OpenXcom Forum
OpenXcom => Open Feedback => Topic started by: KingMob4313 on June 23, 2014, 04:34:03 am
-
Hello,
I read that many of the bugs from the original Xcom are fixed in this version.
Does that include the weird behavior of fire in the game?
-
this here?:
Funky Fire
If a unit (alien or friendly) is on fire or standing in flames, an Incendiary explosion anywhere else on the map will do a small amount of damage to it, even if you just shoot an IC round at a random patch of ground.
Similarly, if a unit (friendly units only) is standing in smoke when an incendiary explodes, it will take stun damage. This makes the combination of incendiary munitions and smoke quite hazardous until such time as all troops are armored.
There is a working hypothesis for The cause of this bug is that each and every Incendiary explosion triggers the "Smoke and Fire" routine: applying fire damage, applying stun damage from smoke, calculating fire and smoke spreading, and "catch on fire" checks for units in fire.
Note that X-Com units wearing any kind of armor are immune to fire damage and IC-induced stun damage. Xcom HWPs are immune to stun, but take 40% damage from Incendiaries and WILL get killed quite efficiently by funky fire.
(from https://www.ufopaedia.org/index.php?title=Known_Bugs#Funky_Fire)
i would be really surprised if this is in openxcom
-
nope, no funky fire.
-
nope, no funky fire.
So how does fire work, exactly?
-
https://www.ufopaedia.org/index.php?title=Incendiary#Damage (https://www.ufopaedia.org/index.php?title=Incendiary#Damage)
-
https://www.ufopaedia.org/index.php?title=Incendiary#Damage (https://www.ufopaedia.org/index.php?title=Incendiary#Damage)
I was about to grump on this post, but I see that Zombie has done a ton of research on the subject since the funky fire bug was fixed. Very interesting, and I would assume that the fire is emulated in the same way as the original game once the funk was patched? Awesome.
-
this here?: (from https://www.ufopaedia.org/index.php?title=Known_Bugs#Funky_Fire)
i would be really surprised if this is in openxcom
I always thought it simulates getting suffocated by smoke and isn't a bug.
-
Smoke still give a bit of stun damage, but only once by turn. The funkyfire bug made hit suffocate people additionally every time a fire bullet explodes anywhere.
-
Just a thought, shouldn't fire do hits on an unconscious alien or xcom operative?
-
Smoke still give a bit of stun damage, but only once by turn. The funkyfire bug made hit suffocate people additionally every time a fire bullet explodes anywhere.
Yep, you could stun whole batches of aliens, at least, until you ran out of smoke tiles.
Honestly, the incendiary rounds should do some more damage over being on fire. Being on fire and being covered in napalm, or more likely: thermite / white phosphorus are very different things.
Maybe something to play around with when I get my code base standing up.
-
Smoke still give a bit of stun damage, but only once by turn. The funkyfire bug made hit suffocate people additionally every time a fire bullet explodes anywhere.
Wow, how weird :D . I never noticed it :D .
-
Wow, how weird :D . I never noticed it :D .
You could do all sorts of insanity, like throw a smoke grenade into a ufo, then have 2-3 soldiers outside open up full auto with incendiary autocannons and stun the crap out of everything in the UFO.
-
Honestly, the incendiary rounds should do some more damage over being on fire. Being on fire and being covered in napalm, or more likely: thermite / white phosphorus are very different things.
I have suggested something similar with an additionnal hit damage for incendiary ammo. With it we could make a blast radius for the fire+damage over the time, but also a hit damage which can be as powerful as AP or anything else. For now the "power" does not change the small amount of damage done. It could be interesting to separate the DoT effect of the weapon initial hit.
-
I have suggested something similar with an additionnal hit damage for incendiary ammo. With it we could make a blast radius for the fire+damage over the time, but also a hit damage which can be as powerful as AP or anything else. For now the "power" does not change the small amount of damage done. It could be interesting to separate the DoT effect of the weapon initial hit.
