aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ThumpieBunnyEve

Pages: [1]
1
OXCE Support / Re: BUG: H.Explo. Armed when Deactivated.
« on: May 28, 2024, 09:00:14 am »
no hostility needed. what part is not clear?

before every battlescape, there is a setup period, i don't know if it has a fancy name or not..

just set up a high explosive on a soldier to a value of 1.
then disarm it.
start mission.
observe in battlscape the status of the high explosive.

is it armed?
if no.  then you do not see the bug.
if yes. then you see the bug.

if i get the bug, then i just save the battlescape. abandon game, and reload the battlescape. and the bug is cleared.

¯\_㋡_/¯

i do not comprehend where you mis-comprehend.  But your more important then me so I'll just accept that its my fault. Carry on.

2
OXCE Support / Re: BUG: H.Explo. Armed when Deactivated.
« on: May 26, 2024, 09:18:00 pm »
when i later in that mission abandoned game, and loaded save 111. the H.Explo. worked as expected.
Some went off right away, some went off a round or few later. and some didn't boom.

The error may be narrowed to  pre-mission-setup when disarming, and re-arming, then entering mission, throwing, and counting the rounds.   as mentioned my Save is 'after' having landed. So opening the BattleScape phase, saving, and immediately reloading that save might be the key to not encountering the issue.  But as mentioned...

ALL my H.Exp.'s were set to  0  to start with while landing setup was active.
I disabled them all.
i re-enabled some. ( with timing at 1 so individuals could throw a big boom with enough time for TU drained comrades to escape the radius in the next round. )  and then a bunch with no prearmed status, so i could set accordingly.

Have a look at pre-landing, arm and disarm some H.Exp.  see if they show up as armed when you enter BattleScape.
If they DO show up as armed, throw those around,  and see if/when they explode.  In my live run, the armed ones never did.  In my Reload from the save they worked fine.  I was actually surprised to see them boom on the reload as they had not on the live run prior.

Either way the fix was for me to load the save from post-landing. (111)

3
OXCE Support / [Answered] BUG: H.Explo. Armed when Deactivated.
« on: May 25, 2024, 07:32:33 am »
I have the oXcE mod for 'high explosives can breach ufo exteriors' set on 'on'.
when starting a mission, i decided to arm about 5 of these, with the setting [ 0 ], and 2 of them with the setting [ 1 ].
because nothing i do lets me change the armed or disarmed option during B.attleS.cape, i had second thoughts and went back to Disarm all the High Explosives my crew were carrying, opting to set them in field as needed.

However, when B.S. began, i noticed my crew were holding !Armed! units.
Thinking it was a glitch, i decided it was best to Throw the H.Explosives immediately.

So i threw all the units off the ship, so they would explode -away- from the Avenger, at the end of the round or at the end of round 2..  but..

They did not explode.   All clearly indicated as 'armed' and i could not right click to set any of them.

Im not exactly sure how that would play out in the code, but please have a look?

OXCE_v7-12-8_2024-05-18

the only save i have is while the crew is opening round 0 inside BS.

4
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: May 21, 2024, 03:05:45 pm »
Small breaking change OXCE 7.12.7 with recent script hook, I fix typo in one script arg.


Yankes, where can i DL your OXCE 7.12.7 version?  there is a lot of links from the OP, and not a all of them result in a page to dl from. I know you worked on the fix i needed with the  "need-more-manufacture-space" warning ∞ looping.

5
OXCE Support / Re: Filtering hired soldiers at Recruitment??
« on: May 19, 2024, 12:30:39 am »
Yankes i tried the mod you linked me to.  It does not play well with unmodded saves, nope nope!
all my bases suddenly had no soldiers. and, all my ships were without soldiers too.

Its definitely more of a //start your play through with this on, or don't touch it!// sort of mod.

Ill give it a shot on my next play through. But its options don't play nice with others like the rest of your/Meridian's oXcE stuffs.

Im not actually sure who the team is that made/continues to make oXcE..

6
OXCE Support / Re: Filtering hired soldiers at Recruitment??
« on: May 18, 2024, 06:17:10 pm »
I like Yankes answer. Because then others can have/use/tweak it. and the player can turn it on and off as desired easily without doing a bunch of nitty gritty file edits each time they just want it on or off. 

But i agree the cost going up to higher a soldier would be fine.  or, you know, lower the cost, but increase the monthly ask.

