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1
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Jimboman on Today at 12:43:55 am »
This is true, but the alien abduction missions in XCF have been redifined to have objective: 3 which makes it a site spawning mission and those follow their own rules by what I've understood, rendering the regionWeight irrelevant for this particular mission. I believe the issue lies in that REGION_NATASHA_MOROZOVA_HIDEOUT defines 2 missionZones for reasons unknown to me, perhaps WIP or from an old idea that got discarded, but as far as I could see, the 2nd zone (missionZone 1) is not actively used anywhere, yet for abduction site spawning purposes it's considered valid, at least until it has to spawn the UFOs and then it encounters the issue of no zone 5 (typical UFO entry/exit zones) defined for that region.

The fix in this case should be simple enough if nothing truly requires that missionZone 1, deleting the dash for said zone and allow for its missionAreas to be consolidated into missionZone 0 and thus, the region will no longer be a valid target for abductions.

Currently defined region
Spoiler:
Code: [Select]
- type: REGION_NATASHA_MOROZOVA_HIDEOUT
    missionZones: # European and American mountains, and Ural
      -
        - [142, 142, -73.5, -73.5, -317]
        - [93, 93, -84.5, -84.5, -317]
        - [213, 213, -80, -80, -317]
        - [118, 118, -72, -72, -317]
        - [44, 44, -68, -68, -317]
        - [163, 163, -66, -66, -317]
        - [82, 82, -63, -63, -317]
        - [61, 61, -67, -67, -317]
        - [129, 129, -67, -67, -317]
        - [160, 160, -63, -63, -317]
        - [36.34, 36.34, -68.47, -68.47, -317]
        - [44.81, 44.81, -67.02, -67.02, -317]
      -
        - [158, 158, -55, -55, -316]
        - [105.7, 105.7, -53.87, -53.87, -316]
        - [89, 89, -58, -58, -316]
        - [57, 57, -62, -62, -316]
        - [51, 51, -64, -64, -316]
        - [35, 35, -62, -62, -316]
        - [46.91, 46.91, -60.85, -60.85, -316]
        - [137.64, 137.64, -51.39, -51.39, -316]

Consolidated into single zone
Spoiler:
Code: [Select]
- type: REGION_NATASHA_MOROZOVA_HIDEOUT
    missionZones: # European and American mountains, and Ural
      -
        - [142, 142, -73.5, -73.5, -317]
        - [93, 93, -84.5, -84.5, -317]
        - [213, 213, -80, -80, -317]
        - [118, 118, -72, -72, -317]
        - [44, 44, -68, -68, -317]
        - [163, 163, -66, -66, -317]
        - [82, 82, -63, -63, -317]
        - [61, 61, -67, -67, -317]
        - [129, 129, -67, -67, -317]
        - [160, 160, -63, -63, -317]
        - [36.34, 36.34, -68.47, -68.47, -317]
        - [44.81, 44.81, -67.02, -67.02, -317]
        - [158, 158, -55, -55, -316]
        - [105.7, 105.7, -53.87, -53.87, -316]
        - [89, 89, -58, -58, -316]
        - [57, 57, -62, -62, -316]
        - [51, 51, -64, -64, -316]
        - [35, 35, -62, -62, -316]
        - [46.91, 46.91, -60.85, -60.85, -316]
        - [137.64, 137.64, -51.39, -51.39, -316]

Thanks, I'll try this fix and see if it works. :)
2
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Jimboman on Today at 12:40:33 am »
I had a crash with that as well with the 3.4 version from github and openexe 7.11, no mods.

I went into my savegame and deleted all references to 'Natasha' missions and that sorted it.  It hasn't returned in three or four game months since then.

Maybe a holdover from something being changed?

