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Messages - hvnlysoldr

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1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 06, 2019, 03:42:44 am »
Bow costBuy tag is missing in the 0.9.9e2 version. Thanks for all the hard work.

2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 01, 2019, 02:31:22 am »
Found another costBuy tag missing, it's for the Bow weapon. Bow Quivers are fine but can't buy any bows.

STR_EXPEDITION_SHOGG and STR_EXPEDITION_DIMENSION_X don't link to anything yet. The expeditions for planet and naval don't need their arcs completed so is it just what random spoils should be linked in the surveys? When I first started playing there were a number of missing articles in the UFOpedia so I'm glad they have all been worked on. EDIT: Now that I look closer Shogg survey has a sell/buy item and research but the UFOpedia article is still broken, but Dimension X survey is not actionable yet on any level.

3
The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: July 12, 2019, 08:44:15 pm »
Great work with the mod. I'm replaying from the beginning. Those weapon boxes really help in the beginning year.
The rat unit is so much less useful than dogs. I'm not talking about the stats although armor for the animals don't measure up late. No, my frustration is training Reaction stats. Dog soldiers gain reaction stats for Bark weapon and for Bite weapon trains both Melee and Reaction. The highest stat Rat soldiers can utilize (Reaction) is much harder to train than everything else. It requires putting your Rat right up to an enemy and dangerously take a risk, either your rat gets killed quick or you get to pathetically bite back. The Rat seems to be even more specialized as a low HP scout than Dogs are, but it's so much harder to keep them alive than dogs to reach that potential. Please change Giant Rat Bite train both Reaction and Melee like Dog Bite does. Manufacturing armor for rats like we can for dogs would make them easier to keep alive as well.
My opinion for both Rat and Dog soldiers is they cannot run as fast as late-game soldiers. That probably has to do with the Energy refill formula. It looks at current health and the animals just don't have that much to begin with. Max health soldiers don't have as high stamina capacity but playing it feels they regain them at a faster pace; and that reduces the satisfaction of running the animal scouts; although that's just at the late stage with superhuman soldiers.
Spoiler:
Soldier JUMPSUIT (15 + 0.25*CURRENT HEALTH (CAP 70))/STAMINA (CAP 105)*100%=31% recovery
vs RAT ARMOR (25 + 0.25*CURRENT HEALTH(CAP 30))/STAMINA (CAP 140)*100%=22% recovery
Since playing this mod I have always liked using Flashlights better than Flares. Electro-Flares are less expensive but less powerful. Even with Flashlights being heavier, thus cannot be thrown as far, their light strength and their melee ability appeals to me more. So finding Shogg Lanterns worked like better flares and that later on I could buy Shogg tech like ships and weapons; I was disappointed I couldn't buy them. Looking in the Items and Research Rulesets I found the problem. Items lists being able to buy them when you can buy all the other weapons and has the sell price but without the costBuy tag it will never be available. Please either make them not at all buy-able by removing the purchase tag or put in the costBuy.
Spoiler:
  - type: STR_SHOGG_LANTERN
    categories: [STR_SHOGG_TECH, STR_EQUIPMENT]
    requiresBuy:
      - STR_PURCHASE_SHOGG_WEAPONS
    size: 0.25
    costSell: 4000
    weight: 4
    bigSprite: 748
    floorSprite: 685
    power: 18
    battleType: 10
    costThrow:
      energy: 8
    invWidth: 1
    invHeight: 3
    attraction: 4
    recoveryPoints: 1
    listOrder: 46270
Keep up the great work we all really appreciate X-Files and OPENXCOM and all your effort and support.

