OpenXcom Forum

OpenXcom => Open Feedback => Topic started by: grrussel on August 11, 2015, 11:39:00 pm

Title: Feedback from OpenXCOM TFTD
Post by: grrussel on August 11, 2015, 11:39:00 pm
So far, so good: loving it;

Gods, it got difficult quick. I tried veteran, and the only missions I seemed to get were terror sites... with rookies and starter weapons, eek!

Started again on 'beginner'

So far, all terror missions occur at night, without exception; should they? In the original, the targetting bug let you delay until dawn, but not OpenXCOM, afaict!

The highlight so far was being hit (well, near misses, but same results!) by 4 disrupter pulse missiles, killing 11 of the 14 strong squad, most still in the sub, (the one that ran got shot subsequently, the lone survivor went beserk and shot his sole other remaining comrade, before eventually regaining control and bailing with the sub. I guess it wasn't a great idea to land a triton right next to the intact medium sub.

Other highlight was the lobsterman that climbed up on the triton roof and kept killing any trooper who came out for a shot; its supposed to be my sniper vantage for the initial deployment

Its July, and I have no surviving aquanauts from January. I know of one base I need to deal with, I am still only with plastic aqua armor, have researched all alien non-melee weapons.

Still alive!

The dots on the geoscope for Alien base / terror site seem small relative to Xcom bases, quite hard to see,
 
Title: Re: Feedback from OpenXCOM TFTD
Post by: Hobbes on August 11, 2015, 11:42:27 pm
So far, all terror missions occur at night, without exception; should they? In the original, the targetting bug let you delay until dawn, but not OpenXCOM, afaict!

This bug has been retained in OpenXCom: a site will be active as long as you have a craft targeting it.
Title: Re: Feedback from OpenXCOM TFTD
Post by: Warboy1982 on August 11, 2015, 11:53:10 pm
it's more of a concession than a bug - it's deliberately coded that way.
Title: Re: Feedback from OpenXCOM TFTD
Post by: tifa77 on August 17, 2015, 10:43:06 pm
Hello. Great job with the project. so far everything seems great and playing without that annoying lag is such a better experience.

One thing that is glaringly different however is the aliens are now super aggressive and will now charge towards your starting location. This isn't necessarily bad, just different. I guess you fixed the pathing or something? During ship missions I no longer have to search every nook and cranny since they are so aggressive. Recently lost an artefact mission when I got totally swarmed. It's refreshing and makes things easier in a way but eliminates the search and destroy aspect a little.
Title: Re: Feedback from OpenXCOM TFTD
Post by: Warboy1982 on August 17, 2015, 11:49:55 pm
thanks! and yeah, that's mostly due to the pathing. aliens got "stuck" a lot in the original for various reasons.
Title: Re: Feedback from OpenXCOM TFTD
Post by: tifa77 on August 19, 2015, 03:40:28 am
A question. I notice there is an option to turn the damage level to 50-150% like in tftd. On default this is normal x-com levels rather than tftd levels. I changed it in options to 50-150 so am I playing the original tftd experience?

On a side note alien colony and artefact missions are now insane, INSANE! flying tentacle monsters with great pathing and multiple blaster launchers! Oh my.
Title: Re: Feedback from OpenXCOM TFTD
Post by: yrizoud on August 19, 2015, 05:10:48 am
I changed it in options to 50-150 so am I playing the original tftd experience?
Yes.
Title: Re: Feedback from OpenXCOM TFTD
Post by: niculinux on August 19, 2015, 11:41:17 am
it's more of a concession than a bug - it's deliberately coded that way.

Please may we have the original behaviour! In xcom i progressedmquitw far in the game, but in tftd i early got stuck fairly early, since it is (and imdind) much more more harder thna its predecessor, plus battling a night i find it'nearly impossible to do ; (
Title: Re: Feedback from OpenXCOM TFTD
Post by: Meridian on August 19, 2015, 12:12:31 pm
Please may we have the original behaviour! In xcom i progressedmquitw far in the game, but in tftd i early got stuck fairly early, since it is (and imdind) much more more harder thna its predecessor, plus battling a night i find it'nearly impossible to do ; (

The night terror missions is the original behaviour... it was the same before.

Just target the site with another craft until it's day, if you don't want to play at night.
Title: Re: Feedback from OpenXCOM TFTD
Post by: niculinux on August 19, 2015, 03:25:16 pm
The night terror missions is the original behaviour... it was the same before.

