OpenXcom Forum

OpenXcom => Troubleshooting => Topic started by: wollow on July 31, 2014, 04:10:40 pm

Title: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: wollow on July 31, 2014, 04:10:40 pm
When battlescaping 3rd UFO of the game: When I stunned the last remaining alien with a stun rod the mission immediately ended but the scoring screen showed 0 captured aliens and none was present at the base for research. Cannot repeat since playing ironman (no save to repeat from).

I will keep an eye on this during future missions and report if the error recurrs.

You've made a really great port of xcom, great modding interface. Thanks for the invitation to nostalgia alley!
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: Aldorn on July 31, 2014, 07:18:25 pm
When battlescaping 3rd UFO of the game: When I stunned the last remaining alien with a stun rod the mission immediately ended but the scoring screen showed 0 captured aliens and none was present at the base for research.
Next time, don't hit so loudly  ;)
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: animal310 on July 31, 2014, 07:27:05 pm
When battlescaping 3rd UFO of the game: When I stunned the last remaining alien with a stun rod the mission immediately ended but the scoring screen showed 0 captured aliens and none was present at the base for research. Cannot repeat since playing ironman (no save to repeat from).

I will keep an eye on this during future missions and report if the error recurrs.

You've made a really great port of xcom, great modding interface. Thanks for the invitation to nostalgia alley!

Did you have fatal alien wounds option on? If so you may have injured it earlier and if it has any fatal wounds when you stun it will die when the mission finishes. 

PS , this should be in the troubleshooting section
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: wollow on August 01, 2014, 12:39:06 pm
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Did you have fatal alien wounds option on? If so you may have injured it earlier and if it has any fatal wounds when you stun it will die when the mission finishes. 

PS , this should be in the troubleshooting section
]

It did not happen on two successive missions where I ended the mission with a stun as well.  So yeah, maybe it was a wounded alien.
Sorry for filing this under the wrong topic, will do next time.

In other news: Are the HWPs really supposed to be *that* tough? In the old XCOM, they often suffered first shot deaths, now they live through barrages of dozens of plasma hits. That level of toughness is a complete game changer for me. I now use the HWPs for lots of scouting and *prominently* place them as targets in the open so they soak up all enemy fire. Despite this tactic, I haven't seen a single HWP get destroyed yet.


Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: winterheart on August 01, 2014, 02:57:07 pm
I suppose that you facing with Sectiods with plasma pistols. When you got enemies with plasma rifles at least, you'll will see how those "tough" HWPs explodes after single hit.
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: wollow on August 01, 2014, 03:40:48 pm
Hmm, I have sold more than a dozen heavy plasmas but you've got a point: Smaller plasma weapons *are* more prevalent in open xcom than in vanilla.
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: Solarius Scorch on August 01, 2014, 10:00:55 pm
Hmm, I have sold more than a dozen heavy plasmas but you've got a point: Smaller plasma weapons *are* more prevalent in open xcom than in vanilla.

I hope Warboy doesn't see this. ;)

I frankly doubt there's a difference in this regard. Unless you use mods that change this.
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: KORfan on August 02, 2014, 08:50:43 pm
When battlescaping 3rd UFO of the game: When I stunned the last remaining alien with a stun rod the mission immediately ended but the scoring screen showed 0 captured aliens and none was present at the base for research. Cannot repeat since playing ironman (no save to repeat from).

If it's only the third UFO of the game, was your alien containment constructed yet?  If it hasn't completed, you don't get a prisoner.
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: Warboy1982 on August 03, 2014, 01:19:50 am
Hmm, I have sold more than a dozen heavy plasmas but you've got a point: Smaller plasma weapons *are* more prevalent in open xcom than in vanilla.

no, they're not.
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: wollow on August 03, 2014, 09:17:49 pm
Anyways, heavily utilizing hwps as scouts is a no brainer now (for me). In vanilla xcom they fell apart after the 10th plasma hit at most.
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: Solarius Scorch on August 03, 2014, 10:55:52 pm
Anyways, heavily utilizing hwps as scouts is a no brainer now (for me). In vanilla xcom they fell apart after the 10th plasma hit at most.

Tell this to my Cannon tank which fell to one Plasma Rifle shot to the front plate. No, actually, tell it to my last 10 tanks. :P
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: wollow on August 06, 2014, 10:44:28 am
There seems to be something out of place maybe? I am on my 44th UFO now and havent seen a single hwp die yet. They soak 5 to 30 plasma hits *each* mission.

Also, these are my notes on the game so far:

Research: Sometimes research finishes and no result is shown (i know that some aliens produce no result - i mean a result that really is omitted) or the new branches are not shown. Sometimes alien specialists (not soldiers) hang around at the base but are not researchable for no apparent reason. (feature request: it would be nice to see the name of the alien the produced the research in the research finished screen)

Repair/fuel: A ship can launch even though damaged or only partially refueled but wont get refueled until completely repaired so after 1-2 takeoffs a damaged plane is dry ands stays dry for *long*. intended?

Wall shooting: I have seen aliens shoot the outer walls of their UFO from within *many* times - as if disregarding the fact that they are in the way.

The Elerium Mace from the samenamed mod does not work (aliens dont get stunned).

Feature request: Quickwalk on hotkeypress - sometimes walking your dudes across the map takes ages and you opnly want to speed the animation of certain guys - not all.

Feature request: It would be cool if the soldier rank were displayed on more soldier equip/transfer/assignment screens as it help a lot with distinguishing them.