I 'higher' like 600 guys a month and immediately or not, fire 565 of them.  then put the remainder through psi school, and see if i should cull more.   its kinda silly!

maybe just pay these guys at the -end- of the month instead of for the right to look at their resume. X.X

also, as a mod, you'd at that point -know- you were altering your play through with it even if you kinda forget and come back to your save some 2 years later and are not sure why the heck you never get any low-end-soldiers.

But i don't know how to mod for xcom right now, so for the moment I'll use Delian's answer and keep a long ear out for if this does become a mod.

7
OXCE Support / Filtering hired soldiers at Recruitment??
« on: May 18, 2024, 01:54:47 pm »
is there any way already in the oXcE menus, to set parameters for hiring soldiers?
I kinda blow Millions on hiring soldiers, then culling them back out when they don't have 30str and 30brave.
like 80% of these guys get to leave with a pay check for just scoring _Under_ my hiring requirement.

It makes sense that Psi School would be unique to each new higher as its part of the x-com program so evaluating and filtering soldiers based on psi-skill wouldn't be a thing. But at least i would be able to put them through a weight lifting test. And a bravery test would be as simple as injecting a drug to enhance paranoias, and putting them through an obstacle course under paintball fire and seeing if they still obeyed barked orders from sgt's.

but no 80% of these guys who show up for the tests, go home with 60,000$ just for auditioning. X_X;

I hope there is some mod for this that i am just not seeing...

8
OXCE Bugs FIXED / Re: BUG: Not Enough Workspace Avail Loop ∞
« on: May 17, 2024, 03:13:23 am »
I played a game called "Out of this World" on SNES. Its what got me into BlackThorn i mentioned earlier. I did manage to beat it and Blackthorn. I remember, like with x-com the endings were not the reason to play as much as enjoyment of the game-play itself.  That's true of lots of games, but especially with games as data dynamic rich as X-com.  base-build game,  risk-world domination, chess, and shmup.   everything tied together and used well meaningfully between each element.

For some, it's the battle-scape that they remember most, others it's the geoscape. Some let their imaginations fly to the base building (guilty) and the radar-based battles.    Im still not 100% sure that  Proximity of Lift-to-LaserDefenses isn't a factor, or that Radar works better or worse if its on the edges of the base. Living quarters being adjacent to mind-shield working better then not..  or Alien-containment and general store near to a lab resulting in faster research results?     I've 'started' playing with the assumption that synergies from base-adjacency isn't a thing.  but every time i build a psi-School i think to myself..   "Better have that mind shield up first!"

The amazingly 'compressed'-ish coding of the 90's gaming scene is what really got me dizzy with euphoric dreams for our future..  sadly like when flood gates open, there is often a back-wash. and for all the quality, compression, and ability, programing lent itself to back in the 90's, after the 2K.. it definitely felt like it started to go the other way. Bloat-ware, emulators running emulators to emulate actual good software, dev kits with instruction sets not needed but included with the current software running on it, just.. soaking up ram needlessly.  OS'es finding ways to make us re-buy all the software that made us capable 'back in the day' and sell us less capability at that. I cant install a company-made app any more without worrying what rights and liberties im sacrificing to THEM now.  Remember when malicious software was made only by one-off hackers just doing it for kicks?  Now its 'ok' if its from a corporation looking to make money off your mined data.. annd then sell you adds..  X_X

Not so much a rant as a realization of a golden age gone by, and broken delusions of hoping organizations have our best interest in mind.

.... Is "Another World" the same game as "Out of this World" rebranded ? it looks familiar.     Actually don't answer that.. I've strayed far enough from this bug topic. And i can research my own answer.

Continue to dream up new fun things to do with OXCE and its mods!  TY for taking the time to use what little info i provided to prevent the lock up loop!

Stay awesome! ⋆^-^⋆

9
OXCE Bugs FIXED / Re: BUG: Not Enough Workspace Avail Loop ∞
« on: May 17, 2024, 01:40:09 am »
Thank you Commander Yankes :)

In the future if i find any more bugs ill try and be more clear and accurate about how i encounter them.