I have buffed the explosion damage in a personal build, but I am still testing it. Originally the code does between 5-10 damage or so. I have it doing between weaponPower/4, with weapon power randomness already determined. So a 70 damage incendiary rocket does between 35 and 0 damage on an explosion with default damage generation (200%-0%).
But I'd love to code up a 'melting' state that burns for 1-3 rounds, like being on fire, but does a certain portion of the weapon's power as DOT. I haven't had a chance to implement it yet.
-
I just read that fire damage doesn't affect morale. I'd rather like if it was the opposite : catching fire would be a good reason to drop your weapon and freeze in terror or run in random direction.
(This applies well to civilians and xcom soldiers, of course)
-
I just read that fire damage doesn't affect morale. I'd rather like if it was the opposite : catching fire would be a good reason to drop your weapon and freeze in terror or run in random direction.
(This applies well to civilians and xcom soldiers, of course)
Hell yes.
This is a good indicator of a game's mechanics quality: whether burning people lose their shit (good) or continue shooting you back as normal (which makes fire weapons almost useless).
It's not remotely as clear-cut with tactical games, but I'd like to see some additional effects.
-
+1
being in fire should be a good reason to panic, but this effect should be function of the damage modifier IC, because there is no point to be scared by fire if you are immune.
-
I'm championing the idea of fire causing instant panic for quite a time here. After all, I can't see a man being on fire able to do anything else.
-
"Manuel Alcala is flailing about and screaming"
-
I'm championing the idea of fire causing instant panic for quite a time here. After all, I can't see a man being on fire able to do anything else.
Only if putting out the fire was an option some how.
-
You can vanish fire with explosion of smoke (but I don't now if it work on soldier in fire ?)
-
Remember: DUCK AND COVER! :)
Seriously though, stunning a soldier stops the fire. So remember, if you see someone on fire, zap them with electricity!
-
"I'm on fire! Taze me, bro!"
-
"I'm on fire! Taze me, bro!"
(https://img.sadistic.pl/pics/731760ae11a5.jpg)
-
Just don't wake them back up until in the safety of the base! The fire demon stirs awake as well!
-
While we were in the code, could set up the med kit to put out fires.
-
That'd be... really weird. Useful but too weird... I'd rather have an extinguisher or nothing at all :)
-
An FPS had that mechanic, but yeah just a fire extinguisher would work.
-
MYTHS vs FACTS in XCOM
---------------------------------------------------
If someone is set on fire, they take no fatal wounds...they take burn damage each round. Therefore the healing kit does not aid them (healing kit only heals fatal wounds), and stunning them only stuns them while they still take burn damage each round. If they burn to death, msgbox is returned with something like "Jack Smak has died from fatal wounds". Its -actually- the wrong message. They don't have any fatal wounds. They burned to death (which one can argue is a fatal wound, I suppose. :) )
I've tazed a guy on fire and watched him die 3 rounds later from burn damage though he had no fatal wounds, and nothing that can be healed.
Also...the other myth: Smoke does not extinguish a unit set on fire. Smoke doesn't put out fires at all in XCOM.
-
I've tazed a guy on fire and watched him die 3 rounds later from burn damage though he had no fatal wounds, and nothing that can be healed.
Happened the same to me recently. I guess I was wrong all along...
We seriously need some 'duck and cover' mechanics. :)
Also...the other myth: Smoke does not extinguish a unit set on fire. Smoke doesn't put out fires at all in XCOM.
Then we're toast... *ba-dum-tsss!*
-
Also...the other myth: Smoke does not extinguish a unit set on fire. Smoke doesn't put out fires at all in XCOM.
Smoke really replace fire on tiles, it's work for me. But it don't extinguish the fire on any unit.
-
An FPS had that mechanic, but yeah just a fire extinguisher would work.
Time Splitters 2?