4
I was considering to put this into the Bugs topic but this oversight makes for a more fun suggestion into the mod. Basically the updated engine adds another tag to items for explosions. Beforehand fuseTimer was set to -1 to prevent items from exploding including un-primed grenades and set to like 0 to explode on end turn; but now there's a new tag fuseEnabled that when set to false disables the timer. I discovered it when I threw a dynamite to soften up a Muton and it didn't blow up. This tag only fails to generate on Battlescape saves generated in a previous version or continued on from such save. Going in the Equip screen in base or on mission prep properly enables the fuse and of course priming during battle does so. It even has a gray dot indicating its "armed" status versus red. It even shows a red mini-map coordinate showing an armed grenade.
Spoiler:
    - id: 81
      type: STR_DYNAMITE
      owner: 106
      previousOwner: 106
      unit: -1
      inventoryslot: STR_LEFT_SHOULDER
      inventoryX: 0
      inventoryY: 0
      position:
        - -1
        - -1
        - -1
      ammoqty: 0
      ammoItem: -1
      ammoItemSlots:
        - -1
        - -1
        - -1
        - -1
      painKiller: 0
      heal: 0
      stimulant: 0
      fuseTimer: 0
      fuseEnabed: false
      tags: ~
Anyway it would be funny to intentionally make an enemy grenadier that needs to first un-prime and then re-prime their grenade and still leave enough TUs for throwing. Or a Kamikaze armed explosive suit with ticking bombs that may or may not explode.
Minesweeper could be made. Spawn dud landmines on the ground on the map sprinkled with live ones. Your mini-map would be a literal mine-field and have some crazy snipers on the other side. It would make it a risk your life to cross the minefield, to even picking up the mines to slowly re-prime them, or to trade sniper pot-shots.

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 02, 2018, 07:19:26 pm »
I've been experiencing the game crashing. In the save file Muton Base, the Supply ship if left alone triggers the Battleship for the Muton alien base; however "OpenXcom has crashed: Segmentation fault..." At first the log said it couldn't find muton.pak for the armors, but on subsequent reloads didn't reveal anything "missing." Then I took a look in the save file and found this doozy:
Spoiler:
Quote
- type: STR_ALIEN_BASE
    region: STR_SOUTHERN_AFRICA
    race: STR_MUTON
    nextWave: 6
    nextUfoCounter: 0
    spawnCountdown: 60
    liveUfos: 4294967295
    uniqueID: 349
    missionSiteZone: 8
So I reduced liveUfos to 2 so it would spawn 1 ship (the Battleship) to properly establish a base and end that particular mission. Don't know how that counter went so high but hopefully there's a fix soon. Thanks for all your hard work.

Looking in my monthly backup save the Muton Base mission is perfectly fine but the Hybrid Purge mission also is haywire with too many liveUfos:
Spoiler:
Quote
  - type: STR_HYBRID_PURGE
    region: REGION_HYBRID_PURGE
    race: STR_HYBRID
    nextWave: 1
    nextUfoCounter: 0
    spawnCountdown: 21
    liveUfos: 4294967292
    uniqueID: 347
    missionSiteZone: 27
  - type: STR_ALIEN_TERROR
    region: STR_NORTH_ATLANTIC
    race: STR_WASPITE
    nextWave: 4
    nextUfoCounter: 0
    spawnCountdown: 5550
    liveUfos: 4
    uniqueID: 347
    missionSiteZone: -1
  - type: STR_ALIEN_BASE
    region: STR_SOUTHERN_AFRICA
    race: STR_MUTON
    nextWave: 3
    nextUfoCounter: 0
    spawnCountdown: 5610
    liveUfos: 0
    uniqueID: 349
    missionSiteZone: 8
Sorry for the extra work. Have a great new year's!

6
The X-Com Files / Re: Save editing: missions
« on: November 30, 2017, 08:42:50 am »
I have come back with some more details, I've been playing since version .6 or so after seeing a video on reddit on your mod. I'd download the update, paste xcom assets, run X-Files mod, and copy over the saves and the options config from the last version-- keeping track of advanced options and opening at a certain aspect size and what all.

At version .7 the research to reveal all agents PSI strength before PSI Lab training had changed. Looking at the research tree I discovered Alpha Werecat and the Black Moon mission. Just changing a Monsters Hunt mission into Black Moon kept crashing as a Region variable was too large (even -1 or 1) and even Blood Moon edits; I then changed strategy and kept a save minutes before midnight of the next month. And then I manually copied missions such as Underwater City, Golden Diplomatic Envoy, and a few more terror and alien base missions into the main save to continue from.