Bug: When loading a savegame, all interceptors start with zero momentum and are disengaged from combat.

Bug: Day/night cycle rotatation axis is a little off the poles but there *still* is no everlasting polar day or night.

The explosion from the small launcher seems to have the wrong animation. Vanilla xcom sported a different animation (purplish) for it.

Feature request: option to turn an hwps turret only.

Feature request: load hwps onboard skyrangers even if not fully loaded with ammo.

Bug: mind probe does not ever seem top have a line of fire while ordinary guns do. (had psi on sight acitvated)

Annoying: Ufo number x turns into landed ufo number y. This should be the same.

Question: Does an alien under research take up a slot in alien containment? It should.

Feature request: hotkey for joint interceptor agressive/cautious/stand back action. hotkey for 5 sec mode on geoscape (can be super annoying if you accidentally click too fast a mode and dont get a chance to get back to 5 secs because of a barrage of events.

Annnoying: The cryssalid aggro sounds! It's texas chainsawmassacre aesthetics. I prefer alien any day.

Annoying: Walking down the ranger ramp straigh takes longer than jumping off the side and walking besides it to the front. I know its the same in vanilla but its still stupid (watch what the ai does when you have a soldier go down the full ramp).

That was the important stuff...

Another feature request: have the battlescape maps be optionally larger, with the skyranger standing further out of harms was. It would be thematically sound since landing a vtol amidst entrenched hostiles is suicidal. have the battlescapes bind the rangers for a while - if the battlescape took 10 turns, bind the ranger for 10 hours on the geoscape after the battlescape maybe. reflect this with ambient light :-)


Sorry for being so brief and terse but I am wracked by migraine right now. I supply that much much criticism only because you DID SUCH AN AWESOME JOB at recreating one of my favorite pc game classics and it deserves to be prefect ;-). I'll do a lauding post later on.

Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: winterheart on August 06, 2014, 12:36:32 pm
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Repair/fuel: A ship can launch even though damaged or only partially refueled but wont get refueled until completely repaired so after 1-2 takeoffs a damaged plane is dry ands stays dry for *long*.
The aircraft phase order when returning to base is: Repairing, Rearming, Refueling.  (https://www.ufopaedia.org/index.php?title=Differences_to_X-COM_%28OpenXcom%29)

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Feature request: load hwps onboard skyrangers even if not fully loaded with ammo.
As vanilla does. Before 1.0 you could use HWP without full ammo loadout.

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The Elerium Mace from the samenamed mod does not work (aliens dont get stunned).
Ask moddmaker.

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Feature request: option to turn an hwps turret only.
Already done. "When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis."
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: myk002 on August 06, 2014, 10:40:13 pm
the bugs should really go on the bug tracker: https://openxcom.org/bugs/openxcom/issues/open#

Question: Does an alien under research take up a slot in alien containment? It should.
if the alien containment limits option is turned on, then yes, they are counted.
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: Arthanor on August 06, 2014, 10:42:49 pm
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Bug: When loading a savegame, all interceptors start with zero momentum and are disengaged from combat.
I've noticed this too. It restricts saving to being only an option when nothing is happening (or when in battle). Against fast UFOs, it makes quite a difference.

Quote
The explosion from the small launcher seems to have the wrong animation. Vanilla xcom sported a different animation (purplish) for it.
I thought that was the case! But I read somewhere on the UFOPaedia that it was the same sound/animation as a blaster launcher? Having a "Stun explosion" animation on top of the regular one would be nice indeed.

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Feature request: Quickwalk on hotkeypress - sometimes walking your dudes across the map takes ages and you opnly want to speed the animation of certain guys - not all.
That would be nice indeed!

Quote
Another feature request: have the battlescape maps be optionally larger, with the skyranger standing further out of harms was. It would be thematically sound since landing a vtol amidst entrenched hostiles is suicidal. have the battlescapes bind the rangers for a while - if the battlescape took 10 turns, bind the ranger for 10 hours on the geoscape after the battlescape maybe. reflect this with ambient light :-)
Maybe having an optional rule that allows the player to define a minimum distance between the transport and the UFO? Default is 0.
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: MrFrustrated on September 01, 2014, 12:10:35 am
Something similiar happen to me, but midmission.

While outside a supply ship, an alien open the door and tossed a grenade. Decided to rush the ship after that. Killed an alien near that door.

A turn later, I stunned an alien who was about to go into the engine room. I put a guy on top of him because I wanted to see what rank I captured; he's dead Jim.

I wonder if that 2nd alien got caught in the grenade blast, ran back to the engine room.
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: NoelBuddy on September 11, 2014, 04:59:51 am
have the battlescapes bind the rangers for a while - if the battlescape took 10 turns, bind the ranger for 10 hours on the geoscape after the battlescape maybe.

This would be neat, plus it would add the question of "Do I rush them to get this done quick or do I take the time to be methodical?"  I would say each turn should bind the ranger for a minute would be more true to the TU system.  Tho at only a minute it would mostly have an effect on gameplay late in the game when you've multiple UFOs flying around at once.

reflect this with ambient light :-)

Both of these would require a significant change to the engine, so I suppose while asking for one might as well request the other.
Title: Re: Possible bug: Stunned the last alien with a rod but no live alien recovered
Post by: Dioxine on September 12, 2014, 05:06:49 am
I think that a tactical turn is rather closer to 10 seconds than 60, but this being a tactical TB-game, this is really mostly a matter of opinion. However landing the Skyranger would realistically require several minutes (from travelling at full speed to ramp down)...