aliens, in particular leaders and commanders.

Offline SIMON

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #40 on: June 06, 2021, 12:32:19 pm »
After doing a bit of further testing your mod runs ok on everything up to and including oxce v7.03 of 27/04/21. From v7.05 - v7.08, see attached for what happens.

Offline Valerra

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #41 on: June 06, 2021, 10:55:34 pm »
Is it hidden?
Don't even know. Is there a way to hide specific items from lists?

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #42 on: June 08, 2021, 10:42:30 pm »
After doing a bit of further testing your mod runs ok on everything up to and including oxce v7.03 of 27/04/21. From v7.05 - v7.08, see attached for what happens.
My best advice is don't use unreleased versions of OXCE. The mod works fine on OXCE 7.0, and I don't even know where to get OXCE 7.0.5, but it seems like it is OXCE which has the error, and not my mod.

Don't even know. Is there a way to hide specific items from lists?
I think if you right-click them it can hide them? Try checking the hidden list to see if they are there.
edit: yes, if you right-click until it turns purple, it will become hidden. You can then click [        default       V] and select 'Hidden' to find it.
« Last Edit: June 08, 2021, 10:45:27 pm by The Reaver of Darkness »

Offline Valerra

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #43 on: June 09, 2021, 08:44:31 am »
I think if you right-click them it can hide them? Try checking the hidden list to see if they are there.
edit: yes, if you right-click until it turns purple, it will become hidden. You can then click [        default       V] and select 'Hidden' to find it.

wow... thanks a much! Sorry for my ignorance

Offline Valerra

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #44 on: June 14, 2021, 11:21:59 pm »
I have this nasty crash. Any help?