Just target the site with another craft until it's day, if you don't want to play at night.

ah thanks, cannot remember since did not play that game since 2005!! (I own the xcom: collector's edition; a 2 CD relase that includes xcom/ufo; tfdt - win versions - and xcom:apocslipse!!! Yummy)  :) sry for the aforetyped typos...
Title: Re: Feedback from OpenXCOM TFTD
Post by: tifa77 on August 19, 2015, 11:37:02 pm
aliens always seem to be here. may be stuck due to pathing. seen it many many times
Title: Re: Feedback from OpenXCOM TFTD
Post by: DarkGam3r on August 20, 2015, 05:49:59 pm
That's weird. I've recently played some day time terror missions on both Island Attacks and regular beachside ones.
Title: Re: Feedback from OpenXCOM TFTD
Post by: Warboy1982 on August 21, 2015, 04:30:01 am
aliens always seem to be here. may be stuck due to pathing. seen it many many times

yeah, they'll tend to camp the engine rooms a bit, that's fairly intended i would assume.

That's weird. I've recently played some day time terror missions on both Island Attacks and regular beachside ones.

that's not unusual.
Title: Re: Feedback from OpenXCOM TFTD
Post by: tifa77 on August 25, 2015, 04:01:45 am
I have encounter many crashes during artefact missions. In one case, the game crashes every time I finish the artefact mission. Also crashes randomly during the mission itself. I got pissed so just went to the final mission. Completed the first phase and it crashed again upon loading the second level. Reloading in all cases will not change the outcome.

I was able to complete my first artefact mission after failing the first (besides random crashes) however the next one suffered the crashing on completion problem.
Title: Re: Feedback from OpenXCOM TFTD
Post by: Warboy1982 on August 25, 2015, 05:44:28 am
i'll need a lot more information than that if i'm to make a fix. could you at least upload a save or something?
Title: Re: Feedback from OpenXCOM TFTD
Post by: tifa77 on August 25, 2015, 03:32:13 pm
Here is a save with one alien in plain view. Killing him ends the mission. The score screen comes up, after which the game crashes.

The save titled 'just fuck my shit up' (titled that way due to getting wiped on the last run) is just prior to the mission.
Title: Re: Feedback from OpenXCOM TFTD
Post by: Warboy1982 on August 25, 2015, 04:54:00 pm
caught it, fixed. i wonder if it's the same bug that's logged on the tracker at the moment.
Title: Re: Feedback from OpenXCOM TFTD
Post by: tifa77 on August 25, 2015, 05:46:58 pm
thanks for staying on top of things.
Title: Re: Feedback from OpenXCOM TFTD
Post by: DarkGam3r on August 31, 2015, 07:01:52 am
Game seems to crash when ending a mission by psi capturing a zombie.
Title: Re: Feedback from OpenXCOM TFTD
Post by: Sectiplave on September 02, 2015, 07:56:27 am
As someone who has played and finished vanilla TFTD/UFO many many times since the late 90's my lack of knowledge of OpenXcom is a surprise to me.

I've started a new play through yesterday on Genius (give myself a chance to warm up again right?) with some of the default mods turned on (I'm a huge fan of hot grenades) and by the gods! This is an amazing improvement, it has really brought new life to my love of TFTD. In fact I feel soo spoiled by the resolution adjustments and keybindings that I don't think I'll be able to go back to Vanilla ;D

I've been playing heavily over the past few days and haven't experienced anything odd so far, but it's still an adjustment coming from majority vanilla TFTD and a little bit of TFTD extender. Can someone point me in the direction of getting the PSX CD music working? I have all the files in .ogg format.
Title: Re: Feedback from OpenXCOM TFTD
Post by: Warboy1982 on September 02, 2015, 11:32:47 am
look at the musics.rul file in standard/xcom2/
rename your .OGG files accordingly
pop them in your TFTD/SOUND/ folder.
Title: Re: Feedback from OpenXCOM TFTD
Post by: Sectiplave on September 03, 2015, 01:29:32 am
Thanks Warboy :)

Playing a terror mission last night I notice the biodrones melee attack is still bugged (they have no melee accuracy stat assigned I think was the original bug?) I watched one attempt to hit a civvie 4 times a row, then the civvie wandered off like he remembered he forgot his lunch.

Maybe he was just REALLY lucky? I ended up abandoning the mission (aqua plastic armor....) so I didn't get to see more examples.

EDIT; I also found a bug where I had killed all enemies in the second stage of a colony mission and destroyed the synonium device but the mission would not end. When I clicked end turn it didn't even flash enemy turn, I enabled debug and used the force end mission command and it was the same when I would abort or force end the mission, 44 kills vs. 44 kills one live alien. I suspect maybe the live alien had bugged.... however I am a dummy and I over wrote the save file :( will work on replicating this if possible, but it takes a serious amount of time to clear the second stage colony, cursed lobstermen!