Looking at the new AlienMissions in the save file I found that they displayed a uniqueID, and having copied from the "same month" several times the uniqueID duplicated among  a few of them. So I manually edited them sequentially.
Spoiler:
Quote
  - type: STR_ALIEN_BASE
    region: STR_CENTRAL_ASIA
    race: STR_CHTONITE
    nextWave: 1
    nextUfoCounter: 0
    spawnCountdown: 11550
    liveUfos: 4294967292
    uniqueID: 348
    missionSiteZone: -1
  - type: STR_ALIEN_BASE
    region: STR_SOUTHERN_AFRICA
    race: STR_MUTON
    nextWave: 1
    nextUfoCounter: 0
    spawnCountdown: 3660
    liveUfos: 0
    uniqueID: 349
    missionSiteZone: 8
I thought it strange though that the Mission ID was so behind what the Diary was saying. i.e.
Spoiler:
Quote
  - id: 423
    markerName: STR_UFO_
    markerId: 102
    time:
      second: 10
      minute: 38
      hour: 13
      weekday: 2
      day: 25
      month: 10
      year: 1999
    region: STR_ARCTIC
    country: STR_UNKNOWN
    type: STR_UFO_CRASH_RECOVERY
    ufo: STR_SENTRY_SHIP
    success: true
    score: 154
    rating: STR_MS_RATING_150
    alienRace: STR_CHTONITE
    daylight: 8
    injuryList:
      43: 0
      45: 0
      46: 0
      47: 0
      51: 0
      52: 0
      53: 0
      55: 0
      56: 0
      58: 0
      59: 0
      60: 0
    lootValue: -500
  - id: 424
    markerName: STR_UFO_
    markerId: 101
    time:
      second: 55
      minute: 42
      hour: 17
      weekday: 2
      day: 25
      month: 10
      year: 1999
    region: STR_NORTH_AMERICA
    country: STR_USA
    type: STR_UFO_CRASH_RECOVERY
    ufo: STR_MEDIUM_SCOUT
    success: true
    score: 275
    rating: STR_MS_RATING_150
    alienRace: STR_CHTONITE
    daylight: 0
    injuryList:
      72: 0
      74: 0
      82: 0
      83: 0
      86: 0
      88: 0
      98: 0
      100: 0
      115: 0
      120: 0
      143: 0
      149: 0
    lootValue: -500

I don't how this affects behavior changing the alien race after reloading, but I figure since
Spoiler:
ufos:
  - lon: 2.6293354408316367
    lat: 0.10111441823046506
    dest:
      lon: 2.5736578834906032
      lat: -0.022610059357954515
      type: STR_WAYPOINT
      id: 0
    speedLon: -0
    speedLat: -0
    speedRadian: 0
    speed: 0
    type: STR_TERROR_SHIP
    id: 104
    crashId: 59
    damage: 664
    shield: 0
    shieldRechargeHandle: 0
    altitude: STR_GROUND
    direction: STR_NONE_UC
    status: 2
    detected: true
    hyperDetected: true
    secondsRemaining: 104400
    inBattlescape: true
    mission: 335
    trajectory: P0
    trajectoryPoint: 1
    fireCountdown: 18
    escapeCountdown: 6137
doesn't record the alien race but issues ID about itself (and I have to stress I'm speculating and theorizing) mission that when reloading it looks for what it should be on what is available in the save and that a UFO thread may have issued the same ID. So when playing it correctly (detect, attack UFO, engage mission) registers which race was just crashed. (The glitch switching to Chtonite Base even on a Snakeman Terror UFO)

So for now I'll use the Save Scum option to keep single UFOs to quickly engage without worrying about too many Chtonites and then delete most of them before next month so the game will properly reset/spawn the UFO missions.

Manipulating the save file like that is the limits on my programming knowledge so I hope I have given enough information to replicate this unintended behavior. Thanks for crafting this excellent mod for a great game we all love.

7
The X-Com Files / Save editing: missions
« on: November 28, 2017, 07:11:46 pm »
There's a serious bug afflicting me. It triggers when I load any save with a modded alien race UFO. Upon loading saves they switch to Chtonite. Such as the Diplomatic golden Envy ship.
Or this Reptoid Base influx. Load Geo 9 save and two or more scouts spawn, and then either still in the air or crashed saves afterwards will turn the alien race to Chtonite.
This vanilla Sectoid Battleship loads just fine.

It's hard to notice unless like the Golden ship I wanted to see all the bonus weapons and when multiple UFOs attack at once like during bases. Currently only marathon beating all the UFOs all in a row without reloading or manually editing the save after engaging the Battlescape changing each individual alien.

During the last two months I've edited some extra exciting missions over ones I've done already so that might be confusing which race should be the one for which UFO; but that doesn't explain the Diplomatic Golden ship that should only have the Ethereal Order crew unlike for base and terror missions.

Thank you for this great mod and all the effort and hard work to improve it.

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