You won;t believe this, but literally an hour or so after I posted that I had the same crash and 'repaired' it in the same way.  It's not game-breaking as I delete the missions from the save, it's just a little annoying.
3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by CrazedHarpooner on May 20, 2024, 10:18:39 pm »
Very strange. I understand very little of this, but I suppose the MOROZOVA region should not be used to spawn random abduction missions, because its regionWeight is undefined in regions_XCOMFILES.rul which should default to 0. Maybe OXCE is bugged somehow, you have a corrupt mod copy or some other mods are messing up by introducing non-zero regionWeight. Or I'm missing something, which is also entirely possible.
This is true, but the alien abduction missions in XCF have been redifined to have objective: 3 which makes it a site spawning mission and those follow their own rules by what I've understood, rendering the regionWeight irrelevant for this particular mission. I believe the issue lies in that REGION_NATASHA_MOROZOVA_HIDEOUT defines 2 missionZones for reasons unknown to me, perhaps WIP or from an old idea that got discarded, but as far as I could see, the 2nd zone (missionZone 1) is not actively used anywhere, yet for abduction site spawning purposes it's considered valid, at least until it has to spawn the UFOs and then it encounters the issue of no zone 5 (typical UFO entry/exit zones) defined for that region.

The fix in this case should be simple enough if nothing truly requires that missionZone 1, deleting the dash for said zone and allow for its missionAreas to be consolidated into missionZone 0 and thus, the region will no longer be a valid target for abductions.

Currently defined region
Spoiler:
Code: [Select]
- type: REGION_NATASHA_MOROZOVA_HIDEOUT
    missionZones: # European and American mountains, and Ural
      -
        - [142, 142, -73.5, -73.5, -317]
        - [93, 93, -84.5, -84.5, -317]
        - [213, 213, -80, -80, -317]
        - [118, 118, -72, -72, -317]
        - [44, 44, -68, -68, -317]
        - [163, 163, -66, -66, -317]
        - [82, 82, -63, -63, -317]
        - [61, 61, -67, -67, -317]
        - [129, 129, -67, -67, -317]
        - [160, 160, -63, -63, -317]
        - [36.34, 36.34, -68.47, -68.47, -317]
        - [44.81, 44.81, -67.02, -67.02, -317]
      -
        - [158, 158, -55, -55, -316]
        - [105.7, 105.7, -53.87, -53.87, -316]
        - [89, 89, -58, -58, -316]
        - [57, 57, -62, -62, -316]
        - [51, 51, -64, -64, -316]
        - [35, 35, -62, -62, -316]
        - [46.91, 46.91, -60.85, -60.85, -316]
        - [137.64, 137.64, -51.39, -51.39, -316]

Consolidated into single zone
Spoiler:
Code: [Select]
- type: REGION_NATASHA_MOROZOVA_HIDEOUT
    missionZones: # European and American mountains, and Ural
      -
        - [142, 142, -73.5, -73.5, -317]
        - [93, 93, -84.5, -84.5, -317]
        - [213, 213, -80, -80, -317]
        - [118, 118, -72, -72, -317]
        - [44, 44, -68, -68, -317]
        - [163, 163, -66, -66, -317]
        - [82, 82, -63, -63, -317]
        - [61, 61, -67, -67, -317]
        - [129, 129, -67, -67, -317]
        - [160, 160, -63, -63, -317]
        - [36.34, 36.34, -68.47, -68.47, -317]
        - [44.81, 44.81, -67.02, -67.02, -317]
        - [158, 158, -55, -55, -316]
        - [105.7, 105.7, -53.87, -53.87, -316]
        - [89, 89, -58, -58, -316]
        - [57, 57, -62, -62, -316]
        - [51, 51, -64, -64, -316]
        - [35, 35, -62, -62, -316]
        - [46.91, 46.91, -60.85, -60.85, -316]
        - [137.64, 137.64, -51.39, -51.39, -316]
4
Brutal AI / Re: Brutal-OXCE 8.5.3
« Last post by panzer on May 20, 2024, 09:22:03 pm »
Hi Xilmi. There is such a suggestion: add reaction shots when opening doors (maybe as a switchable option).
 The fact is that enemies, especially with aggression 0, really like to ambush behind doors and it would work if the fire trigger worked. It looks something like in screenshot 1
Of course, they will be killed due to the lack of a rocket shot, since the right to the first shot is always with the one who opened the door.
Knowing this, I will just ambush a little to the side of the door and thereby kill the enemy anyway.Screenshot 2
 That is, the absence of a fire trigger when opening doors almost always works in the player's favor.
5
Brutal AI / Re: Brutal-OXCE 8.5.3
« Last post by Xilmi on May 20, 2024, 09:04:30 pm »
not sure - bug it or feature - but alien missile always fly into craft, even if target is far away from it
here is the save with start of human turn
shoot from the tank in any direction and press "end turn"
alien rocket will fly into craft, will out, and will fly to the tank
That's extremely bizarre and I'm actually quite baffled.
It seems like somehow there's something weird with the pathfinding.

