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Author Topic: Reaver's Harmony Megamod - A Massive X-Com Expansion  (Read 22502 times)

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #90 on: March 15, 2022, 01:08:31 am »
I'm glad to hear you're having fun!

The mission is completed at the moment the last wave of the mission spawns onto the globe. I have added an extra scout wave to the end of alien base and outpost missions so that you have time to assault them before it is finished. In vanilla, it was not possible to cancel these missions, only to delay them (except for terror missions). But in my mod, if you shoot down or assault the largest ship, it will always cause the aliens a mission failure, however attacking smaller ships has some chance of ending their mission as well. If you are proactive enough with interception, it is possible that the aliens have not constructed a single base. But they will pick up their efforts to build one in the second year!
« Last Edit: March 15, 2022, 01:10:21 am by The Reaver of Darkness »

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #91 on: April 23, 2022, 12:18:12 pm »
Harmony 1.0.6 is out!

Changes include:
* Most cannons and launchers now show which ammo is loaded
* Added Alien Explosive Missile Defense System
* Tractor Beams finally drain shields like they were supposed to all along
* Ethereal Navigators now yield 2 Psi Wave Emitters
* Buffed the Executioner aircraft; much more reason to fly it now
* Several new graphics
* Many tiny bug fixes and quality of life changes

See original post for download!

Offline Mewtastic

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #92 on: June 03, 2022, 07:02:50 pm »
Hey Reaver, I've found a map bug. I've known about it for a while, but I neglected to report it, because part of me doesn't want it to go. There are two tiles of floating sand on one particular desert map. It's at the far north and won't have any real effect on game-play 99% of the time. I've encountered this twice now, once on the previous patch and once on the current patch. I like to think it's just another one of the alien's mind tricks to try and distract my soldiers. Unfortunately I can't point to the exact map file as I don't have knowledge about openxcom maps.

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #93 on: June 17, 2022, 12:42:59 am »
Hey Reaver, I've found a map bug. I've known about it for a while, but I neglected to report it, because part of me doesn't want it to go. There are two tiles of floating sand on one particular desert map. It's at the far north and won't have any real effect on game-play 99% of the time. I've encountered this twice now, once on the previous patch and once on the current patch. I like to think it's just another one of the alien's mind tricks to try and distract my soldiers. Unfortunately I can't point to the exact map file as I don't have knowledge about openxcom maps.
Very strange. While my mod does add copies of the desert maps due to having route changes, I have made no changes to the map files themselves. And yet I have confirmed that this is not present in vanilla, only in my mod.

It does potentially affect game balance: it offers a high-quality sniping position (you can kneel on it) for flying soldiers, where one shouldn't be. It's fairly minor but can make a large difference in a handful of cases.

When I patch it, you can keep your copy this way by making a backup of DESERT09.MAP from the MAPS folder of Harmony mod. Then every time you install an update, just copy and paste your backup version of DESERT09.MAP to replace the existing one in the mod folder. You may as well create this backup right now. And make sure you save it somewhere other than a mod folder.

Also, I am happy to see that you have selected the Starblazer! I'd love to hear your thoughts on it!
« Last Edit: June 17, 2022, 12:45:04 am by The Reaver of Darkness »

Offline shadics

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #94 on: August 22, 2022, 02:23:54 am »
Good afternoon, I recently tried your mod and noticed when I aimed behind some objects, the aim decreased, does your mod have a cover system? I'm very intrigued  :P

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #95 on: August 25, 2022, 05:25:31 am »
Good afternoon, I recently tried your mod and noticed when I aimed behind some objects, the aim decreased, does your mod have a cover system? I'm very intrigued  :P
My mod doesn't affect the way aim works. I would like to change how aim works, but it is not within my capabilities.

Openxcom Extended (OXCE) has non-vanilla/smarter aiming mechanics as well as a not-always-effective option to make soldiers adjust their aim to hit partially-obstructed targets.

I have built cover into the security stations. If your soldier crouches next to the firing slit, enemies can't see them through it. But standing up, they can fire out just perfectly. It looks like a 4 voxel high opening, but is actually only 2 voxels high (minimum I can do in editor) because of how laser-sharp aiming often can be. The net result is that firing through the slit causes some of your shots to miss and hit the wall, affected by proximity to the slit. So it works as partial cover when they are standing next to it, and full cover when they are crouching under it.
« Last Edit: August 25, 2022, 05:28:08 am by The Reaver of Darkness »

Offline shadics

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #96 on: August 29, 2022, 07:30:40 am »
I'm confused, because using your mod my aim is penalized if I aim behind certain objects
I leave you an image for you to check, I only have your mod installed
It is clearly seen how my aim goes down when I move the courses behind those rocks

https://i.ibb.co/F3DWQ2H/screen001.png

If your mod does not have a cover system, what is generating this result?

Offline psavola

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #97 on: August 29, 2022, 07:51:59 am »
I'm confused, because using your mod my aim is penalized if I aim behind certain objects
I leave you an image for you to check, I only have your mod installed
It is clearly seen how my aim goes down when I move the courses behind those rocks

https://i.ibb.co/F3DWQ2H/screen001.png

If your mod does not have a cover system, what is generating this result?

There could be a few explanations. Weapons have a no-sight penalty multiplier (usually 50%, check INFO button), and I wonder if that could be kicking in behind the cover. Your accuracy drops exactly 25% which sounds like it could be the case here. This could also be the UFO extender accuracy option, where the rate drops off, because the spot behind the cover is a bit farther away.

Offline The Reaver of Darkness

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Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« Reply #98 on: August 31, 2022, 05:18:44 pm »
If your mod does not have a cover system, what is generating this result?
What psavola said is accurate. Your soldier's aim is multiplied by 0.75 for any target that they are not able to see. This is an OXCE feature, and the default OXCE value is 0.5.

Their aim is also multiplied by 1.25 if they are kneeling. This is a feature from the original game, though the default value is 1.15. Their accuracy is also reduced by using a two-handed weapon with the other hand occupied, if they lose health, or if they have any fatal wounds on their head or any arm being used to shoot.

If the accuracy value over the targeting crosshair is green, that means that the target is visible to your soldier. Yellow means that particular soldier is unable to see the target.
« Last Edit: August 31, 2022, 05:27:37 pm by The Reaver of Darkness »