Over all i gota say, i just SUCK at X-Com.  :(   
⋆i started on beginner
⋆gave myself 300 m starting funds.
⋆and built up a pile of bases right from first day, i even edited the save file so almost every structure in that safe was built in 1 day. just to, get going.
⋆Every ground mission i have completed with save-scumming (not the oxcE feature, the normal meaning of save scumming,  using those set-numbers against the system on each reload of battlescape.)
⋆I flood every country with tons of patrolls, all the time, so nations like me..
⋆and i took on an alien base! or 2 perhaps..?
-The USA still went turn coat with the aliens even when i painted the whole continent with constant patrols and shot down alien ships over their waters, and did some Large battleship missions on their lands.

⋆I don't know how you people play this game so well.  all results say, EXCELLENT! and i can even take down battleships with 4-on-1-interceptor runs using avalanche missiles.

Yet im apparently as good as the US Military at keeping maintenance costs down.. +_+

The only way i ever beat the game on my own was when i played some ones playstation cydonia save, some 25 years+ ago.  I know its not related to the bug..   just for as well as im doing -with cheating too!- i apparently am just awful at this game.     REALLY happy the 255 item glitches are gone though.   Thanks for a loving dedicated fanbase over the years! 

Im playing this on my steam deck and my home pc lately, putting me back into that EarthSiege/Syndicate/DukeNukem/PizzaResturant/Cyberstorm/Metaltech Battledrome/Blackthorn/DoomII/Descent/Command&Conquer/Worms/Tie-Fighter/SystemShock/ThemePark/LostVikings/WingCommander3 nostalgia...  wow i played alota games back then come to think of it...   X-Com was one of my faves by light years (that's a measure of distance :)  because it just seemed so fantastically complex and deep! its got more going on in it then pretty much anything made today even! they don't make them like X-Com 1994 any more!

My love to you guys, for carrying this torch since i was in highschool! and making the patched up game, not only wonderful to play, but accessible to well.. pretty much EVERYTHING! :D  Thank you to all the dedicated teams that keep this game fun some 30 years later!

10
OXCE Bugs FIXED / Re: BUG: Not Enough Workspace Avail Loop ∞
« on: May 16, 2024, 06:22:14 pm »
I thought i did upload a save?
_autogeo_.asav
  isn't a save file?

it's the geoscape right before i set the following to manufacture:

I set 255 tank-laser-drones crafting, and try to set 650 workers onto the task,

i hold the UpArrow on ascribing units to make till 255,
i hold the UpArrow on applying workers to the task, while it increases toward 650 workers is when it happens.

the included image i uploaded is what i get when assigning some where around 650 workers, workers that were ascribed while holding the UIs [▲] i think while the work-space left was 0?

lets see.. i had just finished a downed battleship mission, got to geoscape, and i was informed that my that my laser-cannons-CraftWeapon had finish construction, so i was not starting from 0 on the tank-laser-Drones,  which are set to automatically sell btw.

my base is set up as follows (and is the second base i ever built, kinda close to Australia)

WᅟWᅟWᅟLᅟLᅟL
WᅟWᅟWᅟGᅟLᅟL
WᅟWᅟ↨ᅟGᅟLᅟL
WᅟWᅟGᅟGᅟLᅟL
WᅟWᅟHᅟHᅟLᅟL
WᅟWᅟHᅟHᅟLᅟL


where ↨ is a lift
W is workshop
L is a living quarters
G is a general store
H is a hanger.

650 living quarters bunks (Filled with engineers )
650 workshops


(PS this site is mean! i cant post  [code][/code] blocks for monospaceing, without getting a warning about how users are forbidden to post external links...? code blocks are not links. @_@  i had to use a different font just to show a code-block markup..)

11
OXCE Bugs FIXED / [FIXED] Not Enough Workspace Avail Infinite Loop
« on: May 16, 2024, 09:25:42 am »
im playing 7.12 on both linux and on windows. Both versions have the same bug at the same point, and I've encountered it the same way 5 times between both versions.

if( assigning manufacturing projects, AND whilst having enough workers, but NOT having enough workshop space. )
{
a loop
will begin of informing the player:

NOT ENOUGH WORKS SPACE AVAILABLE!
Build a new workshop or reduce work on other projects.
[     OK     ]
if(OK  OR ESC)
loop repeats
}

clicking ok (Or escape) just reinitiates the loop infinitely with no way out other then alt-f4.

im not sure if this bug comes from OXCE or OXC, but i just signed up to this forum to mention the bug, because its hit me 5 times now.  Im new to all this. So if there already is a bug outlining this problem and dev's are On-the-job already,  yay!

Pages: [1]