For unlimited waypoints it only looks weird but without unlimited waypoints something nonsensical like that will clearly eat up waypoints unnecessarily.

I fear I have to debug into the depths of pathfinding to figure out why that happens. Compared to that the issue with the missiles getting stuck at the ramp looks rather trivial.
6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Jimboman on May 20, 2024, 06:55:29 pm »
Aliens are trying to abduct Natasha Morozova! :o

I had a crash with that as well with the 3.4 version from github and openexe 7.11, no mods.

I went into my savegame and deleted all references to 'Natasha' missions and that sorted it.  It hasn't returned in three or four game months since then.

Maybe a holdover from something being changed?
7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by psavola on May 20, 2024, 05:53:20 pm »
Very strange. I understand very little of this, but I suppose the MOROZOVA region should not be used to spawn random abduction missions, because its regionWeight is undefined in regions_XCOMFILES.rul which should default to 0. Maybe OXCE is bugged somehow, you have a corrupt mod copy or some other mods are messing up by introducing non-zero regionWeight. Or I'm missing something, which is also entirely possible.
8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Kozinsky on May 20, 2024, 05:29:26 pm »
Aliens are trying to abduct Natasha Morozova! :o
9
XPZ Strategy/Tactics / Re: The best place to shoot down enemies
« Last post by Psyentific on May 20, 2024, 04:33:36 pm »
That matches my observations; extreme-cold terrains like Ice tend to spawn plane wrecks more than anywhere else. The B-17 Necroplanes full of Necropirates are the most reliable source of plane parts in my experience. While the Thunderbolt bandit fighters are plentiful, each one only yields about 4 necroplane parts so you'll need to salvage a lot in order to reconstruct anything.
10
Brutal AI / Re: "Realistic accuracy and cover system" option
« Last post by jnarical on May 20, 2024, 10:28:57 am »
Added some fixes, including important one. Changes involve "missing shots" mostly, improving how they work.

1. When targeting a unit with autoshot, and that unit is killed before all the projectiles are launched - remaining projectiles no more target the floor, they still aim to that target voxel which was part of that unit's body.

That's normal targeting behaviour for OG and always was that way, and I considered it a bug in RA. Now  it's gone, and heavy multiple projectile autofire weapons, like chainguns - work correctly. That was a small code change, but it'a big deal, really.
.
2. Now when shooting empty tile, roll-based hit/miss mechanics considers "virtual" medium-sized unit as target for calculating missing shots. So, if your accuracy roll gets a miss - shot will fly outside that "invisible" unit (but it surely could fly through the target tile at the same time)

3. Since the OG, when targeting empty tile, target voxel is fixed depending on tile type - 2 types of walls, floor, ceiling, object, or void. For example, for "void" tiles target is (8,8,12) inside that tile, its center. For RA, when targeting such tiles and rolling a hit - projectile now gets light deviation around that point. And when rolling a miss - yes, it'll fly outside invisible unit))

I've tested that code a little, in classic, XCF and 40k. All seems fine.

My next goal will be adding two things simultaniously:

1) "weightened" effect of target's exposure.

Possible options would be: 0% (off), 30% (light), 50% (medium), 70% (high), 100% (full)
In current version, it's 100%/full.

For example, you got 100% accuracy shot to 30% exposed target.
With different settings, final accuracy will be:

0%/off: 100%
30%/light: 70% + 30%*0.3 = 79%
50%/medium: 50% + 50%*0.3 = 65%
70%/high: 30% + 70%*0.3 = 51%
100%/full: 100% * 0.3 = 30% (current RA version)

2) "Sniper accuracy mechanics" - portion of accuracy, exceeding 100% initially, added after calculating exposure effect. And that could be weighted based on shot type, if needed. Time will tell.

For example, you get very high accuracy shot to a highly covered target. Initial accuracy 180%, target exposure is 5% (basically, some sectoid looking from a small window, with only its head exposed). Even with 100% exposure weight from the previous option, you get 180*0.05 (9%) + 180-100 (80%) = 89% chance to hit, where 80% part is for "sniping".
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